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Post by Bigfoot on Oct 18, 2007 23:21:28 GMT -5
Alright, I've been without internet for almost two weeks, and I've had this idea since I haven't had internet. And I've soooo wanted to start, but I still need the participation of many of you. So whats my new idea?
Doan The Nado Development Middleware for RPGM2.
Whats the number one thing that chases poeple away from this product? They get overly ambitious and quit because its too hard. But what if they could download a file that has much more than just the default typical fantasy set of areas, VFX, and much more options then a default battle system. I say it could really open up development with this game if we cut out the hard work for new users.
Not only that but us experienced developers could use it too! There is a new project that I've wanted to start, but I don't feel like redoing similar VFX and reimplimenting Doan's CCS. But if all of us do our part, we could have the ultimate middleware to start off with! We're all very talented with this product, and I think it would be very very fun to do this together.
I can do a wide assortments of VFX that shows what you can do other than the typical fantasy stuff, for example like modern weapons and make multiple versions that can be used in and out of the DBS, and do a walkthrough on how to make cinematics. Plus I can impliment the Doan's CCS.
Then for example (and hoping) that Nash could add his most current ACBS Engine, and Doyle can add his array of innovative battle systems, and Rodak can create some amazing monsters for in and out of the DBS, TFR can make two or three new maps that poeple can play with and whatever else anyone here would love to implement.
My ultimate goal? The ultimate starting file.
Not only have extra options for new developers to play with, but I think it would be great to make new walkthrough's within the game, because lets face it, the default town doesn't help new developers at all. Even with this, old developers that quit RPGM2 because it was too hard could come back to it because of a file like this. Most of us already have how-to's explaining how to do our stuff, why not just give it to them?
And not only that, but once its done, we can constantly update it, and it shouldn't take too long to get a first version out.
I think an idea like this has serious potential, and could very well revitalize the RPG Maker 2 community. I might be getting to ambitious here ironically, but I think it could be alot of fun. So, who's in?
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Post by doyleman on Oct 19, 2007 0:11:31 GMT -5
I'm in, but with so much things, dont you think the players will also become overwhelmed?
having 3+ different styles of battlesystems could kinda scare them.
plus, if we build for them these things, there really is no easy way of explaining to them how to use it all appropriately. Number one rule in teaching is to assume they no nothing.
The best way to learn rpgm2, to me, is through constant frustration with getting things to work and goofing around... but a file with a lot of neat defaults for semi-advanced / advanced users sounds nice...
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Post by Bigfoot on Oct 19, 2007 0:21:11 GMT -5
I don't think 3+ styles would hurt anything, I think the more array of options makes things more intriueging. Either way, I think this has the potential to be pretty popular among RPGM2 users.
edit: Also thats why I suggested new in game walkthroughs, we would have one for every feature. For example, lets just say I add a push block script into the game. Then by test play default they could go to a new "default" area, and there could be a room that tells you how use it, and has a pushing block to play around with. Get what I mean? I think that it would overall be more easy to learn starting off with this planned file than the regular default set of stuff.
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Deleted
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Post by Deleted on Oct 19, 2007 1:26:41 GMT -5
Speaking on part of my specialty (re-doing the stats in the DBS and making different sorts of abilities), I don't think I could do it in a way so that it's customizable, understandable, and there to begin with... which they would want otherwise they'd just be stuck with my abilities. I think some people might not care since it wouldn't be customizable (or most of it wouldn't be). It is a good idea though!
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Post by Bigfoot on Oct 19, 2007 3:55:06 GMT -5
If you could contribute anything, please do, like I said, its a community project.
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Post by Dungeon Warden on Oct 19, 2007 10:04:17 GMT -5
I like the idea, but there is a serious limitation to the amount of memory that RPG maker uses for every thing in the game. It's already a pain to remove all the preset files you have already without adding a bunch more.
On the other hand, a tutorial/demo game that included a lot of different play styles might be fun to play around with and show people what RPG Maker can do. For course that means people would have to label everything properly and put in lots of notes to explain what the scripts are doing and what you can do to alter them. It would be hard to make a customizable game, but you could put notes in the scripts so people could play around with customizing the game directly.
This project would work best as a play ground, giving people new features to try out and show what RPG Maker 2 can do. Then they can take what they learn and use it in their own games.
I do like the idea and would be willing to put my custom battle scripts into the mix. I'd have to write a lot of notes though, since some of the stuff I did would be very difficult to customize without fully understanding all the variables it used.
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Post by Rodak on Oct 19, 2007 10:46:26 GMT -5
This is a good idea, but there is a fatal flaw DW missed!
Some ideas may be incompatible in the same file. Example - Doan's Camera System and Nash's Active Battle System. They both rely on user input from buttons. This would lead to conflicts.
I think maybe going back to an older idea (I forget whose) of providing many "engines" or base files for different type games is possible, but I doubt it's possible to have an all in one type thing.
Nice idea, though.
We'll see where it goes!
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Post by Bigfoot on Oct 19, 2007 13:28:21 GMT -5
This is a good idea, but there is a fatal flaw DW missed! Some ideas may be incompatible in the same file. Example - Doan's Camera System and Nash's Active Battle System. They both rely on user input from buttons. This would lead to conflicts. No, We will just have all the scripts to do so in the mix. If you want to use for example DW's CBS instead of Nashes ACBS, then just don't use Nashes scripts in there. Or if you wanted to use Nashes ACBS, you don't have find a way to make Doans CCS work with it, especially even if you don't want to use it. This middleware would be there just so we can cut out alot of work for ourselves and new comers. Whatever won't be used for poeples certain projects they can just delete anyways. We can even make starter and pro versions, one of which would just have the tutorials cut out.
