Good video. I've used Unity professionally, Unreal and Godot in my spare time, and more and more I've been turning to RPG Maker MZ just because it is comfortable to get things done quickly in if your end product doesn't differ too much. Despite programming in Unity being easy, even easier is to start with a framework 70% of the way there rather than building from scratch.
... Okay so, long comment is long. Sorry. It might happen again. You don't have to read all this. No one has to. But I have spent so long looking at game creation engines, I could probably write a convincing blog post. At least. :P That start was so bold and refreshing. I was expecting... well, I wasn't expecting that. Real kick to the head, ya know? I like you, man. You cool. :3 I'm pretty sure if those doubtful people tried making an RPGM game, they'd faint from the sheer complexity. There is a TON you can customize. It's a beautiful engine, it's been used to make some of my fave games, but I never had enough braincells to rub together enough to figure out even the console versions. Like, no, you make a game in RPGMaker, it's yours through sheer grit and determination. Wow, some people... And what you said is the same principle behind other engines viewed this way, like Twine and Bitsy. Simple to start, complex as you can get (usually with a few caveats). Again, you choose the engine that will let you do what you want in it, within you ability, to it's best. Rest is, for better or worse, effort... -Man, I hate saying bootstrappy stuff, but THIS bootstrappy stuff is actually true.- :v Further complicating you and everyone's time in the comments... Official Hamster Republic Role Playing Game Construction Engine, or OMRRPGCE, is a (mostly) easier version of RPG Maker, completely free, and features some pretty complex code options. I'm still learning it, but it hasn't let me down in most departments. If anything, I keep screwing up bit depths and such; the palate is limited. Sadly very obscure. But, again, you looking to make a simple, regular RPG? Easy. Just needs the work. :v GDevelop is also pretty easy. Also free. And the templates are wildly proliferous. Little premades you can pull up, open up, and mess with, and keep, WITHOUT barrier. You know, you just need an internet connection the first time you grab the template, of course. Very community-oriented; not quite as much as Unity, but lots more YT channels and forums than you'd think. Fun, but strange, as they use a mixture of visual code, text code, and little assets that add sort of base code for common things (platformers, status bars, score, etc.), and there's always about 3 ways of doing something and none of them even lightly resemble the others. But it works pretty well, as long as you can stick with it. And, to further prove your point, I am trained as an animator and visual designer. I am currently working on games... in Scratch. Which makes sense; I'm older now, I have what I will call here 'attention problems', and my brain does not go fast like it used to anymore. Scratch is the fastest I've worked in my life, and I've been at least poking at code since the Apple II. I 'hate' it. I love it. But shiz is getting done, and I'm happy, man. X3 Also, yeah, eff Unity... I'm mostly sure I'll never sell anything, but eff them all the way to the bank. XD
I say keep learning so you wont be tied to any engine. If you want full control SDL. SDL is not a game engine but provides all the tools to make one. If you combine it woth OpenGL or new Graphics API you could make 3d stuff. All these things are just tools, but the more you know, the better off you will be.
I think it's worth noting, to a lesser degree the stigma of "you didn't create this" also exists for Unity. Most of the games I see people talking about being "asset flips" use unity, and it has been a bit of a stigma behind that engine. The only place you can have to pay someone for with Godot is if want to release on consoles. The dev kits for each console are not publicly available (not Godot's fault), so to do that you either have to talk to the console manufacture and get it and support it yourself, or there are companies that will charge you for that service. That said, this isn't a major issue for most Indies. Unreal's pricing is not something that can be summed up easily. It is free up to a certain income level, after which there is a "revenue share" (royalties). All of that said, the thrust of "you can do whatever you like with any engine, it's just how much it will help you with it" is absolutely correct.
