We could then call $sophies_choice = :kill_mage in a conditional branch which would return yes if we decided to kill the mage and no if we didn’t. We created a variable called $sophies_choice which stored what our choice was for a particular quest. Nothing to do with the engine itself.Last Thursday we discussed how to create global variables of any kind of data, and why that might be desirable. I still have my copies installed and sometimes will make mini-weekend focused projects, letting other people do the art/music. I use XNA\C# now, but I would say RPG maker is at least a good way to get general RPG structure down in games (working with if/than, switches, variables). but sadly, its something I grew out of as I learned more languages. Not as in depth in programming, but a good start. Its main benefit is that is is rpg focused, good UI, and you can add/custom ruby. But is lacking from others that do, like Flashpunk/Flixel. Things like adding a second currency, custom resource systems, and custom leveling/menus are very doable, just time consuming if you want to make them look good.Īll in all, I would say it's better than game engines like, Construct 2 (HTML5 engine), which has no way to input code (or very little). Hard to get out of RPG (if you want to leave the genre, pick another engine) -Overworld view for exploration, front facing for battle by default (battle is easy to change) -People will always give you crap, really, jrpg engine, everyone will nag the hell out of you for it -Ruby is less popular than other languages/not as promoted of a language -Some style features/back round info is hard to get around. RPG-centric engine Easy to import/export assets tons of resources and guides online (perhaps the most of almost any engine when you combine the versions) Ruby allows you to change many core components Incredibly Easy to use You can import graphics of any size, music, and its much easier to change how it plays. With this you can make features that would have been impossible in the other engines. The tile/map layout and database were built in, but, most of the engine itself could be looked at in various pages. These RPG maker games allow you to work with various versions of Ruby. These were much better for many reasons, apart from being able to purchase them in English (you would have to pirate them before, and find a translation for your version), the options and programming in this engine were vast. Some of the best games for these Engines were: The Way ( ) <- the best Until We get to Heavn ( ) A Blurred Line ( ) All of it was built into the engine and there was no way to modify how many things functioned. These were very simple, most of what you worked with were Switches, Variables (just numbers), Timing/basic animation, and event locations/scripting. While you could so something like zelda or Secret of Mana, it was incredibly difficult, it was glitchy, and graphic systems were very restrictive. they all were forced 16/32 bit with specific battle systems. Version 95, 2000, 2003 all were engine only abilities. I love the RPG maker series, this is why I got into game making.
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