View Full Version : RPG Maker Ideas
Valkysas
04-05-2005, 01:50 AM
I'm sending the replies I get to this off to enterbrain, so they remember that the US is a big market for their titles too. They used our suggestions for RPG Maker 2, so its worth a shot.
What are some things you want to see in the RPG Maker series?
What are some things that you DON'T want to see in the RPG Maker series?
Are there any other types of "maker" games you think they should create?
NOTE: dont be too complex in your wording, we have to translate this before we send it.
Simplicity doesn't have to mean lack of freedom.(Easy mode. They don't need to delete so many options)
If users can't create character models, you either need to make a MASSIVE base of graphics or simply let people choose from body parts and textures. The latter wouldn't be too hard.
There needs to be better and easier animations for cutscenes and the like. Such as a character drawing a sword and stabbing somebody.
There needs to be an option between "convenient for experts" and "convenient for beginners". This needs to be unrelated to easy/medium/hard. I instead am talking about how you have to register any item in 300 places. I know this creates an eventually easier enviroment for those who are experts at game creation, but to the apprentices, this is aggrivating.
Instead of having to screw with tons of events and switches, the class system needs to simply have a little sidebar where you can choose for a character's graphic to change to another when switching to that class. This wouldn't be hard at all and would save a lot of time.
I'm sure I'll think of more.
Seeing as how I can't edit..
They need to add an option to import music by use of any CD. This way they wouldn't have to screw with adding billions of songs, and it allows a lot more freedom.
Valkysas
04-05-2005, 02:19 AM
that idea right there is illegal, you wont see it happen.
Riotsword
04-05-2005, 02:54 AM
May I suggest the ability to see your party in-battle? It's rather simple... make more detailed, separate character sets for battles.
Oh, and different graphic styles would be nice.
Strategy RPG maker=teh bomb :D
Riotsword
04-05-2005, 02:58 AM
And Action RPG Maker would be cool, too.
Shooter Maker... nah, too specific, not a popular enough genre.
A shooter maker would probably be too specific and hard. I'm guessing you're better off with a normal shooter that allows a lot of creativity(levels, possibly guns and characters)
Riotsword
04-05-2005, 03:02 AM
Since I can't edit on this thread... um, Platform Maker?
Yes yes, but prefferably 2D.
Or to be able to make platform/fighters along the lines of Teenage Mutant Ninja Turtles 1 on the SNES
:drool
KingSpoom
04-05-2005, 09:28 AM
1: Character models that can be built peice by peice.
2: Increase dungeons to at least 64 x 64, with a much bigger block limit.
3: More default systems, such as preset battle systems.
4: Options to alter equipment system.
5: Better parallel processing.
Draygone
04-05-2005, 11:47 AM
I've said this before, and I'll say it again. Make every monster model available in some way as a character model, and make most every character model available in some way as a monster model. Though it kinda limited the monsters available in RMXP, I really liked how every monster had a graphic for use outside of battle as well as in battle, and how many "human" graphics were available for in battle. (Too bad that never got a legal release here.)
Allow us to implement real jumping mechanics.
Allow events to activate by touching or checking without having to put in a page condition to do so; as in, if you were trying to make a game like Zelda where you could hit the enemy with a sword, but if you bumped into the enemy you would get hurt.
(Yeah, I know this can be done in RPGM2, but I'd rather it wasn't so complicated.)
Give us back the ability to have a game span more than one card with character stats being carried over, like with RPGM1.
Give us coordinates in the VFX editor.
More instrumental sound effects so we can create our own music, or maybe even a Music Editor.
Please let us create our own textures.
...And I'll stop there, so that I don't take all the ideas away.
WarDragon
04-05-2005, 02:12 PM
they should have a 2d game maker. You could create rpgs, fighting, beat em ups, action, whatever.
They should build a better fighter maker though, i like fighter maker 2 but it could be better. design your own arena, hair, clothes, add special power moves.
