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Despain
  Wed Sep 10, 2008 5:07 pm
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Actually those gear things in the background look really cool. I didn't even notice those at first.

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Joestar
  Wed Sep 10, 2008 5:23 pm
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I like em too <3
I think it will support parallaxes?


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Kav
  Wed Sep 10, 2008 5:26 pm
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Herr Frederick Von Twirlenkiller wrote:
I like em too <3
I think it will support parallaxes?

I think that's a given. Maybe even multiple parallaxes (which were common in later SNES games).


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Joestar
  Wed Sep 10, 2008 7:39 pm
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Multiple parallaxes would rock  :rock:


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SorcerGamble2
  Wed Sep 10, 2008 7:53 pm
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seeing the pic up close does make it seem that some detail will be possible...

i just hope its not another throwback, like VX (IMO)

I'd hate to see features that are already available being thrown out, that's my only concern.


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Saki
  Wed Sep 10, 2008 8:02 pm
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Looks nice huh?

I just hope that it won't end up like RM. (to have a freakin' decompiler)


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Sonata
  Wed Sep 10, 2008 9:24 pm
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I'm pretty pumped about this. It seems like maker's that are capable of fully customizing their games will have the chance to do so. However those who aren't able to and have to use the RTP will have a hard time differentiating their games from others who make use of the RTP. It will most likely be an even bigger problem than in the RM series' case, since the RPG perspective allows for more detailed maps.


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Despain
  Wed Sep 10, 2008 9:59 pm
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Quote:
since the RPG perspective allows for more detailed maps.


Graphically, but not design-wise. In an action game (particularly platformers here), the design of a map significantly effects the gameplay -- in fact level design in platformers is just about entirely about gameplay. While graphically it might be a little more obvious, the designs themselves would really have a much bigger impact on the games than the RTP.

I'm really looking forward to it.

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Despain
  Wed Sep 10, 2008 10:00 pm
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And don't worry, platformers are much more fun to make graphics for. I know I plan to release a lot of platformer graphics for this thing. On top of that, actiongamemaker.com is going to have a bigger push for original graphics as opposed to rips and RTP (especially important with the imagined XBL indie dev community, so in the future original graphics will have a far larger role in development with this engine.

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Doctor
  Wed Sep 10, 2008 10:35 pm
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missingno wrote:
And don't worry, platformers are much more fun to make graphics for. I know I plan to release a lot of platformer graphics for this thing. On top of that, actiongamemaker.com is going to have a bigger push for original graphics as opposed to rips and RTP (especially important with the imagined XBL indie dev community, so in the future original graphics will have a far larger role in development with this engine.


More fun how?

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Kav
  Wed Sep 10, 2008 10:42 pm
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Doctor wrote:
missingno wrote:
And don't worry, platformers are much more fun to make graphics for. I know I plan to release a lot of platformer graphics for this thing. On top of that, actiongamemaker.com is going to have a bigger push for original graphics as opposed to rips and RTP (especially important with the imagined XBL indie dev community, so in the future original graphics will have a far larger role in development with this engine.


More fun how?

More fun in that they aren't just about making things look pretty. Tiles in platformers serve a function. In RPG's they're usually just either passable or non-passable areas (except adventure/action RPG's).


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Despain
  Wed Sep 10, 2008 11:13 pm
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what Kav said. But also from an artist's perspective, they're more entertianing to make.

The majority of pixel artists that I know prefer platform tiles to RPG tiles. It's a personal thing mostly, but as a whole they tend to be much faster. the perspective is a lot easier to work with and there's more room for unique variation, as opposed to boring things (like overhead grass textures are significantly more boring to create than some crazy side-view grass textures). Platformer tiles tend to be visually more FUN than RPG tiles. Of course this depends on the style of the individual game.

They're also not nearly as tedious as RPG tiles. Like Kav said, they have a FUNCTION so they have more of an impact when you're making them: it feels more like you're doing something productive.

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Joestar
  Thu Sep 11, 2008 2:00 pm
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I want it now! Not in the shitty december!!!!!!!!!!


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Luxil
  Thu Sep 11, 2008 9:41 pm
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^ this


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Doctor
  Fri Sep 12, 2008 3:49 am
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ÒˆÒ €°Ã’ˆÒ €°Ã’ˆÒ €°Ã’ˆ wrote:
what Kav said. But also from an artist's perspective, they're more entertianing to make.

The majority of pixel artists that I know prefer platform tiles to RPG tiles. It's a personal thing mostly, but as a whole they tend to be much faster. the perspective is a lot easier to work with and there's more room for unique variation, as opposed to boring things (like overhead grass textures are significantly more boring to create than some crazy side-view grass textures). Platformer tiles tend to be visually more FUN than RPG tiles. Of course this depends on the style of the individual game.

They're also not nearly as tedious as RPG tiles. Like Kav said, they have a FUNCTION so they have more of an impact when you're making them: it feels more like you're doing something productive.


