Current Events > Make FFT2 in RPG Maker MV, please

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Bad_Mojo
12/22/18 6:18:09 AM
#1:


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Tyranthraxus
12/22/18 7:12:35 AM
#2:


Bad_Mojo posted...
You can make Tactical RPGs, right?

Not without heavy scripting.
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Bad_Mojo
12/22/18 7:13:22 AM
#3:


Tyranthraxus posted...
Bad_Mojo posted...
You can make Tactical RPGs, right?

Not without heavy scripting.


Oh, that's a shame. Seems like it would be easy to include
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Tyranthraxus
12/22/18 7:14:09 AM
#4:


Bad_Mojo posted...
Tyranthraxus posted...
Bad_Mojo posted...
You can make Tactical RPGs, right?

Not without heavy scripting.


Oh, that's a shame. Seems like it would be easy to include

Nothing is easy when it comes to game development.
---
It says right here in Matthew 16:4 "Jesus doth not need a giant Mecha."
https://imgur.com/dQgC4kv
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scar the 1
12/22/18 7:20:44 AM
#5:


Tyranthraxus posted...
Bad_Mojo posted...
You can make Tactical RPGs, right?

Not without heavy scripting.

Hmmm I think we have different ideas of what constitutes heavy scripting

(I might regret this post now that I'm thinking about it)
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Bad_Mojo
12/22/18 7:21:17 AM
#6:


Tyranthraxus posted...

Nothing is easy when it comes to game development.


Isn't RPG Maker easy to use? I was told it was pretty simple to use, it's not codes or anything. Seems like it would be easy to make an SNES Style Final Fantasy Game (side vs side) or a Earthbound/Mystic Quest style game (top vs bottom) so why would it be hard to make a grid game like Fire Emblem or FFT?
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scar the 1
12/22/18 7:22:33 AM
#7:


Bad_Mojo posted...
Tyranthraxus posted...

Nothing is easy when it comes to game development.


Isn't RPG Maker easy to use? I was told it was pretty simple to use, it's not codes or anything. Seems like it would be easy to make an SNES Style Final Fantasy Game (side vs side) or a Earthbound/Mystic Quest style game (top vs bottom) so why would it be hard to make a grid game like Fire Emblem or FFT?

Well one of the obvious complications would be AI
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Bad_Mojo
12/22/18 7:26:33 AM
#8:


scar the 1 posted...
Well one of the obvious complications would be AI


I wouldn't know anything about that. What's different with the AI in a SNES FF or Earthbound type game against a Fire Emblem/FFT game?
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scar the 1
12/22/18 7:43:21 AM
#9:


Bad_Mojo posted...
scar the 1 posted...
Well one of the obvious complications would be AI


I wouldn't know anything about that. What's different with the AI in a SNES FF or Earthbound type game against a Fire Emblem/FFT game?

There will be many more game states for enemies to consider. You can still make fairly simple agents, but in FF they will typically have a completely scripted/random behavior with some HP breakpoints mixed in. Like, what you can do with Gambits in FF XII is a lot more sophisticated than what you'll usually find in an RPG. Add a grid with tons and tons of different ways you could position your troops and there will be so much more to take into account for an enemy. My hunch is that the structure for describing such a game state to an agent isn't available in RPGMaker, so you would need to make it yourself, even if you want deadass simple AIs that just attack anything in range.
Add to that the logistics of moving around. A game maker should have stuff like pathfinding implemented, but I'm not at all sure at what level of control it's accessible to the developer. And you will need pathfinding if you want stuff to move.
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Tyranthraxus
12/22/18 7:46:20 AM
#10:


Bad_Mojo posted...
scar the 1 posted...
Well one of the obvious complications would be AI


I wouldn't know anything about that. What's different with the AI in a SNES FF or Earthbound type game against a Fire Emblem/FFT game?


For one you have to code in pathfinding. For games that only have a single character like most shooters, that's not that hard. You just give the path to the player. The games with multiple characters, you have to determine who is the target first, and then find a path. The closest Target isn't always the best option either. Then you also got to deal with ranges of abilities.

RPG Maker is designed to make generic Dragon Quest clones. Not other stuff. It can be do other stuff but only with so much effort you've completely lost any "easy" advantages of the engine.
---
It says right here in Matthew 16:4 "Jesus doth not need a giant Mecha."
https://imgur.com/dQgC4kv
... Copied to Clipboard!
scar the 1
12/22/18 7:50:21 AM
#11:


Tyranthraxus posted...
Bad_Mojo posted...
scar the 1 posted...
Well one of the obvious complications would be AI


I wouldn't know anything about that. What's different with the AI in a SNES FF or Earthbound type game against a Fire Emblem/FFT game?


For one you have to code in pathfinding. For games that only have a single character like most shooters, that's not that hard. You just give the path to the player. The games with multiple characters, you have to determine who is the target first, and then find a path. The closest Target isn't always the best option either. Then you also got to deal with ranges of abilities.

RPG Maker is designed to make generic Dragon Quest clones. Not other stuff. It can be do other stuff but only with so much effort you've completely lost any "easy" advantages of the engine.

Yeah, I'll revise my previous response to you and just say that Game Maker is a better bet.
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Bad_Mojo
12/22/18 8:10:02 AM
#12:


scar the 1 posted...
Like, what you can do with Gambits in FF XII is a lot more sophisticated than what you'll usually find in an RPG.


This really helped me understand. Thank you so much, lol

Tyranthraxus posted...
For one you have to code in pathfinding.


I guess what I was thinking was that the people who made RPG Maker would make that code and then you just paste in shit you want to do, but I guess I was only thinking about the hard work for the player and not the hard work for the developer, lol
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scar the 1
12/22/18 11:06:18 AM
#13:


Bad_Mojo posted...
I guess what I was thinking was that the people who made RPG Maker would make that code and then you just paste in s*** you want to do, but I guess I was only thinking about the hard work for the player and not the hard work for the developer, lol

And again, they very well might have done that. But I would suspect that the user doesn't have control over how to apply it well enough to actually be able to use it properly. So you'd probably need to figure out your own solution.
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