Finishing a tutorial game is certainly not a bad start. It gives you an idea how the toolsuite works and how it can supply you with tools to work towards your own developments. Whenever I tackle a new system, for instance a Nintendo DS, I look at what is supplied, what kind of libraries are out there. Based on that I build a few small demos, one for video, one for audio, one for input, etc. After that I try to combine all of those in one larger demo before I even think of developing a full-on game.
It helps me keep track of how things work and tackle one thing at a time.
So I have decided to work through a tutorial that is pretty intensive, took a good 40 pages out of the 170, but im coming to the realization that im going to need to learn how to script for it in order to get the features I want. Should I just look to a basic ruby tutorial? Or something specific to RPG Maker VX Ace?
Thanks again everyone so far, this program is really scratching a long itch i've had.
yeah learning Ruby for it will help, but remember that RPG maker is basically for making PC games and it wont be playable on the NES.
also check this site out to help you www.codecademy.com/
Yeah, I would like to prototype my idea on RPG maker and then try to make a serious push to get it developed, my dream would be to release it on the snes for a few limited copies, but i gotta first learn how to even make my way around rpg maker, haha. Right now I'm thinking I'll do Zed Shaw's learn ruby the hard way, I learned a bit about python before throwing my hands up in frustration near the end, but I'm still getting my feet wet with RPG Maker VX Ace.
Does Code Academy have a ruby program? I'll have to check that out!
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I believe RPG Maker VX was written in ruby, and from what other people have said on here you can mostly use ruby to script whatever you want!
Features I need to impliment are:
* Random NPC's showing up in every scene each playthrough.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player.
* Permadeath, deletes save upon death.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG.
I have a friend who teaches game design thats going to help me work out the main game engine in python over the weekend just so i can get a different perspective on it next thursday. I'm hoping maybe that will give me some insight as to how I will tackle these problems in ruby later when I get to prototyping my game.
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I believe RPG Maker VX was written in ruby, and from what other people have said on here you can mostly use ruby to script whatever you want!
Features I need to impliment are:
* Random NPC's showing up in every scene each playthrough.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player.
* Permadeath, deletes save upon death.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG.
I have a friend who teaches game design thats going to help me work out the main game engine in python over the weekend just so i can get a different perspective on it next thursday. I'm hoping maybe that will give me some insight as to how I will tackle these problems in ruby later when I get to prototyping my game.
A lot of stuff can be done without Ruby, if you get more familiar with the engines point and click scripting.
* Random NPC's showing up in every scene each playthrough.-=This can be done.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player. -=Never played the game, I'm not sure what you mean.
* Permadeath, deletes save upon death. -=This could be done in a cheesy way. After your party dies create an event that auto saves the game immeadiatly, then plays an event explaining how you are premently dead. Now everytime you try to play the save file you are taken right away to a screen that says "sorry your party has parished, you must begin a new game". Now you have to make it so they can only make one save file. I think you can do this by using custom menu screens instead of the default rpg maker ones. Those can also be made through the games point and click scripts. It's a lot of work to do this either way, so ruby may be better, but I was recently reading of someone having problems doing through code. Because Windows wasnt giving him permission to make changes to a file. I forget if the guy got it sorted out or not.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days. -=This can be done with the built in scripts.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG. -=Havent played mother three but if you mean where characters have counter or meters count down until their next attack with varying speeds depending on the characters stats, this can be done through in game scripting with custom graphics.
Some of these things are really easy to do with the scripts provided, but for some of the more complex ones, you can look around online. Many people have posted the engines they have made through the scripting system. You can just copy theirs. It's a good idea to join an RPG maker forum and let people there know what you want to do, and they can give your advice and ideas. The main thing is you just wanna play around first with basic stuff like how to use variables and switches. How to create chests and doors and the like. Once you are comfortble with RPG maker I suggest reading some articles on programming tricks, like the ones used on Genesis and NES. People used some creative thinking to do stuff beyond the limits of the systems they designed games for. That's what you have to do with RPG maker, think like a programmer, and think outside the box. Just because your tools weren't designed to do something, doesn't mean you can't make them do something.
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I believe RPG Maker VX was written in ruby, and from what other people have said on here you can mostly use ruby to script whatever you want!
Features I need to impliment are:
* Random NPC's showing up in every scene each playthrough.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player.
* Permadeath, deletes save upon death.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG.
I have a friend who teaches game design thats going to help me work out the main game engine in python over the weekend just so i can get a different perspective on it next thursday. I'm hoping maybe that will give me some insight as to how I will tackle these problems in ruby later when I get to prototyping my game.
A lot of stuff can be done without Ruby, if you get more familiar with the engines point and click scripting.
