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mawk
  Tue Dec 16, 2008 3:56 am
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I'm pretty sure the english blog hasconfirmed that AGM is going to have some sort of scripting language, and even if they haven't I think it's a safe assumption to make. RGSS was one of the big features in XP and VX, and I don't think it'd make sense to get rid of it for their future projects.

then again, I might be wrong. let's hope, though, since it would be a big help.

personally, I'm most curious about how events and enemies and that sort of thing are going to work. will it allow different attacks for different directions and button combinations (think castlevania?) that sort of thing.

march is too far away I want it NOW!

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Dis Calibur
  Fri Dec 19, 2008 6:21 am
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Interesting. I have an idea for a action type game so I'll keep an eye out for this. I'll reserve judgment on till I see more of what it's capable of. I'm watching Stencyl too to see if it'll be viable. Guess I should take a peek at Game Maker as well since it was mentioned.


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Kain Nobel
  Fri Dec 19, 2008 5:17 pm
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There's something interesting I've come across, it looks alot like AGM but it isn't ; Engine001

I haven't checked it out myself, but it seems like AGM got alot of its ideas from E001, so E001 might be worth at least checking out if you're itching to get an early feel of what AGM will be like thats probably the closest thing to AGM you can play around with. The website looks like its got alot of cool shit, but all the YouTube footage I tried to get on it sucks :/

Anybody making any early preperations for their AGM games? I've already started making custom tiles 'n shit for a game I'll probably be doing on there XD

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Venetia
  Fri Dec 19, 2008 6:26 pm
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I know gratheo already has a whole game planned out with concept sprites and everything :o

I know a few others with some large AGM plans too. While I don't really have any plans for it, I'm looking forward to the games made with it :)

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Cruelty
  Fri Dec 19, 2008 6:39 pm
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Kain Nobel wrote:
There's something interesting I've come across, it looks alot like AGM but it isn't ; Engine001

I haven't checked it out myself, but it seems like AGM got alot of its ideas from E001, so E001 might be worth at least checking out if you're itching to get an early feel of what AGM will be like thats probably the closest thing to AGM you can play around with. The website looks like its got alot of cool shit, but all the YouTube footage I tried to get on it sucks :/

Anybody making any early preperations for their AGM games? I've already started making custom tiles 'n shit for a game I'll probably be doing on there XD

i'm definitely looking into this. :}
thanks for the info man

i've already planned out a lot of things to be made in a 2d platforming environment. lots of sprites have been made, and dozens of lines of ideas in notepad

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Dargor
  Fri Dec 19, 2008 7:47 pm
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I was thinking of something, if AGM games can be ported to flash (.flv, .swf?) that means they can be played on XBox and on an internet browser. But, PS3 has Adobe Flash Player already installed on it, which means, in theory, that we probably could play our games on the PS3... Right?

If the Flash format of the game is like any other flash format, then I suppose any console that supports Flash can run AGM games.

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Venetia
  Fri Dec 19, 2008 8:11 pm
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there's a new flash file format, called "Adobe AIR", which is supported by multiple operating systems and is supposedly the standard in cross-platform (i.e. cell phone) flash tech. Maybe this uses AIR? If so it might be able to port to cell phones too.

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Dargor
  Fri Dec 19, 2008 8:17 pm
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Hmm interresting, I wasn't aware of that. As long as it is cross-plateform, I can go one with my next idea :)

Which is: If AGM has a script editor and is using Ruby, then there's probably a way to make a converter XP/VX to AGM. You make your game on RPG Maker then convert it so that it works on AGM. What's the point? Well, if everything works as well as this in real life, then we could port our XP/VX games to console.

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Venetia
  Fri Dec 19, 2008 8:29 pm
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I think we're all expecting too much out of Enterbrain probably ;(

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Venetia
  Fri Dec 19, 2008 8:30 pm
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It'll probably just end up being an RMVX clone with some buggy physics you can implement and an even smaller and harder to customize RTP

just watch

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Joestar
  Fri Dec 19, 2008 8:32 pm
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Venetia wrote:
It'll probably just end up being an RMVX clone with some buggy physics you can implement and an even smaller and harder to customize RTP

just watch

No I don't think so.
Because it wouldn't have been delayed then...
EDIT:
Post 600 :P


Last edited by Anonymous on Fri Dec 19, 2008 8:37 pm, edited 1 time in total.