ABut for rpg maker three i would like to see more customization of characters and monster's. The ability to have full use of the memory card liek said above. And A selection to switch to your standard dragon warrior rpg-final fantasy battle systems
I second the Music Maker option.
I'd like to see a more expansive and versatile VFX editor with a greater range of effects and objects to implement. A Model Maker would be nice, but I wouldn't consider it a necessity. Just don't force us to use pre-made models.
I'd like to see things such as timers, vehicles and stat effects as single, simple menu commands. The latter two can be used after setting things up in respective editors (ex.: Vehicle Editor: Vehicle graphic: <>, Vehicle movement: <>; Stat Effect Editor: Name: <>, Damage?: <Y/N>, etc.) if necessary.
I'd also like to see more and better camera manipulation options, like directly cutting to and focusing on another character on the fly, as well as more control over character movement, such as allowing a character to flip or roll, freely raising/lowering limbs, ad nauseum.
A simpler way to make a CBS would be an interesting option, but that too isn't absolutely necessary in my book.
Ryner
04-05-2005, 09:07 PM
Transfer games online.
And tell them to make it so the disk actually reads in my PS2 instead of being a rebel like RPGM2 and being the only game that doesn't work.
Valkysas
04-05-2005, 10:10 PM
rain, the X box doesnt copy music into the game for distribution though. what you're asking would require the game to save a copy of the song into itself. unless you plan on including the actual CDs you obtained the songs from with every download of your game, that is illegal.
rain, the X box doesnt copy music into the game for distribution though. what you're asking would require the game to save a copy of the song into itself. unless you plan on including the actual CDs you obtained the songs from with every download of your game, that is illegal.
Ahh, that makes sense.
Thanks for clearing that up.
Draygone
04-05-2005, 11:35 PM
I know this is highly unlikely and restricted to the PC RPG Makers for the most part, but how about giving us a way to let others play our games without them having to own a copy of the RPG Maker we made it on.
The Toecutter
04-06-2005, 12:02 AM
What are some things you want to see in the RPG Maker series?
1) Allow the choice to make either a 2D OR a 3D RPG.
2) Ability to create custom objects.
3) Seamless dungeons or at least 128*128 dungeons. If there is a limit, allow that to be the 'draw distance' if possible. Seemless dungeons would allow for some spectacular environments
4) Increased draw distance. At least 32 by 32 draw distance.
5) Greater selection of objects. More objects for modern and futuristic settings are needed. We need guns, cars, TVs, computers, traffic signs, ect.
6) Greater selection of characters. More modern-looking designs preferred.
7) Realistically-designed characters with realistic body proportions. Allow game maker to piece custom characters together from a selection of parts, or even create their own parts.
8) Allow the player to make their own custom music. Use the in-game songs as sample songs for the maker to play with and modify to get used to the maker.
9) Allow creation of custom sound effects to be saved by modification of ingame sound effects.
10) Allow the use of multiple memory cards, and for the game maker to be able to have the player switch memory cards to continue the game made.
Draygone
04-06-2005, 12:23 AM
I'm not sure of the best way to word this, but in both RPGM1 and RPGM2 when you used the default scrolling text, once you got to a certain point, you had to start a new text box, and the last text box had to finish scrolling before the new one could start. Either we need longer text boxes for scrolling text, or there needs to be some way for the second text box to follow the first without having all that space in between.
Some sort of end credits option would be nice. It was a kinda-nice feature in RPGM1, and was missing in RPGM2. Also, if an end credits option is given to us, give us the option to put stuff after the credits as well.
Allow us to make our own custom title screens for our games, where the player is given an option to start a new game or load a game.
More screen transition options. Aside from a simple fade-out, stuff like the wipe from RPGM1 and the screen break from RPGM2. Maybe a ripple or swirl effect. Along with the option to have no screen transition, for instances where we'd like to directly cut to another scene.