I see what you mean.

I want a metroid-styled game made with this.

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Despain
  Fri Sep 12, 2008 4:01 am
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yes. metroid-style games are the biggest priority for me too. i have so many games planned in various levels of planning and a surprisngly large amount of them are metroid platformers.

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Grathea
  Fri Sep 12, 2008 5:02 am
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Agreed, platformers are by far my highest valued priority thing for this program. Sh'mups are a close second, though.

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Despain
  Fri Sep 12, 2008 5:17 am
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shmups and platformers in the same game, though....

i mean normally i'm against fangames but i am drooling at the thought of a ROCKET KNIGHT ADVENTURES game

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Grathea
  Fri Sep 12, 2008 5:33 am
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That would be INCREDIBLE.

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mawk
  Fri Sep 12, 2008 2:21 pm
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I'd been thinking of a point-and-click adventure game in the vein of Monkey Island and that sort of thing, but then I remembered that such a thing is probably possible in RMXP with some minor eventing savvy and a mouse script, anyway.

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PrinceOfSorrow
  Fri Sep 12, 2008 4:44 pm
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any confirmed news for us version ?
I'm praying for it.


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sixtyandaquarter
  Fri Sep 12, 2008 5:55 pm
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if there is it would be posted

and of course they'll be an English version, the only question is will there be a legal one too

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Sol_Fury
  Fri Sep 12, 2008 9:11 pm
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ÒˆÒ €°Ã’ˆÒ €°Ã’ˆÒ €°Ã’ˆ wrote:
yes. metroid-style games are the biggest priority for me too. i have so many games planned in various levels of planning and a surprisngly large amount of them are metroid platformers.


That would be incredible. Loads of planning needed to make the back-tracking reasonable and not a chore, but if you could capture and duplicate the sheer thrill of finding a new area using your newly acquired turbo-booster or power bombs, the game would be amazing.

It's all about gameplay, you're right about that. I'd love to make any kind of Castlevania game, something in that style would fit very well with the germ of an idea that I have.

I'd love to try my hand at making a shoot 'em up too.

Makes me wonder what else this thing might be capable of.


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MysteryMan_23
  Fri Sep 12, 2008 10:54 pm
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This looks really awesome!  I hope they release this in America!

On a more speculative note, there's a screenie on the hype site with what appears to be a level setup editor.  Looks interesting!

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Sailor Taurus
  Sat Sep 13, 2008 2:28 am
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I count four mapping layers in those editor screenshots.

At least I think those are layers. Or is that big number beside them the current layer?


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Sonata
  Sat Sep 13, 2008 6:02 am
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ÒˆÒ €°Ã’ˆÒ €°Ã’ˆÒ €°Ã’ˆ wrote:
so in the future original graphics will have a far larger role in development with this engine.


Good. That's definitely what I'm hoping for.


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Rey_JJJ
  Sun Sep 14, 2008 12:02 am
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Doctor wrote:
That new maker just means we'll be seeing a lot of zelda/mario fangames instead of FF.

Zelda? Mario? Naw, I was gonna make a top-down Kirby!! :lol: (Hm, I wonder how hard a Kirby game would be on this thing? :box: )

Finally... another piece of work which will (help to get closer to) satisfy my always-had dreams... I hope they make it a lot like RPGM2k3 (though I doubt it)...

speaking of which,
Doctor wrote:
They just ran out of ideas on how to improve their rpg maker series. I guess VX was proof.

All they'd really need to do is combine the unlimitedness of XP with the working of 2003 and some of the multi-browse/instant stuff of VX (2003 taking priority) and some options like this Action Game Maker will have...

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mawk
  Sun Sep 14, 2008 12:37 am
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See, their problem is that they treat all their products as if it's their first. At least that seems to be the case between XP and VX.

Also, a top-down Kirby game seems like it might defeat the purpose a little...?

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who's the winner? yeah, me.
so you say. we will see.
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Last edited by Anonymous on Sun Sep 14, 2008 12:41 am, edited 1 time in total.

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Rey_JJJ
  Sun Sep 14, 2008 3:06 am
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Dr. Winston O'Boogie wrote:
See, their problem is that they treat all their products as if it's their first. At least that seems to be the case between XP and VX.

Also, a top-down Kirby game seems like it might defeat the purpose a little...?

Well, I wasn't very clear. Sorry. What I meant was, I'd basically make a Kirby-Zelda and then pondered on difficulty of actual side-scrolling Kirby games.

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Kav
  Sun Sep 14, 2008 3:11 am
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Dr. Winston O'Boogie wrote:
See, their problem is that they treat all their products as if it's their first. At least that seems to be the case between XP and VX.

They do that on purpose. This way people won't just buy the "ultimate maker" and instead buy others. The Japanese are just as sleazy businessmen as any westerners are.


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