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Fayte
  Sat Dec 20, 2008 2:42 am
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Dargor wrote:
Hmm interresting, I wasn't aware of that. As long as it is cross-plateform, I can go one with my next idea :)

Which is: If AGM has a script editor and is using Ruby, then there's probably a way to make a converter XP/VX to AGM. You make your game on RPG Maker then convert it so that it works on AGM. What's the point? Well, if everything works as well as this in real life, then we could port our XP/VX games to console.


if that is really possible then im moving to japan for an early copy :fap:

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Kain Nobel
  Sat Dec 20, 2008 11:41 am
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Is there any more in-depth technical information on it? For instance, material details 'n the such? I wanna know if there is a preset tilesize (like 32x32) or perhaps if that is even user defined maybe? Other details about AGM vs RPGXP vs RPGVX; features, materials, programming language, etc is that all still a mystery? I mostly wanna know tile demensions, character demensions and perhaps anything known about the autotile system I'm assuming it'll have, so I can officially start designing my shit! (Hell yeah, this makes me want to do my own graphics again! I haven't been in the mood for that shit in a long time!)

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Venetia
  Sat Dec 20, 2008 7:37 pm
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If you look at the screens here, you'll be able to inference some things. It looks like the tiles ARE 32x32, it features a menu that looks starkly different from rmvx (i.e. map movement chains and advanced character creation), and it also looks like many resolutions are allowed.
Other than the screens though they haven't given us any full tech info yet I'm aware of.

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Necro_100000
  Fri Dec 26, 2008 8:40 am
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WIN!  :pissed:

The XBox Part is just the coolest lol!

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Kav
  Fri Jan 02, 2009 9:22 pm
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Hey guys, if you want to discuss anything about AGM or show off anything you've made for it, I put some forums up: http://www.actiongamemaker.com/forums/

I'll also be updating the blog soon with some more images.


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Elemental Crisis
  Fri Jan 09, 2009 4:19 pm
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Enterbrain updated their AGM site.

The boxart for AGM has been released.
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Also Enterbrain put up a flash video about AGM.
http://tkool.jp/products/act/special.html


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Prexus
  Fri Jan 09, 2009 11:05 pm
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If AGM is capable of being ported to Flash, then it uses Action Script, not Ruby.


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Ynlraey
  Sat Jan 10, 2009 12:55 am
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They also said if all goes well they'll be putting plugins so that genres can be extended so they might add a plug in for rpg or something :angel:

The program is activated by net though, this is scary :blank:


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mawk
  Sat Jan 10, 2009 3:08 am
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so they've finally learned how stupid their licensing system is?

I really hope this isn't as flash-based as it looks. if it's all vector graphics and I need to learn Actionscript I'm switching to game maker.

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Sailor Taurus
  Sun Jan 11, 2009 2:09 am
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Did anyone else notice Solid Snake at the end?

Also, was anything new about Action Game Maker introduced in this flash? Can't really tell since it's all in Japanese.


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Marcus
  Sun Jan 11, 2009 4:48 am
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i thought it was common knowledge they were using action script?

like, the first thing they said when they announced the game was the ability to play it online using flash. did this not trigger any bells?


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Elemental Crisis
  Sun Jan 11, 2009 3:59 pm
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Some translated information for you guys.

Images of the editor and the announcement .pdf Enterbrain released.
http://agmportal.net/index.php?page=translated


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Prexus
  Sun Jan 11, 2009 6:53 pm
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Marcus wrote:
i thought it was common knowledge they were using action script?

like, the first thing they said when they announced the game was the ability to play it online using flash. did this not trigger any bells?


Everyone keeps talking about "If it uses RGSS..."

Just thought i'd clarify it for them.


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Fayte
  Sun Jan 11, 2009 7:08 pm
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so wait, since it used "action script" or whatever, does that mean that dargors idea from the previous page won't be possible?


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Yaxor
  Sun Jan 11, 2009 7:15 pm
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How much it will cost? Actually this is GREAT. We can make HD Games with HD Sprites


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Kav
  Sun Jan 11, 2009 7:37 pm
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Yaxor wrote:
How much it will cost? Actually this is GREAT. We can make HD Games with HD Sprites

It costs about 108 USD (converted from yen) right now. RMVX cost about 100 USD (converted from yen), but was actually sold to the US for $60, so I imagine AGM will cost a lot less than $108 too (maybe $65?)


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Nearly Infinite
  Tue Jan 13, 2009 7:56 am
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Despain wrote:
i find it disgusting that so many of you instantly jump to NOW I CAN FINALLY MAKE THAT ZELDA FANGAME


NOW I CAN FINALLY MAKE THAT CASTLEVANIA FANGAME

...wait a minute.

That's kinda awesome.


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Fayte
  Tue Jan 13, 2009 10:21 pm
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Fayte wrote:
so wait, since it used "action script" or whatever, does that mean that dargors' "rm game-to-console idea won't be possible?


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Sailor Taurus
  Wed Jan 14, 2009 1:18 am
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Fayte wrote:
Fayte wrote:
so wait, since it used "action script" or whatever, does that mean that dargors' "rm game-to-console idea won't be possible?


Pretty much, seeing as they're two completely different scripting languages.


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