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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Let's jump on this gamemaking bandwagon! :D
I had this assembled in gamemaker, just to see what tilesets could do. I scrapped it, because the tileset image was so big it crashed the game, but I can now see it has some potential.
I'll get something done in a few weeks, probably.
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Mon Nov 22, 2010 5:42 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Let's jump on this gamemaking bandwagon! :D
Barnox wrote: Geti wrote: "hey guys I just coded this totally radical particle system for the static turn based battle system, so now I need animations for everything cause the particles make everything look really pox so I'll get working on an animation system and then an extra 500% spritework for every combat unit in the game oh ♥♥♥♥" Barnox wrote: Hey guys, I've just finished doing the random item generator, and getting all the items to equip and remove correctly. I just need animations for everything, and sprites for everything, and backgrounds for everything... eheheh, bother. Also RoastVeg I'd advise against using game maker for an RPG when there are so many genre targetted gamemaking engines out there.
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Mon Nov 22, 2010 8:38 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Let's jump on this gamemaking bandwagon! :D
I'm well aware, Geti. I just wanted to get to grips with Gamemaker in one way or another. I'm gonna release something along these lines, either in Gamemaker or something more suited to it.
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Mon Nov 22, 2010 8:51 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Let's jump on this gamemaking bandwagon! :D
I might as well drop my two cents.
If you want to start learning GM, an RPG is not the way to go. Start with some kind of scroller toy, the move on to physics, and only then to more complex stuff such as making storylines and the like.
If, however, your objective is making a good RPG, then I would totally recommend RPGmaker 2000. It's frightfully easy to use (I learned it when I was 12) and can generate very good results with some patience. As long as you're aiming for some sort of Final Fantasy-style game.
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Mon Nov 22, 2010 10:20 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Let's jump on this gamemaking bandwagon! :D
Areku wrote: scroller toy, then move on to physics Done and kinda half-done. Thing is the way I was making this thing in GM, there were hardly any physics involved. Up-down-left-right, but no depth. This effectively was a scroller toy. Before I scrapped it. I'll check out that system, maybe it'll do what I want faster.
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Mon Nov 22, 2010 10:26 pm |
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Wonkyth
Joined: Thu Aug 12, 2010 11:01 am Posts: 142 Location: Somewhere in Australia
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Re: Let's jump on this gamemaking bandwagon! :D
Personally, I'd steer away from GM entirely. While it does have that fancy drag-and-drop coding and stuff, I've only ever seen it complicate things. The only hard part of coding a game in a real programming language is setting up the basic engine, and as I've been discovering, this can be done quite quickly with a little bit of edge-slicing.
Anyways, don't mind me, I have a personal vendetta against GM, since it completely failed to help me back when I was just learning to program. For RPGs, RPGToolkit has been great in my experience, but I've not tried too many RPG makers.
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Tue Nov 23, 2010 5:01 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Bandwagon Jumping is go! :D
I'll just er... leave this here.
Attachments:
File comment: *whistles*
Mockup.7z [1.03 MiB]
Downloaded 164 times
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Wed Dec 01, 2010 10:10 pm |
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