* Random NPC's showing up in every scene each playthrough.-=This can be done.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player. -=Never played the game, I'm not sure what you mean.
* Permadeath, deletes save upon death. -=This could be done in a cheesy way. After your party dies create an event that auto saves the game immeadiatly, then plays an event explaining how you are premently dead. Now everytime you try to play the save file you are taken right away to a screen that says "sorry your party has parished, you must begin a new game". Now you have to make it so they can only make one save file. I think you can do this by using custom menu screens instead of the default rpg maker ones. Those can also be made through the games point and click scripts. It's a lot of work to do this either way, so ruby may be better, but I was recently reading of someone having problems doing through code. Because Windows wasnt giving him permission to make changes to a file. I forget if the guy got it sorted out or not.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days. -=This can be done with the built in scripts.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG. -=Havent played mother three but if you mean where characters have counter or meters count down until their next attack with varying speeds depending on the characters stats, this can be done through in game scripting with custom graphics.
Some of these things are really easy to do with the scripts provided, but for some of the more complex ones, you can look around online. Many people have posted the engines they have made through the scripting system. You can just copy theirs. It's a good idea to join an RPG maker forum and let people there know what you want to do, and they can give your advice and ideas. The main thing is you just wanna play around first with basic stuff like how to use variables and switches. How to create chests and doors and the like. Once you are comfortble with RPG maker I suggest reading some articles on programming tricks, like the ones used on Genesis and NES. People used some creative thinking to do stuff beyond the limits of the systems they designed games for. That's what you have to do with RPG maker, think like a programmer, and think outside the box. Just because your tools weren't designed to do something, doesn't mean you can't make them do something.
Awesome! Thanks so much for answering all these concerns! Sorry I diddnt get back to you sooner, computer died and lost everything, had no desire to get up on forums, but now that im back in action, time to get cracking!
Comments
Originally posted by: SegF4ult
Finishing a tutorial game is certainly not a bad start. It gives you an idea how the toolsuite works and how it can supply you with tools to work towards your own developments. Whenever I tackle a new system, for instance a Nintendo DS, I look at what is supplied, what kind of libraries are out there. Based on that I build a few small demos, one for video, one for audio, one for input, etc. After that I try to combine all of those in one larger demo before I even think of developing a full-on game.
It helps me keep track of how things work and tackle one thing at a time.
So I have decided to work through a tutorial that is pretty intensive, took a good 40 pages out of the 170, but im coming to the realization that im going to need to learn how to script for it in order to get the features I want. Should I just look to a basic ruby tutorial? Or something specific to RPG Maker VX Ace?
Thanks again everyone so far, this program is really scratching a long itch i've had.
also check this site out to help you www.codecademy.com/
Originally posted by: JC-Dragon
yeah learning Ruby for it will help, but remember that RPG maker is basically for making PC games and it wont be playable on the NES.
also check this site out to help you www.codecademy.com/
Yeah, I would like to prototype my idea on RPG maker and then try to make a serious push to get it developed, my dream would be to release it on the snes for a few limited copies, but i gotta first learn how to even make my way around rpg maker, haha. Right now I'm thinking I'll do Zed Shaw's learn ruby the hard way, I learned a bit about python before throwing my hands up in frustration near the end, but I'm still getting my feet wet with RPG Maker VX Ace.
Does Code Academy have a ruby program? I'll have to check that out!
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
Originally posted by: SegF4ult
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I believe RPG Maker VX was written in ruby, and from what other people have said on here you can mostly use ruby to script whatever you want!
Features I need to impliment are:
* Random NPC's showing up in every scene each playthrough.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player.
* Permadeath, deletes save upon death.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG.
I have a friend who teaches game design thats going to help me work out the main game engine in python over the weekend just so i can get a different perspective on it next thursday. I'm hoping maybe that will give me some insight as to how I will tackle these problems in ruby later when I get to prototyping my game.
Originally posted by: pk space jam
Originally posted by: SegF4ult
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I believe RPG Maker VX was written in ruby, and from what other people have said on here you can mostly use ruby to script whatever you want!
Features I need to impliment are:
* Random NPC's showing up in every scene each playthrough.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player.
* Permadeath, deletes save upon death.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG.
I have a friend who teaches game design thats going to help me work out the main game engine in python over the weekend just so i can get a different perspective on it next thursday. I'm hoping maybe that will give me some insight as to how I will tackle these problems in ruby later when I get to prototyping my game.
A lot of stuff can be done without Ruby, if you get more familiar with the engines point and click scripting.
* Random NPC's showing up in every scene each playthrough.-=This can be done.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player. -=Never played the game, I'm not sure what you mean.
