[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 328 KB, 1048x796, rpg1.gif [View same] [iqdb] [saucenao] [google]
10688413 No.10688413 [Reply] [Original]

RPG Maker XP is free on Steam right now. Can /vr/ make a good jarpig?

>> No.10688420

>>10688413
You're better off dropping the $2 to get 2003 and apply the Maniacs Patch to it. XP is absolute dogwater from top to bottom, save for the surprisingly high-quality tilesets and character sprites.

>> No.10688489

>>10688413
>Can /vr/ make a good jarpig?
considering there has never been a good jarpig, I doubt anon is going to succeed

>> No.10688527 [DELETED] 
File: 17 KB, 462x664, images (75).jpg [View same] [iqdb] [saucenao] [google]
10688527

>>10688489
what the fuck did you just say about me, you little bitch?

>> No.10688551

>>10688420
Is 2003 the best one? What makes it so good?

>> No.10688585

>>10688413
this shit is so nostalgic, I cannot figure out how it works like it was yesterday.

>> No.10688752

>>10688551
2k3 is the best one overall, especially with the Maniacs Patch which opens up incredible functionality that makes even the latest editions of RPG Maker blush.
The "downside" is that there are no plugins, and code isn't necessarily easily portable between projects - you have to know what you're doing. But, it has incredible potential.
https://files.catbox.moe/zcvlc8.webm
https://files.catbox.moe/jhfywn.mp4
https://files.catbox.moe/ftbm34.webm
https://files.catbox.moe/rq1tr4.webm
https://files.catbox.moe/p18ean.webm
https://files.catbox.moe/inhfsi.webm
https://files.catbox.moe/7ovnle.webm
https://files.catbox.moe/jpvscn.webm
https://files.catbox.moe/wagwcz.webm

>> No.10688808

>>10688413
Fact: the best games using that engine aren't even JRPGs, they're adventure games with presentation typical for 2D JRPGs.

>> No.10688821 [DELETED] 

>>10688527
where did you find this pic of me

>> No.10688828

>>10688752
>Shmup
>A megamanlike
Alright, I'm interested

>> No.10688829

>>10688413
Shits tedious as fuck

>> No.10689010

>>10688489
Clearly you never played Tecmo's Secret of the Stars

>> No.10689035

>>10688413
>make good jrpgs
>use rpg maker
These contradict each other

>> No.10689038

>>10688752
>>10688420
Surely if you can code things like these, you might as well use another engine. These examples are neat, but only because it's inside RPG Maker 2003. It's kind of like making Doom run on you refrigerator's display screen, except 10X the work. Cool, but for what purpose.

>> No.10689054

>>10689035
Lisa kicks ass

>> No.10689062

>>10689035
Some iconic indie games were made with RPG Maker
Yume Nikki was extremely popular in the early days of 4chan

>> No.10689065

I love RPG Maker. There's a bunch of cool games, but people always dismiss the engines. Probably just because there's so many cheaply thrown together ones with the default assets that it's associated with that. But there are some cool games even with the default assets.

>> No.10690253
File: 110 KB, 600x398, code.jpg [View same] [iqdb] [saucenao] [google]
10690253

>>10688413
>Can /vr/ make a good jarpig?
I'm not a codemonkey

>> No.10690379
File: 2 KB, 120x112, [Special]Wolfarl4.png [View same] [iqdb] [saucenao] [google]
10690379

>>10688413
The wolf rpg editor is also free!
https://www.moddb.com/engines/wolf-rpg-editor

>> No.10690402

>>10689062
>Yume Nikki
Extremely overrated, not even a jarpig.

>> No.10690408

>>10688413
is the game runnable on mac

>> No.10690939

>>10688413
I want to make my own game, but RPGMaker can't do what I want to do. I need isometric perspective with a 3D environment and 3D characters.

>>10688752
Impressive shit, never thought RPGMaker would ever be able to do games of this style. That first dungeoncrawler maybe, but the other ones threw me for a real loop.

>> No.10691089

>>10688752
Holy crap, they just get more and more mindblowing the further down the list. Very cool.

>> No.10692790
File: 169 KB, 1157x966, average-rpgm-dev.png [View same] [iqdb] [saucenao] [google]
10692790

>>10688752
>>10689038

>> No.10693017

>>10690939
>I need isometric perspective with a 3D environment and 3D characters.
SMILE GAME BUILDER

>>10688413
All RPG Makers are free 24/7/365 on the nearest torrent tracker. You'll only need a license if you're going to sell your shit, and even that is not really required since no one can tell whether the project was built in a legit or pirated editor.
What I want /vr/ to make is a script which would reimplement (strictly 32-bit with lost source code) TRGSSX.dll in Ruby for use with mkxp-z open source remake/player/emulator of RPG Makers from XP to VX Ace. Then I'd be able to play Win32API-reliant RPGM games on my PS Classic.

