SOME HELP WITH GENERAL QUESTIONS REGARDING RPG MAKER DEVELOPMENT IN THIS DAY AND AGE
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Hello, guys! What's up?
So, it's been a heck of a long time since I last tried to develop anything substantial with RPG Maker, but recent events in my life have sparked in me an inspiration to make a certain type of adventure game that would really benefit from how the RPG Maker engine works, so I'm thinking about picking it up again after six or so years of completely stopping any game making activities.
I'm sure a lot has changed in the underground indie game developing scene since then, with an official commercial RM2K3 released which, according to the official web page, counted on the input of great RM2K3 names such as Cherry, a bunch of other RPG Maker versions coming out, like VX and MV, and the advent of rather expensive game making tools such as IG Maker and thousands of other things I'm probably not aware of.
Now, I have a few questions regarding what's still "in" in RM2K3 development, and what's completely "last decade" nowadays.
First of all: can a developer still get away with using First Seed Material (Mac and Blue) for graphics, and a soundtrack composed mostly of stock music? I ask that because I don't posses the time nor the talents needed to work on graphics and music myself. My question is: is a game with a presentation built around stock material still taken seriously? If so, that'd spare me a lot of time and headaches.
Second: back in the day, I saw many people create project pages and periodically update them with short demos of the mechanics and levels they intended to include in the game in order to potentially get some feedback from the community as they went, all so they could make the best possible gaming piece for all. Is that still common practice in RPG Maker development? I ask that because I don't want to force anyone into the commitment of becoming an "official" test player. I'd rather let people freely choose to play the demos for as long as they want and give as much feedback as they see fit without feeling like they are being forced to do so. I'm also willing to test and provide feedback on any ongoing project page that has more or less this same format, that is, if that's still a thing.
So yeah, those are not exactly technical questions, they're more like an attempt at learning the current dynamics of the RPG Maker community in the 2010's.
Thanks in advance to anyone willing to answer :)
So, it's been a heck of a long time since I last tried to develop anything substantial with RPG Maker, but recent events in my life have sparked in me an inspiration to make a certain type of adventure game that would really benefit from how the RPG Maker engine works, so I'm thinking about picking it up again after six or so years of completely stopping any game making activities.
I'm sure a lot has changed in the underground indie game developing scene since then, with an official commercial RM2K3 released which, according to the official web page, counted on the input of great RM2K3 names such as Cherry, a bunch of other RPG Maker versions coming out, like VX and MV, and the advent of rather expensive game making tools such as IG Maker and thousands of other things I'm probably not aware of.
Now, I have a few questions regarding what's still "in" in RM2K3 development, and what's completely "last decade" nowadays.
First of all: can a developer still get away with using First Seed Material (Mac and Blue) for graphics, and a soundtrack composed mostly of stock music? I ask that because I don't posses the time nor the talents needed to work on graphics and music myself. My question is: is a game with a presentation built around stock material still taken seriously? If so, that'd spare me a lot of time and headaches.
Second: back in the day, I saw many people create project pages and periodically update them with short demos of the mechanics and levels they intended to include in the game in order to potentially get some feedback from the community as they went, all so they could make the best possible gaming piece for all. Is that still common practice in RPG Maker development? I ask that because I don't want to force anyone into the commitment of becoming an "official" test player. I'd rather let people freely choose to play the demos for as long as they want and give as much feedback as they see fit without feeling like they are being forced to do so. I'm also willing to test and provide feedback on any ongoing project page that has more or less this same format, that is, if that's still a thing.
So yeah, those are not exactly technical questions, they're more like an attempt at learning the current dynamics of the RPG Maker community in the 2010's.
Thanks in advance to anyone willing to answer :)
I can barely sprite. And I am no composer. How I see it, is if you're using the RPG Maker as a hobby, then whatever you choose to do is fine (within reason). But if you really want to make a game to sell to folk, then you have to seriously get your nut down and and polish that game like a single man polishes his... well, you get what I mean.
The game I'm working on has a ton of rips, and video game music; Do I intend to make money off of it? Hell no. For reasons other than half the junk I use in the game isn't mine. Am I making the game as a hobby (and distraction technique) over anything else, whilst acknowledging and giving full credit to those whose works I am using? Yeah.
How I see is it, while some folk are against rips, and to each their own, it's really just a matter of context.
sorry for rattling on.
The game I'm working on has a ton of rips, and video game music; Do I intend to make money off of it? Hell no. For reasons other than half the junk I use in the game isn't mine. Am I making the game as a hobby (and distraction technique) over anything else, whilst acknowledging and giving full credit to those whose works I am using? Yeah.
How I see is it, while some folk are against rips, and to each their own, it's really just a matter of context.
sorry for rattling on.
Okay then, guys, thanks for the help! I'm feeling more confindent now, since I can continue making things the way I used to.
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