Liquid Snake Simulation
04-06-2005, 03:52 AM
First-Person Shooter Maker. It allows you to design the levels (duh), and specify what variety of missions you can do. Will your next stage be an assault mission, or a stealth mission? Can you implement a track-shooting level? You can also design VFXs again, from making gunshot blasts to blood spurts. The game will also add a lot of varying weapons. You can design how a rocket launcher functions, how painful the rockets can be, and how big the launcher is in size.
Rodak
04-06-2005, 01:40 PM
Well, this is the first time I have joined any internet community or posted anything on any message board anywhere online!
You talked me into it when you said you would forward suggestions to Enterbrain.
I have been using RPG Maker II for several months and have occasionally looked at this site for tips on scripting... but that is not relevant to this thread.
I would like Enterbrain to know that I thoroughly enjoy RPG Maker II and have had much fun with it.
But for suggestions I must point out my biggest complaint about the game :
There is no cow in the character database!!!
My main character had to be the sheep!
Hey, if that is my biggest complaint, they sure did a great job and deserve to be told so.
I would greatly love to see an updated version with less "deformed" characters and more control over the camera (meaning the ability to shift the "target" (character on which it centers) more easily.
Moving horizontally or diagonally while floating (without "snapping" to the ground) would also simplify cut scenes and flying dragons, etc.
I'll stop here because you asked us to be breif.
That's a skill I never was any good at!
Must be that darned Philosophy Degree...
One last thing or two; use a Dungeon/Map Editor similar, if not identical, to the one used in the most recent RPG Maker sidetool.
Furthermore, I second the adding more modern/futuristic-looking objects/map pieces.
Crimson Knight
04-06-2005, 02:02 PM
Ooh, I've been waiting for this.:)
Since so many people put some fantastic ideas out there, I'm gonna go a bit more in-depth with mine. Here are some suggestions that I think would benefit any RPG Maker game:
-Quick menu commands. This would allow most people to easily design a custom menu, using the default menus from the default collection of menus in the game, and not have to think up ways that have extra info tacked on that you probably wouldn't use. Here's an example:
The default menu has an "Item" choice, which allows the player to
use items and the like. The quick item menu command would allow us to access
the "Item" part of the default menu, without having to actually have
the default collection of menus in the game.
-Text box control. Since we could only display 10 at a time in RPG Maker 2, we should be able to have more control over which ones can be closed, opened, different colors, transparent etc. Here's an example:
Text Box 1:[message text]display variable "Total Items" (2, 12)
Text Box 2:[message text] color:red (14, 7)
Text Box 3:transparent 40% (1, 24)That brings me to...
-Displaying "game info"(variables, inputs) on text boxes. With text box control, we could easily have a party HUD in battle that's similar to many games, and even construct our own.
-Scroll lists. Instead of multiple choice boxes being limited to 8 or so choices, how about the menu scrolls after 5 for more choices up to maybe 50? Also, it'd be great to have control over which ones can be hidden, so we could make custom item lists easier.
-Action scripts(or what ever parallel processing scripts are used) should run anytime, regardless of what's going on. In other words, content scripts should not stop them. It kind of bites to have the torches all of a sudden go out when you talk to someone, and back on when you didn't. This would also open up more flexibility for custom music creation(since I don't think we really don't need a music editor)
-Indirect effects should be able to be executed BEFORE the party moves. This way, we could make our own default walk animations.
-Instead of going to a default proportion of modeling, how about better stretching options? Here's an example:
member model 1
Head section(X 23, Y 12, Z 200)
Middle section(torso and arms)(X 23, Y 12, Z 200)
Lower section(legs)(X 23, Y 12, Z 200)
This way, we could create almost any proportion we want for any model.
-A universal model list should be used throughout the whole game. 200 or so models could be included, and would consist of humans, robots, insects and other animals. This way, we won't have to worry about model restrictions for battles and the field, as we could use any model for both.
-Universal animations. Instead of one model being restricted to using one special animation, how about different sets of them to be usable for any model? For example:
Model 1
-Happy 1
-Happy 2
-Happy 3
-Walk
-Fly
-Jump
-Punch
-Slash
-Salute
-Jump kick
-Back flip
-Forward flip
If there aren't very many to use that's ok I think, because we at least get to use any of the animations for any model.