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wwbuddy
RPG Maker-in-Training
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Post by wwbuddy on Oct 19, 2007 20:30:15 GMT -5
Didn't read much, not enough time for me to do so, but I'd need to buy something to download that, which I probably wouldn't end up buying, so really, it wouldn't have any use, at least to the average cheap person. Unless I saw that thing for like 10 dollars in a store randomly, I would never get it.
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Deleted
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Post by Deleted on Oct 19, 2007 22:25:56 GMT -5
Well, it's also used for downloading/uploading RPGM3 files, and there are a lot of people who are gradually losing interest in 3 and seeking more flexibility in 2 (or XP). The device you're talking about is either an X-Port or a Max Drive. BEFORE using the Max Drive check out this: www.rpgmpavilion.com/index.php?page=maxdrive(I think all you need to do is never use it to delete files off of a memory card. You can also search Max Drive in the Tech Help forum here for more info.) And I'll be glad to add what I can, too. Cool.
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Post by Dungeon Warden on Oct 20, 2007 11:26:52 GMT -5
My battle engine alters a lot of the DBS files as well as the enemy actions. I suppose labeling all the changed files with the same letters (for example using DWBS [Dungeon Warden's Battle System)) would help people find what changes belong to what system. Then they could delete all the files with those letters if they didn't want that system, or read the notes to learn what needs to be changed to activate that system. The To Map and Wipeout scripts would especially be affected since each different system uses these scripts in different ways (at least mine do).
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Post by The Final Rune on Oct 20, 2007 12:12:06 GMT -5
[white]I really like this idea, but the defeatist in me sees it as highly unlikely of being workable.
I agree with the point that memory is already really limited in RPGM2. Heck, if you use all the terrain and landscape slots in the map editor you suck up about 10-15k units of memory.
On the issue of memory, when I finished making the maps for the game I will probably never finish, I had consumed over 100k units of memory (and that was just for 7 maps)!
This idea has merit, but implementing it would simply require too much time, especially considering the fact that we'd all have to take turns with the data. And for people like Rodak and myself, designing graphical elements can sometimes be extremely time consuming.
I'd rather see basic engines release containing the various battle systems with in game and online use tutorials. This is pretty much what I was trying to accomplish with my own demos and tutorials for the map editor.
Individual engines, some with duplicate features (like Doan's CSS), would be preferable.[/white]
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Post by Bigfoot on Oct 20, 2007 14:36:28 GMT -5
Very true, but I'd like to load up as much as we can into it. The playground aspect of it should be loads of fun, then after playing around with features, they can just delete whatever they won't use.
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Post by Neo Samurai on Oct 21, 2007 12:47:06 GMT -5
This sounds like a great idea. I know when I first got started, I would have loved to have had something like this. I might just make a contribution. Can't wait to check it out.
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Post by Bigfoot on Oct 22, 2007 21:42:01 GMT -5
I'm glad that alot of you are as excited as I am. I think it really has the oppurtunity to revitalize RPGM2 or at least definitly give it a decent boost! I'm just waiting on one more very important soul in this community to respond in this thread. That soul is Nash, very important figures in the RPGM2 realm such as Doyle and DW, who are pretty much in, I just would like Nash's confirmation or not before starting up on it. Which is strange because I'd figured he'd be one of the first on board.
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Post by Drew on Oct 22, 2007 22:54:34 GMT -5
Well, turns out I went to Blockbuster today, and was looking for a new game, and guess what I found? The same Copy of RPGM2 that I sold to them. So, I would love to contribute to this, Im always off work on Mondays so im free then.
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Post by Bigfoot on Oct 22, 2007 22:58:38 GMT -5
Good to hear! We can definitly use katana's and custom made character models. ;D
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Post by Drew on Oct 22, 2007 23:17:01 GMT -5
Good to hear! We can definitly use katana's and custom made character models. ;D And a few other things I made that have never been released, =P
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Post by NASH7777 on Oct 23, 2007 9:20:23 GMT -5
I don't know how much time I'ld have to contribute to this as much as I like the idea. I do have a base 3rd gen system file online so if someone wants to start from there they can but otherwise idk. I may have time to program a simple bones only sub-3rd gen system if you really want. Or a simple battle dynamics system I was working on.
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Post by Bigfoot on Oct 23, 2007 10:14:27 GMT -5
That would be a good way to start. If you want that to be your contribution it very well can. No point in doing the scripts twice over. But I would like it if you did make a cinematic walkthrough of whats possible, then setting up a playthrough of things to play with. In start of an ultimate file, maybe we shall start with Nashes, anyone else think thats a good idea?
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Deleted
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Post by Deleted on Oct 23, 2007 16:06:57 GMT -5
I think we should start with whichever file has the most stuff made on it (which will be tough to figure out). No matter what we'll all be re-making stuff for it, whether it's scripts, vfx, or whatever. Maybe TFR's with all the maps/VFX, yours with lots of VFX, or Drew's with lots of VFX would be better (just my two cents).
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