@@draicor that's a fair point, but the bar for the programming side on unreal has historically been higher, making it less appealing to low-effort developers. That said, I think with Unity adopting a (in all but name) royalty model and improvements Unreal (specifically the blueprints system) that may change. The other thing that drives the reputation, and this maybe isn't fair, is that Unity (used to) require the lowest price tiers to show the splash screen. That's changed now too, which should, slowly, help them shake the stigma. For many of the same reasons, I could see a lot of low-effort developers making a migration to newer versions of Godot.
RPG maker engine's series,... are good base to start with and easy to pick up on using right off the bat! However,...to actually make games that sell, or at least games that don't look like every other 2D pixel game with same boring wood floors, walls, people, music, sounds, etc. etc. etc. etc. etc...you will have to spend endless hours!! Searching for images to use as PNG format. Create your own images using Photoshop, Gimp! or some sorta editing software to form clouds, shadows, even new better looking "Tall" people for your game sprites! Nobody wants to hear that crappy default music. you will need to use or produce new music with Audio software program, to create some unique effects with beats, rhythm, symphony stuff that fits each individual scene within your game style! Then you will need to learn where the hell all these "new" audio files, sprites, tile sets, icon sets are all located in your game to put them all into your game. You will definitely be needing a lot of custom Java based scripts to us within the game loaded to use for Custom fancy Titles, animations for battlers, map lighting, god rays, shadow blending, transparency etc. Then if your lucky, and not totally aggravated with all the learning curves, and stress, patience or lack of!~ and be sure your Grammar is spot on!! absolutely no exceptions, because the public will never give you more than 1 inch to breath if you make even a minor mistake all through your whole game!! People are f*cking Ruthe less critics with OCD. People will bash you to death with 5 bad comments just for something as stupid as placing a wrong color "explanation mark" (before) or after a (word). but I'm not here to put down game critics! I just love when people say my game maps look like "Shit"...and how I have poor Grammar, too much useless Lore! and messy maps, not that interesting of a story, and out of sync with animations and some events. lol
The thing a lot of people miss is that this is true for games made in any engine, not just RPG Maker. Truthfully, RPG's are one of the hardest genres of games to make. There's so much depth and complexity to them, it requires an incredible amount of work. RPG Maker takes care of a lot of that for you, but if you want something truly ORIGINAL, that level of work is required regardless of what engine you choose.
I'm generally surprised that almost nobody ever mentions Gdevelop especially in comparison with Game Maker Studio's visual scripting and with RPG Maker 😁
@@StrakBlue and Construct? Tbh I forgot about that one. But I've seen a video where Devs made a game with the same assets and different engines: Construct 3, Game Maker Studio, GDevelop, Godot and Unity. Can you guess which is which? He revealed it in the follow up video. The video looked very interesting and intriguing to me!
@@StrakBlue youtube recommened me to your channel. I decided I want to compelete a few game ideas. My problem is finding out hat game mechanics would make my game fun. As of now, I choose Godot but I also code in Allegro5 using C++. I learned how to create music and I do have some talent in drawing, I just need to use it more because its been a long time. Perspectives are my weak point so I need more pratice with backgrounds. I am in the camp of using what workd but improve your knoweldge so I can use any tool I need. Some good game dev basically mary their tools and then when they get screwed it destroys everything they worked for, I am not going to let that happen to me.
If it was better suited to what I'm trying to make, then I would. But RPG Maker actually checks all the boxes for what I need an engine to do, and does a lot of it for me, plus I'm familiar with it. That's kind of the point of the video. Just because one engine is more powerful than another doesn't make it better for what YOU specifically are trying to accomplish.
People who don't make art, music, or code should not make games. Just as well, if they use something like RPGM to do so, then they shouldn't be considered game developers. Heating up frozen food in the microwave does not make me a chef.
Good video. I've used Unity professionally, Unreal and Godot in my spare time, and more and more I've been turning to RPG Maker MZ just because it is comfortable to get things done quickly in if your end product doesn't differ too much. Despite programming in Unity being easy, even easier is to start with a framework 70% of the way there rather than building from scratch.
