Perversion
09-06-2009, 11:55 PM
Yes...half a year later, and I'm finally posting something new here. :|
So I began to farg around with IG Maker today. I can say that it seems to have close to, if not more than, the amount of flexibility of RPGM2 with respect to the genres you are able to make. Almost every little detail can be tweaked out. There are also switches for on/off type applications, and memories, which are basically pieces of code for just about everything else. There are a bunch of presets (player loses health, player gets upgrade, player increases strength, etc), and it appears you are able to create your own as well.
But my problem so far is that this is only slightly more user-friendly than RPGM2. So far, I've not found this to be very intuitive, and a lot of times, the help menus are not so helpful. It took me almost an hour just to figure out how to add a graphic to be used as the player. It's kind of like RPGM2 in the respect that everything needs to be worked on in seperate sections (or tabs) of the program, and within each of those tabs are sometimes another 6-12 tabs, and within those might be another 3 as part of the main work area.
So in order to do something really simple, like add a graphic for the player, you first need to create an animation (which is logical), and within that animation, you need to specify each animation as an action (which is not really explained all that well). Then you go into the gadgets sub-tab, and specify the animation you made earlier, and in a different section of the sub-tab, specify the action within that animation.
With every one of these steps, there are a ton of other things you can do to effect any of them, and the main steps you need to take under each tab are not necessarily the easiest to find.
I knew with all the options available that the learning curve would be a bit steep, but it would've been nice to have it laid out a bit more intuitively. On the plus side, when you try to run your game from within the program, and you've missed a step along the way, it gives a message detailing exactly what you are missing and where in a nested-type structure. Sadly, this is the only way I was able to figure out exactly what I was not doing correctly.
So that's my first impression of the software. Because there seems to be a huge amount of options available, it is a bit intimidating at first. I'm going to use this thread to post my progress with attempting to learn the software, and if I begin to get somewhere well enough to begin working on a "real" project, I'll make a thread for status updates.
That's assuming, of course, that I do any of that.
So I began to farg around with IG Maker today. I can say that it seems to have close to, if not more than, the amount of flexibility of RPGM2 with respect to the genres you are able to make. Almost every little detail can be tweaked out. There are also switches for on/off type applications, and memories, which are basically pieces of code for just about everything else. There are a bunch of presets (player loses health, player gets upgrade, player increases strength, etc), and it appears you are able to create your own as well.
But my problem so far is that this is only slightly more user-friendly than RPGM2. So far, I've not found this to be very intuitive, and a lot of times, the help menus are not so helpful. It took me almost an hour just to figure out how to add a graphic to be used as the player. It's kind of like RPGM2 in the respect that everything needs to be worked on in seperate sections (or tabs) of the program, and within each of those tabs are sometimes another 6-12 tabs, and within those might be another 3 as part of the main work area.
So in order to do something really simple, like add a graphic for the player, you first need to create an animation (which is logical), and within that animation, you need to specify each animation as an action (which is not really explained all that well). Then you go into the gadgets sub-tab, and specify the animation you made earlier, and in a different section of the sub-tab, specify the action within that animation.
With every one of these steps, there are a ton of other things you can do to effect any of them, and the main steps you need to take under each tab are not necessarily the easiest to find.
I knew with all the options available that the learning curve would be a bit steep, but it would've been nice to have it laid out a bit more intuitively. On the plus side, when you try to run your game from within the program, and you've missed a step along the way, it gives a message detailing exactly what you are missing and where in a nested-type structure. Sadly, this is the only way I was able to figure out exactly what I was not doing correctly.
So that's my first impression of the software. Because there seems to be a huge amount of options available, it is a bit intimidating at first. I'm going to use this thread to post my progress with attempting to learn the software, and if I begin to get somewhere well enough to begin working on a "real" project, I'll make a thread for status updates.
That's assuming, of course, that I do any of that.