![]() Many of us would rather just have a simplified engine to handle the "heavy lifting" like an engine like RPG Maker does. ![]() Or, we are, but not the "I can draw in a computer program" kind. Most of us on this website aren't really "artists". You can just program it from scratch! Just requires some time, talent, and willingness to learn. There's no need to buy an RPG Maker Engine. Let me know if anyone was able to do the same token, anyone can learn to code in C++ or any other programming language. I started an idea for that when I realized that really, you can't do multilevels justice in the old FPLE by MCG. the pictures zoom and move to their relative new positions on the map. You can even do that smooth transition thing you were talking about, where when you move. if you know how wide each box should be, you should easily be able to set specific points for your show picture, to change the pictures shown in each view, even embellish them further with ceiling pieces, floor pieces and more, all from the awesomeness that is Show Pictures. Yes, you'd have to draw the blocks for each section, or render them or whatever, but. ![]() I know it sounds cheap but Bards Tale and Tons of Dungoens and Dragons games did this exact idea way before 3d. 3 spaces for the immediate foreground, 5 for the next layer "away", then 9, then 13 (if needed) then just check for something like regionID (if going that route, or TileID if going that route on each box that's in front of you, depending on what direction you're facing. I mean, you have the ability to show up to 100 pictures on the screen at any one time. AND if you want even have placeholder event graphics. and just a couple of javascript evals, if you can use one sheet of graph paper to figure out what goes where. You know, you can build a first person labyrinth style game easily with nothing but events. if only we could get an Isometric RPG Maker. I bet I could find a game I'd want to build with it. Especially if you could recreate something close to the old FPSRPG styles. Heck, depending on how well such a feature is made and supported, I'd honestly be willing to drop $120 USD on it. Especially if you can tinker with it as much as you can the Vanilla products. But, a 3D dungeon crawling experience in a regular RPG Maker game would be kind of cool or neat in my opinion. I'd have coded a 3D RPG in Unity if the program felt any sort of "user friendly" to me and stock assets weren't all "mainstream". I like the "simplistic style" that the company seems to work with (IE: Easy to understand, easy to code a basic game, mastery of it is more difficult and time consuming). If I can imagine a game I want to make with them, I generally just purchase them regardless of the price. I wouldn't mind having to do these myself, I'd just like the option to do it myself, instead of having it be a limitation.Īll that being said, I'm always interested in new game makers that this website produces. Blank walls, or similar looking walls tend to pull players out of the experience and tend to wreck the immersion. Chests, paintings, water, lava, switches, bosses, teleports, whatever. Ability to customize the assets, or even insert assets into the environment. I think such a mode would make towns feel more "lived in" and be a bit more immersive.Ĥ. From walking around town, to exploring dungeons. I'd be curious if the mode could be used for the entirety of gameplay. Just so long as you can see other Z-Levels.ģ. Yes, I'd even settle for a limitation where to achieve the effect, you have "transparent" ceilings and walls to give the effect of seeing above and below. Having such a thing would allow a certain level of "environmental storytelling" as well as other options like possible platforming that we see in games like Ultima Underworld. If you could get balconies within dungeons to view "down" or even "up", I'd prefer that sort of system. ![]() While moving on a 2D plane is fine in a 3D environment, it lacks a certain. I'd like to see it rendered a little more "3D". If you could get it to work up to 20 squares away, you could build some pretty impressive sights. I'd like to see the option to have viewing of at least twice that distance. In most of these games that I've played in the past, the draw distance has always been. I'd be interested in this, provided it handled a few things that I'd like to see.ġ. ![]()
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