[DISCUSSION] MAKING MY OWN RPG MAKER LIKE EDITOR
Posts
Good day,
I'm sorry if this is not the right place to put this, but it seemed to be the most fitting sub forum.
I was thinking of creating my own RPG Maker style game development kit and engine.
I'm still in the idea gathering phase of the project. I need to know what are the features that are most important and desired in an Game making tool that does not require programming knowledge.
The tool will be coded in C#
The features I will implement for sure are :
- Editor will be Windows only, however games will be playable on Mac, Windows, Linux, android and in future maybe IOS and HTML5
- It will be more advanced than the RPG Maker in terms of flexibility even without coding to achieve faster development
- It will support but not be limited to RPG Maker resources
- It will support project resolution selection
- It will be usable in 2 modes : Simplified and Advanced, advanced being targeted at programmers and featuring more programing like features such as object references.
- Maps will be able to use multiple tilesets
- Full keyboard mouse and gamepad support
So my question to you all is : What would you change in the RPG Maker VX Ace / RPG Maker XP given the chance?
Once development has started I will start a new thread to keep you posted, for now this is just brainstorming
Thank you for your time.
Edit :
Features that will be added or at least considered :
No limit means Limited at 999,999,999 (for technical reasons)
I'm sorry if this is not the right place to put this, but it seemed to be the most fitting sub forum.
I was thinking of creating my own RPG Maker style game development kit and engine.
I'm still in the idea gathering phase of the project. I need to know what are the features that are most important and desired in an Game making tool that does not require programming knowledge.
The tool will be coded in C#
The features I will implement for sure are :
- Editor will be Windows only, however games will be playable on Mac, Windows, Linux, android and in future maybe IOS and HTML5
- It will be more advanced than the RPG Maker in terms of flexibility even without coding to achieve faster development
- It will support but not be limited to RPG Maker resources
- It will support project resolution selection
- It will be usable in 2 modes : Simplified and Advanced, advanced being targeted at programmers and featuring more programing like features such as object references.
- Maps will be able to use multiple tilesets
- Full keyboard mouse and gamepad support
So my question to you all is : What would you change in the RPG Maker VX Ace / RPG Maker XP given the chance?
Once development has started I will start a new thread to keep you posted, for now this is just brainstorming
Thank you for your time.
Edit :
Features that will be added or at least considered :
- Ability to create front or side facing characters in battles
- Optional Pixel movement
- Pictures can be referenced by variables instead of having to manually put a number
- No limit on picture number, variable number, heroes number, animations number, etc
- Debugging features for event script
- Menu designer
- No limit of local switches, use of local variables
- 5 types of variables : Switches, Integers, Decimals, Text and event references
- Highly customizable editor interface and controls
- Wait command will be in milliseconds not in frames
- No size limit for tilesets, animations, characters
- Option to chose ATB or Turn based for the default battle system
- Splitscreen mode
- Ability to load spritefonts and display text without using pictures
- step by step debugging of event code
- Ability to clone events
- Ability to create events that are not tied to any map and can be moved, created and deleted anywhere anytime
No limit means Limited at 999,999,999 (for technical reasons)
Sounds great! I'll have to go through all the stuff they've taken out of new RPG Maker releases that were in old ones for ideas, but what springs to mind first is, that I'd like built-in support for side-view animated battlers, ala early Final Fantasy style.
Thank you for taking interest!
Side viewed battlers like in RPG Maker 2003 with a bit more customizability wouldn't be hard to implement, I'll be sure to add it to the documentation.
I also came up with an idea on how to add dialog tree support, to make it easier to have branches in dialog without having mixed up decisions and if clauses that may be hard to manage
Side viewed battlers like in RPG Maker 2003 with a bit more customizability wouldn't be hard to implement, I'll be sure to add it to the documentation.
I also came up with an idea on how to add dialog tree support, to make it easier to have branches in dialog without having mixed up decisions and if clauses that may be hard to manage
Mmh, regardless of what the default gameplay systems look like (sideview ATB, front view turn-based, etc.) I would probably code custom systems anyway.
I'd want at least a 3 digit limit for Pictures.
I'd want the Database to allow me to set things like the number of pixels and speed per movement, have access to every key on the keyboard, use an unlimited size for sprites and other tiles, set the amount of stats/parameters I want to use, set the amount of maximum party members, set what the in-game menu would look like...
The engine should include at least a handful of original resources, like the what RTP is, but that would be of very little concern. Making our own custom resources or hunting for rips should be encouraged.
Allow me to make Action-based games, Sports games, Driving games and Platformers easily.
But that's just me. I tend to have little interest in the more conventional RPG gameplay systems.