-Height on models shouldn't reset. The party(or any model) shouldn't go back down if they're in the air after one step. It'd make swimming and flying look better. This would also help jumping to look better, since we could already make decent platformers.
-More object models. Well, more for many different time periods. Instead of just automobiles, how about a tank, police car, or other exotic vehicles/objects? Firearms, laser blasters, and other modern weapons would do well with the below idea for a FPS.
-Tacking objects onto characters. It'd be cool to have a guy with a sword on his back, or for FPSs, have shots actually come out of a gun.
-The object colors shouldn't have a default color. A default color on objects makes different colored objects(like white ones) impossible.
-No dungeon editor. Instead, the map editor should allow for smooth wall surfaces, and you can just have textures from dungeons be applied, along with the map's textures.
-Direct effects should be able to be called through scripts. Or, the teleport menu should be accessable through script commands.
-Map grid. This would allow users to make a map of the world, that gradually reveals itself as they progress.
-More instrumental sound effects, like an acoustic guitar, sax, organs etc. This would help us in making better custom songs(because like I said, I don't think we really need a full on music editor).
-More screen transitions. Not too many more, but a ripple, diamond wipe, or void effect would be cool.
I came up with these suggestions, after reviewing what we can do with RPG Maker 2 as of now, and the hope that next RPG Maker has the abilities of RPG Maker 2. I did provide examples of the complex ones Valk, so you shouldn't have too much trouble.:p
Pandacon
04-06-2005, 02:55 PM
I dont have RPGM2, so forgive me if these options are already avaliable.
They should allow you to transfer your games via PS2 Network adapter.
And they should allow you to store and create your games on the PS2 harddrive.
Draygone
04-06-2005, 05:05 PM
Nope, unfortunately RPGM2 doesn't support either of those.
Valkysas
04-06-2005, 05:16 PM
keep in mind that the PS2 era of maker games is pretty much over.
RPG Learner
04-06-2005, 05:48 PM
Well for the new RPG maker the gripe of it is.
We need more variety of default scripts
Many Battle Systems.
A way to tweak the defaults and make an entirely new one.
And ways to make custom characters and dungeons.
Crimson Knight
04-06-2005, 09:21 PM
Hey Valk, will you tell us what suggestions you'll be green-lighting or no?
Valkysas
04-06-2005, 09:25 PM
I'm sending everything that isnt a repeat suggestion.
The Dark Jester
04-08-2005, 02:23 AM
Definatly more modern stuff.
I think i would have used RM 1 much more if it had modern items and characters.
Riotsword
04-08-2005, 02:54 AM
I think they should take more cues from their computer RPG Maker titles. I've seen them, and I must say they have quite a simple interface without sacrificing options. Of course, I have no idea how RPGM 2 works. I'm ignant like that. :p
Draygone
04-08-2005, 05:43 PM
This can be done with RPGM2. Yeah, I know. I just put it in there so they know to keep it.
The Final Rune
04-09-2005, 12:41 PM
On character graphics/models I have these suggestions:
Characters/Enemies
Actual models with adjustible features (something like the THPS create a skater modes, only with loads more options)
Gender/Breed/Race Facial Structure Height Weight Build Hair Style/Color Facial Hair/Color Eye Type/Color Skin Type/Color Body Add-Ons (Tails, Wings, Horns, Fins, etc.)
Full Multi-Layer Clothing Options offering a selection of textures to represent as many fantasy and sci-fi fabrics, linens, metals, alloys, and other clothing materials as is possible, with the option to design your own.
Alter armor/clothing surface for enviroment interaction(how water, dust, mud, etc. sticks to it) Undershirt Under Leggings Over Shirt Over Leggings Armor Head Chest Shoulders Upper Arms Elbows Forarms Hands Waist Upper Legs Knees Shins Feet Boots Head Gear Belts Gloves/Gauntlets Capes/Robes
Adjustable Body Structure Models enabling complete customizeation.