>> No.10693025

>>10693017
>Smile Game Builder
Give me a quick pitch on what it can do? Could I make a game much like Diablo 1 with it?

>> No.10693048

>>10693025
It's exactly like requested:
>isometric perspective with a 3D environment and 3D characters
There's probably a trial and/or a pirated version to try out. I've never used it myself and I hate to play games made with it, but it does exist nevertheless.

>> No.10693352

>>10693048
I'm on the fence of torturing myself with trying to adapt GzDoom into a DiabloLike kind of game, since they recently added an isometric mode to it and I already know my way around Doom (there's a lot of potential issues and hurdles with this, I know), and also because it would make it fairly easy for people to mod it if they want.

I figure I'll go with a mostly fixed isometric perspective because it means quite a lot less work to do. The 3D would mainly be for player character flexibility.

>> No.10693389
File: 16 KB, 638x542, the game.png [View same] [iqdb] [saucenao] [google]
10693389

What engine would I use to make this game?

My main experience is Doom/Quake mapping and music, not so much art, but I have lots of furry porn to train my AI on.

>> No.10693396

>>10688489
Still mindbroken by JRPGs mogging your favorite childhood games?

>> No.10693409

>>10693389
>AI slop
Never touching your game.

>> No.10693426

>>10693409

Don't be mad that you can't draw better than a computer, embrace it. Use the technology for the advantages it offers, don't be a luddite who gets left in the past.

AI will allow people to express greater creativity than ever before; but most importantly of all, it saves enough labour that people who utilise it will actually finish their projects. While you are still sat in your bedroom, assuring yourself that your 5 year ongoing passion project will be finished someday soon. Any day now.

>> No.10693560

>>10693426
This. One of the big problem with amateur games is always finding people that wants to work on your shit. You have to be pretty talented to do it all on your own and that's something only a small % of people manages. On Steam, DL Site and etc you see a lot of "artist only games" being made in RPG Maker because they mostly can't handle anything else because they can just do the art. Now, with AI you can have the other way around, you can have programmers and etc. with little artistic experience actually use AI to make something decent that doesn't have to steal from Mario or something for the thousandth time

>> No.10693617

>>10689038
>Cool, but for what purpose.
just like make game

>> No.10693634

>>10693560
>Now, with AI
You're talking as if this wasn't always possible and a thing. You could get by without AI. Just to name some possibilities you have the dorf fortress and roguelike/ascii route, you could do with very basic atari graphics, use stock assets, use assets from a game like you were making a fangame until you can hire an artist...

>> No.10693645

>>10693634
>roguelike/ascii route, you could do with very basic atari graphics
Not everyone wants to make a game that looks like that
>use stock assets, use assets from a game like you were making a fangame
Already covered in what I posted. You're obviously extremely limited by art style and such when you do this
>until you can hire an artist...
Not an option for a 1 man projects and free amateur games people does for shit and giggles

>> No.10693672

>>10693560

Glad somebody else gets it. Besides it's really just a double standard when you think about it:

>artist uses pre-made game engine so they don't have to code or handle scripts etc
It's amazing that a single dev created this game!

>programmer or musician etc who makes games using AI to handle the art
Suddenly this is evil and will kill the industry

>> No.10693683

>>10693672
I'm unsure for professionally made games, there's also potential copyright issues for AI uses... But for extremely amateur games to even low indies, it's ideal and has the potential to open doors to people who wanted to make games but lacked other skills (and other people) to be able to make them
Hell, they can even have them voiced now if they want to go the extra mile to do just that

>> No.10693698

>>10693683
>Hell, they can even have them voiced now if they want to go the extra mile

If you look at the modding scene for stuff like Oblivion/Skyrim etc it's a clear demonstration of this utility. Blew my mind when I did my annual "mod the fuck out of a Bethesda game" a couple months back, and came across a lot of new voice lines that I very nearly mistook for cut content.