* * *
When it comes to programming, every RM engine has its strengths and weaknesses:
2k3's events use commands selected by pressing a button from a list and entering values and ticking boxes, then it writes a line of code on its own. This type of programming is very easy to get into, but the downside is that when you face a bug, you have to find the problematic line on your own.
Scripting, like VX Ace's Ruby for instance, is harder to get into and you need to find tutorials and lists of terms, learn how to actually write the lines of code, etc.
But the engine lets you know which line of code poses problem when the game crashes, so it's easier to understand and fix bugs when testing.
My recommendations would be:
-To make both of the above options available.
-To include a list of terms, tutorials and tips for the chosen scripting language.
-To implement a Testing Mode that allows you to freeze the game with the press of a key and shows you which lines of code (both in events and in scripts) were read up to now and what values the switches/variables involved were at. That way you can immediately identify what event/script poses problem if you notice a bug or an unintended result.
* * *
In any case, it seems that your project would be quite ambitious.
Good luck.
I'd want at least a 3 digit limit for Pictures.
I'd want the Database to allow me to set things like the number of pixels and speed per movement, have access to every key on the keyboard, use an unlimited size for sprites and other tiles, set the amount of stats/parameters I want to use, set the amount of maximum party members, set what the in-game menu would look like...
The engine should include at least a handful of original resources, like the what RTP is, but that would be of very little concern. Making our own custom resources or hunting for rips should be encouraged.
Allow me to make Action-based games, Sports games, Driving games and Platformers easily.
But that's just me. I tend to have little interest in the more conventional RPG gameplay systems.
* * *
When it comes to programming, every RM engine has its strengths and weaknesses:
2k3's events use commands selected by pressing a button from a list and entering values and ticking boxes, then it writes a line of code on its own. This type of programming is very easy to get into, but the downside is that when you face a bug, you have to find the problematic line on your own.
Scripting, like VX Ace's Ruby for instance, is harder to get into and you need to find tutorials and lists of terms, learn how to actually write the lines of code, etc.
But the engine lets you know which line of code poses problem when the game crashes, so it's easier to understand and fix bugs when testing.
My recommendations would be:
-To make both of the above options available.
-To include a list of terms, tutorials and tips for the chosen scripting language.
-To implement a Testing Mode that allows you to freeze the game with the press of a key and shows you which lines of code (both in events and in scripts) were read up to now and what values the switches/variables involved were at. That way you can immediately identify what event/script poses problem if you notice a bug or an unintended result.
* * *
In any case, it seems that your project would be quite ambitious.
Good luck.
Hello Avee,
I am not thinking of limiting the number of pictures at all, I think that decent gaming engines should have as little restrictions as possible (within reason), so if you decide to attempt to use a million pictures at once, you're allowed but the performance that comes out in the product is your own responsibility. This way of thinking also allows the editor to be more long lived, if in future computers have enough performance for millions of pictures then no hacks or workarounds would be needed to use them.
I am going to include a full debugging experience in the editor, with breakpoints and debugging step by step the lines of event code that you picked from a chart (like in RPG Maker)
The speed of events will be just one of the local variables that you can change at will in pixel per second.
I'm not sure yet what language to implement for the scripting language. I know it's a big deal to have RGSS to support the maker, but RGSS is also a reason for the poor performance of the games. I would prefer if the script language is optional and only slows down the game if you actually use some of it. So instead of having like an RGSS class called actor with the actors logic, you would have to make a class that references actor and overrides behaviors that exist in the native code. Then it's important to chose a popular language, what comes to my mind is Python Ruby or Lua, I personally never used Lua, but I'll have to do research on the languages popularity to ensure that the system will be useful.
I cannot guarantee that you could make useful racing games with it. Racing games don't translate well into 2D, but the engine isn't meant to be just for RPGs, I won't even include the name RPG in the name of the finished product, currently I don't have a name for it yet though
Also the interface will be fully customizable, those of you who used visual studio before will know what to expect, you can move the tileset window, the project explorer and others around, you can have multiple maps open at same time with tabs and you can have floating windows, so you could open 2 maps and compare them side by side on 2 different monitors I'll post a picture of it later
I am not thinking of limiting the number of pictures at all, I think that decent gaming engines should have as little restrictions as possible (within reason), so if you decide to attempt to use a million pictures at once, you're allowed but the performance that comes out in the product is your own responsibility. This way of thinking also allows the editor to be more long lived, if in future computers have enough performance for millions of pictures then no hacks or workarounds would be needed to use them.
I am going to include a full debugging experience in the editor, with breakpoints and debugging step by step the lines of event code that you picked from a chart (like in RPG Maker)
The speed of events will be just one of the local variables that you can change at will in pixel per second.