Alter X/Y/Z size of body part Add protusions and reductions Alter skin surface for enviroment interaction(how water, dust, mud, etc. sticks to skin)
Draygone
04-11-2005, 05:08 PM
I use the quick jump feature to quickly go back and forth between object placement and the dungeon editor, as I place objects at the same time as I make the floors and walls. Which is still a hassle, which is why the object/building/dungeon/map editors and placements need to essentially be the same tool.
Crimson Knight
04-11-2005, 06:19 PM
I use the minimize feature all the time, it's very useful. It allows me to do multiple things without having search a menu. For example, with it I can check if a certain event present in a map, and then jump to the script editor to make changes to that event if need be.
Lone Phantom
04-11-2005, 07:47 PM
I was thinking maybe, have a eyetoy sword, as well as the game being a
little more gory.Make combat like Grandia Extreme, or instead my specialty,
you walk up to a oponent,he starts to strike,you see a menu screen,and
if you don't make a choise in time,you get your head wacked off,or
if you do, you wack off the monsters head.Make one of the premade
character actions wear there head falls off.Make it were you display
character hp variable ont the screen.Capish.
Valkysas
04-11-2005, 07:51 PM
that is a long username.
Lone Phantom
04-11-2005, 08:37 PM
I recognize you, anyway, make the battle sytem more flashy,
make the option of having a side scroller.
Lone Phantom
04-11-2005, 08:40 PM
Brolly and Grandias Feena forever.
Lone Phantom
04-11-2005, 08:41 PM
Abother words make Some character look like brolly and Feena.
Draygone
04-11-2005, 08:53 PM
Gemstone Covent Book 1, if possible, could you please use the edit post button instead of posting so many times in a row? People generally don't like double- and triple-posting. Though for some reason the option doesn't work for some people.
Riotsword
04-12-2005, 03:19 AM
I couldn't edit posts in this thread... Maybe he couldn't either?
Riotsword
04-12-2005, 05:18 AM
that is a long username.
"Gemstone Covent Book 1"... Sounds like the next Coheed & Cambria album... :lol
Draygone
04-12-2005, 10:43 AM
Hmm, it seems I don't have an edit button either...
Valkysas
04-12-2005, 11:06 AM
the edit option isnt available for the main forum.
Lone Phantom
04-12-2005, 06:01 PM
New VFX editor were after you create the attack,you go to test effect mode to see how much slashing potential the sword has,for example,
if it cuts there arm off, give it a attack power of 35.If you cut there heads
off, give it a attack power of 150,and make huge blood effects as a options.
As for the battle system, have three options for one:
Realtime
Turn-based
Active time/Realtime
Other.
Make different Axcessory fetures such as:
Footwear
Armwear
leg wear
etc.
Draygone
04-12-2005, 11:07 PM
Mechs. We need mechs. Preferrably with the ability to customize them in some way.
Valkysas
04-12-2005, 11:11 PM
this will be closed friday, and sent off to enterbrain.
Draygone
04-13-2005, 10:38 AM
* Hide from view any Flags, Variables and Inputs that cannot be altered. (After all, why do we have to scroll past many "system use only, cannot alter" things just to adjust something we can?) What if we wanted to check those variables?
Valkysas
04-13-2005, 11:56 AM
I hope enterbrain will take these suggestions. they took our RPGM2 suggestions, so I think there's a good chance.
and as for the new maker question, you know that even if I know something about it, I have to pretend I dont until agetec announces something first, so its just best not to ask.
Crimson Knight
04-13-2005, 02:26 PM
True, But if we knew what they did, I'm sure we can come up with some new ideas(since they can be used in conditions).
Rodak
04-13-2005, 03:32 PM
OK, here is a pet peeve of mine.
It is nice that the menu keeps your last three menu choices up top, but since everything is done in threes it should keep four things there! When creating new areas I often go from scripts, to events, to event placement, to test play (in that order) many times in a row. I am always one menu spot off and the feature is rendered useless!
