Question concerning game engines.

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YuMMz
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Question concerning game engines.

#1 Post by YuMMz »

So I was wondering if anyone here has used RPG Maker XP, or Verge. Also on the same note can RenPy do more than visual novels? I am looking for a RPG engine along the lines of a Final Fantasy base. With a similar battle and inventory system. Key features would be saving/loading, customisable stats, equipped inventory items that modify appearence in and out of battle. I am currently researching and trying different options, but it never hurts to ask around. Any suggestions?

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#2 Post by Watercolorheart »

Renpy = no real battle system. Look elsewhere.

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#3 Post by monele »

If you're planning on a RPG, do try RPGMaker (2000, 2003, XP...) instead. If you want more freedom, you'll have to go with something like Game Factory or another kind of dedicated engine... or make your own ^^;

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#4 Post by Dre »

If your looking to do an ff6 and down style rpg, try rpgmaker 2k/2k3/Xp. They can do this easily plus more. If your looking for ff7 and up, try game factory, 3d game maker, etc. I'm not even sure on this one. They used a bunch of pre-render backgrounds for their look. If your looking for ren'py/date sim/ or what you want to call it. I say, use Ren' Py. I've been looking around for some time for a maker like this. Tried a few game makers, japanese date sim makers, and even got a programmer to create one for me. None of them are even close to how great and well structured Ren'Py is. Well, this is just my opinion. 8)
Renpy = no real battle system. Look elsewhere.
Yet......muahahahhaaaa! :wink:

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#5 Post by PyTom »

My opinion of this is that it would be possible to create a game similar to Heikou with Ren'Py as it is now, and a sufficent amount of programming. I would be willing to do that programming iff someone could convince me that a game was going to be completed, but I'm not going to spend the effort until someone else spends more.
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#6 Post by Watercolorheart »

Well, no one can complete a Ren'pY game with a battle engine until Ren'Py is programmed with one. XP.

How are you supposed to advance the plot if there is a battle player has to win or lose, and you can't even program the battle?

Here's your sign.

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#7 Post by Kikered »

Not to sound like a broken record, but it seems that PyTom would be willing to program up the battle engine if, say, 90% of the rest of the game (script, artwork, etc.) was finished.

It would seem like a wasted effort if it was created and no one used it, although it would be neat to have the functionality there for the future.
Verbosity leads to unclear, inarticulate things.

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#8 Post by PyTom »

Kikered has basically got it... If there is a game that's depending on it, I will program it. I just don't want to spend alot of my somewhat limited time on writing a battle engine, and then have nobody use it to create a game. (See the DSE.)

There's also the issue that it's fairly hard to write a generic battle engine, in the same way that Ren'Py and DSE are generic. Things like stats and abilities will differ between games. So my current (fairly uninformed) opinion is that a battle system will need to be specific to a game. We're still probably in a world where something like 50% of announced projects fail to materialize (and I'm as much to blame as anyone for that), so I don't want to spend much specific effort on a game that may not finish.

Now, to answer BCS's question:
How are you supposed to advance the plot if there is a battle player has to win or lose, and you can't even program the battle?
I would suggest using a menu to prompt the user/player/tester for the battle results. Something like:

Code: Select all

menu:
    "Attack by 2xGrue and 1xGhost of Tenzing Norgay*"

    "Player survives....":
        # Code that runs if the player survives.
    "Player dies...":
        # Code that runs if the player dies.
* This was originally supposed to be the Ghost of Edmund Hillary, but I checked and found out that he was still alive, at least according to Wikipedia.
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#9 Post by YuMMz »

I can give Ren'Py a try then and see what comes of it. I will start with something a little less to begin then and see if Ren'Py and work. Maybe just a short battle sequence. I will let you know when I have something you can look at. Probably 2-3 weeks.

Thanks for all the suggestions. The problem I have with RPG maker is that I can't seem to find a way to modify the battle pictures. I really hate it in games when I equip new cool armor, etc. but my character looks the same! I don't want that in my game, while it will require more artwork I am fine with that. I will have to check Game factory.

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#10 Post by Dre »

BCS wrote:Well, no one can complete a Ren'pY game with a battle engine until Ren'Py is programmed with one. XP.

How are you supposed to advance the plot if there is a battle player has to win or lose, and you can't even program the battle?

Here's your sign.
Well actually with some of the stuff Ren'py can do now I can put together a very basic battle system. I was going to do this on Sango just to test it out but the idea was cut out. A lot of the game was cut out. But the next game I have in mind will most likely have a battle system. Not a lot of info on how I want it but I'll get in touch as the ideas unfold.

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#11 Post by Admiral Styles »

YuMMz wrote:The problem I have with RPG maker is that I can't seem to find a way to modify the battle pictures. I really hate it in games when I equip new cool armor, etc. but my character looks the same!
Actually, if I'm not mistaken, that sort of thing is possible in RM2K/RM2K3 (and presumably RMXP, though I can't be sure). You could use a Common Event that would check whether the hero has x weapon, or y armor equipped. If he does, then it would change him into the correct character set. Mind, you would have to make all those new character sets for each weapon/armor combination, so it might be too much trouble.
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When men are corrupt, laws are broken."
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