... Okay so, long comment is long. Sorry. It might happen again. You don't have to read all this. No one has to. But I have spent so long looking at game creation engines, I could probably write a convincing blog post. At least. :P
That start was so bold and refreshing. I was expecting... well, I wasn't expecting that. Real kick to the head, ya know? I like you, man. You cool. :3
I'm pretty sure if those doubtful people tried making an RPGM game, they'd faint from the sheer complexity. There is a TON you can customize. It's a beautiful engine, it's been used to make some of my fave games, but I never had enough braincells to rub together enough to figure out even the console versions. Like, no, you make a game in RPGMaker, it's yours through sheer grit and determination. Wow, some people...
And what you said is the same principle behind other engines viewed this way, like Twine and Bitsy. Simple to start, complex as you can get (usually with a few caveats). Again, you choose the engine that will let you do what you want in it, within you ability, to it's best. Rest is, for better or worse, effort... -Man, I hate saying bootstrappy stuff, but THIS bootstrappy stuff is actually true.- :v
Further complicating you and everyone's time in the comments... Official Hamster Republic Role Playing Game Construction Engine, or OMRRPGCE, is a (mostly) easier version of RPG Maker, completely free, and features some pretty complex code options. I'm still learning it, but it hasn't let me down in most departments. If anything, I keep screwing up bit depths and such; the palate is limited. Sadly very obscure. But, again, you looking to make a simple, regular RPG? Easy. Just needs the work. :v
GDevelop is also pretty easy. Also free. And the templates are wildly proliferous. Little premades you can pull up, open up, and mess with, and keep, WITHOUT barrier. You know, you just need an internet connection the first time you grab the template, of course. Very community-oriented; not quite as much as Unity, but lots more YT channels and forums than you'd think. Fun, but strange, as they use a mixture of visual code, text code, and little assets that add sort of base code for common things (platformers, status bars, score, etc.), and there's always about 3 ways of doing something and none of them even lightly resemble the others. But it works pretty well, as long as you can stick with it.
And, to further prove your point, I am trained as an animator and visual designer. I am currently working on games... in Scratch. Which makes sense; I'm older now, I have what I will call here 'attention problems', and my brain does not go fast like it used to anymore. Scratch is the fastest I've worked in my life, and I've been at least poking at code since the Apple II. I 'hate' it. I love it. But shiz is getting done, and I'm happy, man. X3
Also, yeah, eff Unity... I'm mostly sure I'll never sell anything, but eff them all the way to the bank. XD
I say keep learning so you wont be tied to any engine. If you want full control SDL. SDL is not a game engine but provides all the tools to make one. If you combine it woth OpenGL or new Graphics API you could make 3d stuff. All these things are just tools, but the more you know, the better off you will be.
I think it's worth noting, to a lesser degree the stigma of "you didn't create this" also exists for Unity. Most of the games I see people talking about being "asset flips" use unity, and it has been a bit of a stigma behind that engine.
The only place you can have to pay someone for with Godot is if want to release on consoles. The dev kits for each console are not publicly available (not Godot's fault), so to do that you either have to talk to the console manufacture and get it and support it yourself, or there are companies that will charge you for that service. That said, this isn't a major issue for most Indies.
Unreal's pricing is not something that can be summed up easily. It is free up to a certain income level, after which there is a "revenue share" (royalties).
All of that said, the thrust of "you can do whatever you like with any engine, it's just how much it will help you with it" is absolutely correct.
the same now with gamemaker on porting
well the asset flips exists in unreal as well..
@@draicor that's a fair point, but the bar for the programming side on unreal has historically been higher, making it less appealing to low-effort developers. That said, I think with Unity adopting a (in all but name) royalty model and improvements Unreal (specifically the blueprints system) that may change. The other thing that drives the reputation, and this maybe isn't fair, is that Unity (used to) require the lowest price tiers to show the splash screen. That's changed now too, which should, slowly, help them shake the stigma.
For many of the same reasons, I could see a lot of low-effort developers making a migration to newer versions of Godot.