I'd second a few motions put forth earlier, but if you are sending them all that would be redundant.
Thanks for your effort! I loo forward to seeing if any results are generated.
Liquid Snake Simulation
04-13-2005, 03:41 PM
I just remedy that by going to other menus THROUGH other menus, instead of selecting them from the three-spot mini-menu. It makes it much easier when you want to go from the Event menu to the Script menu. I even go through tons of menus, and when I'm done, I just exit out of all those menus without having to travel to all of them. So, I would do an Ability by directly moving through these menus:
Abilities-->Direct Effects-->System Event-->Script
Pressing Circle from these menus will allow you to return to the last menu you entered from, and you can just stick the update in the slot. That information probably wasn't necessary, but I just wanted to let that out.
Rodak
04-13-2005, 03:59 PM
I hope I am not out of line responding to a comment in this thread without offering anything new to the main topic, but... I have this problem when creating new areas and events. I use the method you mentioned for fine tuning, and etc., but it does not quite work as easily when you start with a script and move forward towards test play in order.
OK, since I hate to violate standard procedure I'll make yet another suggestion:
Make "transparent" a color! That would allow for things like headless characters or people missing limbs.
This would be great for gory visual effects!
Sorry if that was already suggested, it was a last minute idea to remain in conformity with the rules.
EGAD! A hippie of the old school concerned with conformity!!??!!
I amaze me.
Lone Phantom
04-13-2005, 07:03 PM
Hey Valk, do you meen this Friday, or next friday, becuase, I have plenty
of ideas, and by the way, maybe there could be a game that theprince of persia team could help you guys out.Also, you know super sayain brolly right,
well thats me.
Valkysas
04-13-2005, 07:04 PM
this friday.
Valkysas
04-13-2005, 08:07 PM
well, the current RPGM is finished, and came out in japan in december. so no.
but the next one, these suggestions are fair game.
Lone Phantom
04-13-2005, 10:56 PM
Is a eyetoy sword neccessarily a bad idea,because no one seems to
think it is a good idea. :(
Valkysas
04-13-2005, 10:58 PM
eye toy sword?
keep in mind that any game that sees these ideas implemented would be on PS3, not PS2.
Lone Phantom
04-13-2005, 11:21 PM
Thats why I put you on my buddy list,you are full of useful and helpful
information, and not just for me, but for everybody. :)
The Toecutter
04-13-2005, 11:45 PM
Another suggestion: allow the player to have an event input called 'season', which changes how the trees, water, and grass look. That would be interesting.
I hope they take the 'more modern stuff' or 'more stuff from settings besides medieval' suggeston. They hardly took it with RPGM2, and added a car and a truck, and pretty much nothing else. I mean, why not vending machines, stop lights, street lights, traffic signs, neon signs and logos for buildings, sewar covers, computers, TVs, toilets, stereo systems, like 9 or 10 different cars/trucks, tanks, helicopters, guns and gun racks, office desks, frozen food cabinets at grocery stores, grocery store shelves with products, clothing racks?
Have hundreds of tiles, objects, characters, and building archietecture for each of the following settings: prehistoric/tribal, ancient(Sumerian, Greek, Roman, Byzantine, ect.), eastern Asian, medieval/renaissance, industrial/victorian, western, contemporary, futuristic. Allow to mix and match objects and tiles and building pieces all on the same map for limitless styles and possibilities. Imagine, for instance, being able to select in the dungeon editor 'contemporary', and select between 'objects', 'building construction', and 'vehicles'. Say you choose 'objects', so you'd have streetlights, sewar covers, traffic signs, fire hydrants, mail boxes, street lights, neon or LED(light emitting diode) signs for buildings like gas stations, drug stores, malls, and gun shops, picket fences, chain-linked fences and appropriate gates, glass doors, revolving doors, airplane hanger or warehouse doors, various modern wooden and metal doors, poplar and pine trees and various shrubs, hospital or fire station or police station signs, wall-mounted televisions like what would be placed on a building, drug store signs, refuse piles and rubble, construction barricades and construction tools like jackhammers toolboxes and cranes, railroad tracks and railroad crossings, graffiti of varying types, pipes, crates, office desks, desktop computers, labtop computers, classic style television set, high definition modern television set, home sterio system, portable radio, various types of modern beds, school desks, library book shelves, magazine racks, clothing rack of various types of clothing, toilet stall, urinal, gun racks with guns, guns, ammunition clips and boxes, racks of body armor, med kits, shooting targets, directory(like what would be in a mall or subway station), jack lift for an automobile, racks of wrenches and other tools, lathes, hydraulic presses, large supercomputers, pipes...
