Why doesn't Agetec make a 3D Platform Maker? It could have sub tools for various genres including action rpg, survival horror or whatever else people might demand. Has this subject ever been discussed? Agetec usually listens to its customers pretty well. Maybe we should try to bring this to their attention. What do you guys think? I mean they have a fighter maker so why no 3D platforms.
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Re: 3D Platform Maker
Because agetec only publishes games. While RPG Maker 2 does cover platform games, it doesn't exactly produce "commercial" results. I think Game maker or that Clean program is good for platforming.Originally posted by couchmonkeyWhy doesn't Agetec make a 3D Platform Maker?Quote of the moment - "When you cut down a tree, don't stand near it."
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Re: 3D Platform Maker
RPGM2's biggest drawback for platforming - tile movement. Still, one could potentially still require some skill with jumping if worked right."What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."
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Re: 3D Platform Maker
eh, agetec co-developed RPGM2, and last year Mark Johnson was thinking about doing their own RPG Maker built on the basic RPGM2 engine. Agetec has a ton of say in what goes into the RPGM games. for example the pavilion's old suggestions topic is pretty much responsible for everything in 2.
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Re: 3D Platform Maker
That's great to hear. I hope all the "dream RPGM" topics have a big impact on the next installment.Originally posted by ValkysasAgetec has a ton of say in what goes into the RPGM games. for example the pavilion's old suggestions topic is pretty much responsible for everything in 2.I want that Mulan McNugget sauce, Morty!
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Re: 3D Platform Maker
It's just more complex than it should've been is all. RPGM2 could've been easier. But instead, we've got like 50 button commands to memorize in the map editor mode. Sure some of them are repeated, but we still have to remember which ones are used when (if normal mode, if copy mode, etc.)."What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."
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Re: 3D Platform Maker
RPG Maker 2 was a godsend, and the misguided people will come around eventually, or jump off a cliff(if we're referring to that here).Originally posted by ValkysasI dunno, last time agetec/enterbrain listened to us, they created something that is hated internationally by many of the same fans who helped create it.
PS: Draygone, go to easy mode, that should help things.
I like the way 2 was designed. It was with the actual serious designer in mind, not some dummy who just wanted to get off on purtting a created character on a piece of grass. Yeah it was difficult at first, but people exaggerated and didn't go with the flow(not to mention you could see who actually made use of their public education, darn slackers). And the ones who did are able to create spectacular games(need I remind everyone of the COW?). Hell, I actually learned advanced math and logic thanks to RPG Maker 2. Although I do agree that certain measures could be taken to make a casual's creation life easier, RPG Maker 2 can't get that much easier and still retain it's efficiency and raw power.
Last edited by Crimson Knight; 11-24-2005, 02:13 AM.Quote of the moment - "When you cut down a tree, don't stand near it."
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Re: 3D Platform Maker
What do you consider good flow in a Maker game Valk? I consider it the least resistance as possible against the goal of creation in this case(which is one of the definitions of streamlined I believe). For example, RPG Maker 2 allowed users to see the land they created, survey it(look around from different camera angles) and preview it with a character+collision detection(which is more controllable than RPG Maker 3) and back to creating their land mass without going to a loading screen or switching modes within half a second. You also had to rememeber a few button combinations, but some of those problems can be fixed going to easy mode. You also had the ability to see how events and other such things are affected, by minimizing the map editor window, and looking at say, world organization. You could switch between these modes and edit things a bit faster than say, switching out of the mode through multiple windows and going to another mode. I love that feature.
Now let's look at RPG Maker 3. When you created a field map, you basically drew it, which is great. But, in order to see the mass you created, you had to go through a loading screen to preview mode. Also, making your maps perfect took much more time, since you had to do this multiple times and the time adds up, that's frustrating. The game also had no way to quickly look around your entire map, to allow you to perfect your maps in one trip. Then add the fact that clearing your land masses+textures were a pain. It was definitely easier to get used to, but it was more difficult to actually make a map precisely the way you wanted. The only way you could really preview your map was in test play, and that was better than the map preview(heck, even the layout editor was better), which is near useless as far as practicality is concerned. You also have no mini feature, which would allow you to edit in multiple modes, which would shave off quite a bit of the time you take to edit separate areas and preview.
Now(assuming your and my definitions of resistance are the same, I go with a force that tends to oppose or retard motion), let's look at what created the most resistance that can't be remedied:
RPG Maker 2(map editor):
-Memory of button combos(one for char preview, copy/paste(this can be taken out due to easy mode), shape edit and land formation edit, I think that's all most people need to know, so like 3?)
-Rendering of the map
RPG Maker 3(map editor):
-Glorious loading with preview mode
-Map clearing isn't precise
-Lack of easy map previewing
-Lack of versatility in editing(this is more of a convenience, but as you know from 2 it definitely couldn't hurt)
-Lack of universal collision detection(they're different from preview and test play, which is silly as it could confuse people into perfecting their map more than they don't need to)
Now I'm not saying RPG Maker 2's map editor is better than 3's, but at the very least 2's allowed you to edit quicker. The point I'm making here is while 3 wins in terms of ease of use, it loses to 2 in how effeicient an editor can be(in our case, "how it flows"). This goes for many other editors in 2 as well, but I think this post is too long as it is.
Now this may be subject to different experiences with the makers, but I think I got my point across.
Quote of the moment - "When you cut down a tree, don't stand near it."
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Re: 3D Platform Maker
You're Silly.Originally posted by Valkysasliar. RPG Maker 2 had no flow.
The flow was just fluent.
It flowed and flowed!
It flows freely, even in the rain!
I think Crimson Knight hit the core of the problem with his observation about being able to use your public school education.
I really do not see what people are complaining about with respect to 2. I fully understand the complaints about 3.
But to stay on topic... I did not know what a "platform" game was when I started reading this thread! Now I think I know what it is... it is just a feature in a game!
Jumping in RPGM2 is complicated, perhaps moreso than needed, but it still flows in perfectly logical order.
Read some Kant, or other logic books, and you will see...
Maybe that's the problem here... people think Logical is equivalent to Easy. It ain't!
Peace.Last edited by Rodak; 11-24-2005, 04:29 AM.
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Re: 3D Platform Maker
Well, back to the 3d platformer. I wonder how hard or likely it would be for agetec (or whoever makes their games) to create some tweakable physics engine similar to INinja's. Then throw in some environmental construction tools and a character dummy that allows custom movement animations and skins.
I don't know; I guess I just like pushing/destroying/throwing blocks and wall jumping/climbing/running...Last edited by couchmonkey; 11-24-2005, 04:41 AM.
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