I'm not sure yet what language to implement for the scripting language. I know it's a big deal to have RGSS to support the maker, but RGSS is also a reason for the poor performance of the games. I would prefer if the script language is optional and only slows down the game if you actually use some of it. So instead of having like an RGSS class called actor with the actors logic, you would have to make a class that references actor and overrides behaviors that exist in the native code. Then it's important to chose a popular language, what comes to my mind is Python Ruby or Lua, I personally never used Lua, but I'll have to do research on the languages popularity to ensure that the system will be useful.
I cannot guarantee that you could make useful racing games with it. Racing games don't translate well into 2D, but the engine isn't meant to be just for RPGs, I won't even include the name RPG in the name of the finished product, currently I don't have a name for it yet though
Also the interface will be fully customizable, those of you who used visual studio before will know what to expect, you can move the tileset window, the project explorer and others around, you can have multiple maps open at same time with tabs and you can have floating windows, so you could open 2 maps and compare them side by side on 2 different monitors I'll post a picture of it later
Make a search function and filter function.
I made a Flash version of RPG maker for my own insidious uses.
I made a Flash version of RPG maker for my own insidious uses.
author=ShortStar
Make a search function and filter function.
I made a Flash version of RPG maker for my own insidious uses.
Care to elaborate about the search and filter? What exactly needs searching?
What comes to my mind would be the ability to find an event by name on a map, that could be useful.
author=Phoenix90author=ShortStarCare to elaborate about the search and filter? What exactly needs searching?
Make a search function and filter function.
I made a Flash version of RPG maker for my own insidious uses.
What comes to my mind would be the ability to find an event by name on a map, that could be useful.
More important: Variables!
(the ability to search them)
Hi,
Why not joining efforts on existing codebase from other featured editor? e.g. https://github.com/EasyRPG/Editor-Qt
It already imports RPG Maker games, edits maps (even paints autotiles) and enumerates commands in the event properties window.
Wanna try? https://easy-rpg.org/jenkins/job/editor-qt-windows/lastSuccessfulBuild/artifact/bin/easyrpg_editor_qt_windows.zip
BTW, before running the play test of rm2k/3 imported games you need to add the Player.exe executable into the game project folder by hand (yet).
Cheers.
Why not joining efforts on existing codebase from other featured editor? e.g. https://github.com/EasyRPG/Editor-Qt
It already imports RPG Maker games, edits maps (even paints autotiles) and enumerates commands in the event properties window.
Wanna try? https://easy-rpg.org/jenkins/job/editor-qt-windows/lastSuccessfulBuild/artifact/bin/easyrpg_editor_qt_windows.zip
BTW, before running the play test of rm2k/3 imported games you need to add the Player.exe executable into the game project folder by hand (yet).
Cheers.
@fdelapena
I'm sorry but I'm not thinking of making a tool that imports RPG Maker projects. I'm not doing this open source either, the tool is supposed to be more than just an extension of the RPG maker, I want it to be it's own game making tool that I will put on steam. RPG Maker is just the inspiration.
@Trujin
You mean to search the variable chart by name?
I'm not sure yet how I'll make the variable picker, the way it's done in the RPG Maker is a bit hard to manage especially in large projects, I'll think of something
I'm sorry but I'm not thinking of making a tool that imports RPG Maker projects. I'm not doing this open source either, the tool is supposed to be more than just an extension of the RPG maker, I want it to be it's own game making tool that I will put on steam. RPG Maker is just the inspiration.
@Trujin
You mean to search the variable chart by name?
I'm not sure yet how I'll make the variable picker, the way it's done in the RPG Maker is a bit hard to manage especially in large projects, I'll think of something
If you are serious about this, I would start by making my own game in it's own engine, then afterwards take the tools I built to make my game and make them more general purpose.
Can I see examples of other coding tools you've built in the past? Compilers, linkers, debuggers, script engines, game engines, and the like.
E:
also interested in game engines/custom coded games you've built in the past.
Can I see examples of other coding tools you've built in the past? Compilers, linkers, debuggers, script engines, game engines, and the like.
E:
also interested in game engines/custom coded games you've built in the past.
I didn't release any previous work, this is my fist large project, I wrote an engine in C# over the last 2 years that will be used for this project but it's closed source, it's alright if you think I'll fail or that I'm not credible, I'm basically just scouting for ideas at this point. I work as a software engineer in a company, this would be my first personal project to be made with commercial intent instead of just for fun.
I am aware that I'm not the only person with such a project, which doesn't mean that it's not worth doing.
I remember in the early 00s when you couldn't throw a rock without hitting someone who tried to make their own RPG maker. Those were the good old days.


