Vehicles? For a modern setting, you could have like 10 or 15 types of civilian cars, 5 or so types of civilian trucks, police cars and military trucks, a diesel train, a subway train, a jumbo jet, a small personal airplane, a few types of military airplanes, some modern boats, and make each item mobile and allow each item to carry a character or party of characters within it and act on its own with the player controlling it. So thus you'd be able to drive a car on a world map or within a dungeon. This would work nicely with seemless dungeons, allowing a huge variety in the game creation process.
I think you get the idea. The amount of objects that could be selected for RPGM2? Have that amount of objects for EACH seperate setting listed, and allow the different objects to be used in the same dungeons with objects/vehicles/dungeon components from each setting mixed and matched. Thus, for medieval vehicles, you might have horse-drawn carriages or some such, and then display that carriage in a dungeon using modern components.
Also allow a custom object maker, where you can create custom objects from blocks. Same with pieces of a building and characters.
Split Infinity
04-14-2005, 12:01 AM
Most of my ideas have been said, but..
Allow a much better height/weight/structure size customization. Firstly, heights should be in feet/inches or meters, not percentages. A secondary weight option should be added, within which each body part could be customized, to allow for MUCH wider character appearance customization.
Conner999
04-21-2005, 04:30 PM
I just skimmed though this thread, and I didn't read anything about a texture editor. That was one of the best features in RPGM1 (Anime Maker), because it allowed you to Create any character, tile, or object you wanted. It will be a lot harder to add something like that to a 3D game maker, but the potiental power would be amazing.
"eye toy sword?"
I think he meant an Eye-Toy game maker, or Eye-Toy compatable events and scripts.
Chaos knight
04-22-2005, 04:02 PM
I would like the ability to choose the graphics. You know like retro, 3d, lego, paper, ect. :D
Adam Ferrell
04-22-2005, 08:52 PM
1.What would be awesome is if you could paste pics onto blocks and characters without going through vfx & scripts. Like an extra edit mode on block/character editing.
2.Being able to hold multiple screenshots without having to go make a pic. after each would be convenient.
Draygone
04-22-2005, 10:51 PM
Darn, I guess it's too late to mention this, but I would've liked something similar to the screenshot option in RPGM1 and 2, so that we could tell the game to take a screenshot at any point (whether we take it while creating the game or the shot is taken while the player is playing the game like the screenshot option in RPGM1), and display it at any time. I mean, RPGM1 was able to hold something like 20 screenshots in memory for the ending credits. It would also be nice if there were some way to delete such screenshots to open memory for new ones, for instances like if we wanted to create a video monitor that displayed the player playing.
Valkysas
04-23-2005, 01:32 AM
actually, you guys lucked out, as Mikochan is taking forever to translate this all accurately (translations of extremely technical and overly-descriptive things is apparently very hard). so go ahead and increase her workload until this topic is closed. her love for you all is growing by the second.
*gets slapped through the internet*
The Toecutter
04-23-2005, 01:56 AM
I'm adding to her rep for that. Awesome.
Remind me to write a 40-page essay and paste it in this topic.
Seriously, though, good luck, you'll need it, person.
Lone Phantom
04-24-2005, 09:01 PM
I guess then it is to late then, becuase I have a Idea,make all the young
women in the game ware wooden shoes from the Netherlands.
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