RPG maker engine's series,... are good base to start with and easy to pick up on using right off the bat! However,...to actually make games that sell, or at least games that don't look like every other 2D pixel game with same boring wood floors, walls, people, music, sounds, etc. etc. etc. etc. etc...you will have to spend endless hours!! Searching for images to use as PNG format. Create your own images using Photoshop, Gimp! or some sorta editing software to form clouds, shadows, even new better looking "Tall" people for your game sprites! Nobody wants to hear that crappy default music. you will need to use or produce new music with Audio software program, to create some unique effects with beats, rhythm, symphony stuff that fits each individual scene within your game style! Then you will need to learn where the hell all these "new" audio files, sprites, tile sets, icon sets are all located in your game to put them all into your game. You will definitely be needing a lot of custom Java based scripts to us within the game loaded to use for Custom fancy Titles, animations for battlers, map lighting, god rays, shadow blending, transparency etc. Then if your lucky, and not totally aggravated with all the learning curves, and stress, patience or lack of!~ and be sure your Grammar is spot on!! absolutely no exceptions, because the public will never give you more than 1 inch to breath if you make even a minor mistake all through your whole game!! People are f*cking Ruthe less critics with OCD. People will bash you to death with 5 bad comments just for something as stupid as placing a wrong color "explanation mark" (before) or after a (word). but I'm not here to put down game critics! I just love when people say my game maps look like "Shit"...and how I have poor Grammar, too much useless Lore! and messy maps, not that interesting of a story, and out of sync with animations and some events. lol
The thing a lot of people miss is that this is true for games made in any engine, not just RPG Maker. Truthfully, RPG's are one of the hardest genres of games to make. There's so much depth and complexity to them, it requires an incredible amount of work. RPG Maker takes care of a lot of that for you, but if you want something truly ORIGINAL, that level of work is required regardless of what engine you choose.
I'm generally surprised that almost nobody ever mentions Gdevelop especially in comparison with Game Maker Studio's visual scripting and with RPG Maker 😁
I honestly haven't heard of that! I'll look into it, I might end up doing a follow up video to this one.
@@StrakBlue and Construct? Tbh I forgot about that one. But I've seen a video where Devs made a game with the same assets and different engines: Construct 3, Game Maker Studio, GDevelop, Godot and Unity. Can you guess which is which? He revealed it in the follow up video. The video looked very interesting and intriguing to me!
You deserve more views then you gave in this video. I feel the same about all programming tools.
Honestly, this is more views than I normally get, and it was sitting at under 200 this morning. I have no idea where you all are coming from.
@@StrakBlue youtube recommened me to your channel. I decided I want to compelete a few game ideas. My problem is finding out hat game mechanics would make my game fun. As of now, I choose Godot but I also code in Allegro5 using C++. I learned how to create music and I do have some talent in drawing, I just need to use it more because its been a long time. Perspectives are my weak point so I need more pratice with backgrounds.
I am in the camp of using what workd but improve your knoweldge so I can use any tool I need. Some good game dev basically mary their tools and then when they get screwed it destroys everything they worked for, I am not going to let that happen to me.
Try RPG Architect, its way better than rpgm and is also a 3d engine
If it was better suited to what I'm trying to make, then I would. But RPG Maker actually checks all the boxes for what I need an engine to do, and does a lot of it for me, plus I'm familiar with it. That's kind of the point of the video. Just because one engine is more powerful than another doesn't make it better for what YOU specifically are trying to accomplish.
the engine doesn't matters, if your game ends up being trash, it wasn't because of the engine lul
Good vid.
btw, unreal also does 2d
Yeah, I was confusing Unreal for Havok for some reason. Havok is a physics engine, Unreal is a complete game development suite.
great video
good vid
ayee am the 69th sub lessssgooooo
People who don't make art, music, or code should not make games. Just as well, if they use something like RPGM to do so, then they shouldn't be considered game developers. Heating up frozen food in the microwave does not make me a chef.