* Permadeath, deletes save upon death. -=This could be done in a cheesy way. After your party dies create an event that auto saves the game immeadiatly, then plays an event explaining how you are premently dead. Now everytime you try to play the save file you are taken right away to a screen that says "sorry your party has parished, you must begin a new game". Now you have to make it so they can only make one save file. I think you can do this by using custom menu screens instead of the default rpg maker ones. Those can also be made through the games point and click scripts. It's a lot of work to do this either way, so ruby may be better, but I was recently reading of someone having problems doing through code. Because Windows wasnt giving him permission to make changes to a file. I forget if the guy got it sorted out or not.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days. -=This can be done with the built in scripts.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG. -=Havent played mother three but if you mean where characters have counter or meters count down until their next attack with varying speeds depending on the characters stats, this can be done through in game scripting with custom graphics.
Some of these things are really easy to do with the scripts provided, but for some of the more complex ones, you can look around online. Many people have posted the engines they have made through the scripting system. You can just copy theirs. It's a good idea to join an RPG maker forum and let people there know what you want to do, and they can give your advice and ideas. The main thing is you just wanna play around first with basic stuff like how to use variables and switches. How to create chests and doors and the like. Once you are comfortble with RPG maker I suggest reading some articles on programming tricks, like the ones used on Genesis and NES. People used some creative thinking to do stuff beyond the limits of the systems they designed games for. That's what you have to do with RPG maker, think like a programmer, and think outside the box. Just because your tools weren't designed to do something, doesn't mean you can't make them do something.
Originally posted by: JBOGames
Originally posted by: pk space jam
Originally posted by: SegF4ult
I think you'd have to focus on learning Ruby in support of your RPG Maker prototype. proprietary scripting languages as found in RPG Maker are often limited and too much abstracted. (That said, I've never worked with RPG Maker before, so I haven't the slightest what kind of support you'd have, programming wise)
Once you grasp the basic concepts of programming, that is really awesome. Then, it is on to learning a bit more about basic computer architecture, see what makes things tick. (at least, that's what I think is the best step after the prototype)
I believe RPG Maker VX was written in ruby, and from what other people have said on here you can mostly use ruby to script whatever you want!
Features I need to impliment are:
* Random NPC's showing up in every scene each playthrough.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player.
* Permadeath, deletes save upon death.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG.
I have a friend who teaches game design thats going to help me work out the main game engine in python over the weekend just so i can get a different perspective on it next thursday. I'm hoping maybe that will give me some insight as to how I will tackle these problems in ruby later when I get to prototyping my game.
A lot of stuff can be done without Ruby, if you get more familiar with the engines point and click scripting.
* Random NPC's showing up in every scene each playthrough.-=This can be done.
* A harvest moon - like disposition counter that tracks the NPC's (and possible PC ally) disposistion towards the player. -=Never played the game, I'm not sure what you mean.
* Permadeath, deletes save upon death. -=This could be done in a cheesy way. After your party dies create an event that auto saves the game immeadiatly, then plays an event explaining how you are premently dead. Now everytime you try to play the save file you are taken right away to a screen that says "sorry your party has parished, you must begin a new game". Now you have to make it so they can only make one save file. I think you can do this by using custom menu screens instead of the default rpg maker ones. Those can also be made through the games point and click scripts. It's a lot of work to do this either way, so ruby may be better, but I was recently reading of someone having problems doing through code. Because Windows wasnt giving him permission to make changes to a file. I forget if the guy got it sorted out or not.
* Tracking of days, also kind of like harvest moon. Game last 21 in game days. -=This can be done with the built in scripts.
* Would love to intergrate a timed hit system like Mother 3 or SMRPG. -=Havent played mother three but if you mean where characters have counter or meters count down until their next attack with varying speeds depending on the characters stats, this can be done through in game scripting with custom graphics.
Some of these things are really easy to do with the scripts provided, but for some of the more complex ones, you can look around online. Many people have posted the engines they have made through the scripting system. You can just copy theirs. It's a good idea to join an RPG maker forum and let people there know what you want to do, and they can give your advice and ideas. The main thing is you just wanna play around first with basic stuff like how to use variables and switches. How to create chests and doors and the like. Once you are comfortble with RPG maker I suggest reading some articles on programming tricks, like the ones used on Genesis and NES. People used some creative thinking to do stuff beyond the limits of the systems they designed games for. That's what you have to do with RPG maker, think like a programmer, and think outside the box. Just because your tools weren't designed to do something, doesn't mean you can't make them do something.
Awesome! Thanks so much for answering all these concerns! Sorry I diddnt get back to you sooner, computer died and lost everything, had no desire to get up on forums, but now that im back in action, time to get cracking!