I am thinking of making a game, and it will be the first I've completed (once I start it I plan to finish it.) It will have a custom-spell system (I'm pretty sure I can accomplish what I'm thinking of.) It's going to have a lot of special effects incorporated, so naturally it sounds like it should be made for RPG Maker 2. But I have a problem: I have absolutely no skill in RPG Maker 2! I'm sure I could make the game in RPG Maker 1 (which I am pretty good with,) but I think it would be WAY better in RPG Maker 2. Which RPG Maker should I make it with?
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I'm thinking of making a game but I need help making a decision..
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Re: I'm thinking of making a game but I need help making a decision..
Personally, I'd say XP or RPGM3 (RPGM2 is a pain to learn, and I couldn't play it if it was made for RPGM1), but I'm guessing those aren't options.
Would RPGM1 require that you scale back your vision of the custom elements of the system? What is the system like? Is this project worth going through the effort of learning an unfamiliar, and oftentimes confusing, programming code?
I'd say go with RPGM2. It seems like you want to do something that requires a custom system, and that's the better one for stuff like that. Plus visual effects are much more customizable in it.
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Re: I'm thinking of making a game but I need help making a decision..
Being one of the better RPGM2 users, it would help if you posted what you want to do, what you're already willing to settle for doing, and such... We could give you better insight into how difficult doing what you want is/will be.
As far as things go, I'd mostly agree with the person before me (except that if you want to make it on RPGM1 go ahead, don't worry about what other people want you to do)... RPGM3 is VERY uncustomizable, more or less the same as RPGM1 in limitations. RPGM2 allows for almost anything but takes a -lot- of work. RPGMXP allows for a ton of stuff but you're limited to 2d.
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Re: I'm thinking of making a game but I need help making a decision..
I was thinking of doing RPG Maker 2 from the beginning, so that's probably what I'll end up doing.
Question for WilliamKirk: I know people have created custom menus and things for their games, and I'm thinking of using that for part of the spell system. Could you explain the whole menu thing to me a little?
Here's what I'm thinking of doing: The spell system is alchemy based. Not potions and elixers-type-alchemy, but symbols carved into stuff-type-alchemy (sort of like Fullmetal Alchemist, but with the real-life symbols people actually used in alchemy instead of the ones made up for the anime.)
The storyline revolves around you, the hero, travelling the world to find 4 or 6 (I haven't decided between the two yet) temples that are stationed near sacred grounds called "Spell Fields," and are guarded by Elders. These areas are kept as secret as possible, so not many people know about them. Spell Fields are basically giant alchemy symbols that, when stepped into, give the user the ability to use that type of alchemy. (i.e. you step into the spell field of fire alchemy, you can equip and use the fire spell whenver you want.) You have to go around and obtain all 4 (or 6) abilities before this evil guy does, so when the time comes, you will be just as powerful as him and you can defeat him.
What I want to do is have a system where, once you have more than one type of alchemy, you can combine 2 to form a different spell. (i.e. earth+fire could give you volcano, or meteor or something.) I was thinking of creating spells for all of the different possibilities, and then having the user decide between three combinations at a time to have equipped. What I would have the user do is go into a custom menu, choose Alchemy A and Alchemy B, and then have a fusion spell equipped. You could do this with three combinations at a time.
I'm pretty sure I can make it work with like 20 billion switches and events, but what do you think?# of words I have made up on the forum so far - 3
3D-itze, walkability, wooshes
Previous names: Otenko, Django
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