>> No.10693704

>>10693645
I don't know what to say. You literally started with the premise of embracing that you are a terrible artist to begin with. Which is what I'm saying was always a thing.
>Not everyone wants to make a game that looks like that
>free amateur games people does for shit and giggles
First, you say actually you were doing something free just for the giggles. Then, suddenly, you have standards about how your game looks. In other words, you're a fucking retard. Basically, you're just looking for an excuse to shill AI or whatever. And to my knowledge that also has limitations on style.
The guy has every right to not play your game if they aren't into AI graphics, just like many don't like games made with an engine (like unity/rpgmaker/etc), just just like you might not play a game with atari/stock/fangame graphics, but you have no excuse to say "us devs who can't draw finally got the powah!" or whatever nonsense you bought into.

>> No.10693734

>>10693704
>First, you say actually you were doing something free just for the giggles. Then, suddenly, you have standards about how your game looks. In other words, you're a fucking retard
Ok look, not everyone wants the game they make, even just for fun, to be an unholy abomination to see
Even something clearly drawn in MsPaint like Smelda Macarena of Time requires some level of skills that not everyone has
https://www.youtube.com/watch?v=oJEhUwkpC00
Good fucking luck finding stock graphics that goes together without you making something that looks like schizo nonsense. Good fucking luck with that too, because all good free stock shit the Internet used to have is gone and you have about a billion paid stock bullshit website with absolute garbage now
If you start making a game with Super Mario All-Star tiles and it ends with Sonic tiles, that's kinda weird. That's an era of the past. There's probably an insane amount of people that got discouraged by this because they'd have to make schizo looking shit. Now with AI, you have the possibility of actually making some level of shit that comes together, even if it ends up amateurish

>> No.10693735

Ha I used to fuck around with 2k3 and this back in the day. Made a lot of short (and shitty) rpgs and some fire emblem/shining force type games.

I might have to get back into it. Any of the latest RPG maker versions worth a fuck these days?

>> No.10693765

>>10693704

There exists a third route where somebody with average to mediocre artistic ability uses AI to augment their own abilities (creating backgrounds to hand made sprite work, or creating templates to trace, that kind of thing), not just create their entire graphics out of whole cloth. That's how I see it being used the majority of the time, and it's how I would use it myself.

But all of that is irrelevant really because when we drill down, whether you admit it or not, your argument is based on a purely emotional and irrational assumption that human art is "real" and AI art is not. But this discounts any of the other aspects of creativity aside from the technical skill and time required to create it. A human being still has to come up with a good idea, and manipulate their AI into producing those results.

At the end of the day, AI tools allow the democratisation of creative fields which were previously (and I REALLY hate to use this word, because of the way whining zoomer bitches always use it) "gatekept" by obstacles to a person's time investment, or the money required to hire a professional, etc etc you name it. And that's exactly what a lot of people hate about it- They want their ivory tower to be just that, and they don't like the idea of "unskilled" plebs being able to express themselves.

>> No.10693835

>>10688413
I'm not jarpenese.

>> No.10693905

>>10693735
Just get the new/updated Steam version of 2k3 (DRM free!) and apply the Maniacs patch to it. It'll be like riding a bicycle, AND you'll be blown away at some of the shit Maniacs lets you do that you wished you could've done on 2k3 back in the day.

>> No.10693972

>>10693765
As someone who has been jacking off to stable diffusion porn and keeping up with art patreons being spammed with low-effort pin-ups for the past year without stopping, the "democratisation of creative fields" have yet to materialize beyond the increased mass-production of familiar shit we've all already seen and have been used to. The whole thing does the opposite of what shills and detractors have been saying, as the unskilled end up only flooding the internet with even more forgettable crap (which was already bad enough pre-AI) that fails to stand out while the already so-called ivory tower "elites" (i.e. sweatshop-tier asians being paid minimum wage) stood to only gain from those who want the "real genuine thing" and being able to fulfill conditions current AI sometimes has difficulty with.

I agree with the first point to an extent though otherwise, being able to generate some cloud/sky backdrops for a battlefield or a brick wall texture in rpg maker then touching it up for personal use fucking rules instead of spending 30 minutes painting it by hand. no one gives a shit about lesser assets like that to begin outside of their jarring absence (sadly), and saving time getting that out of the way is absolutely a boon in development. isn't quite as hot for tilesets though

>> No.10693978

>>10693765
>not just create their entire graphics out of whole cloth
You need to do touchup work at the bare fucking minimum. 'People' who think that you can just use whatever crap full of imperfections the computer shat out are severely mentally ill. Magic the Gathering got called out on this for a recent advertisement.

>> No.10694065

>>10693765
Mediocre means average, just in a more pejorative sense.

>> No.10694271

>>10693972

>the "democratisation of creative fields" have yet to materialize

I'll accept that as a point to be fair, but the thing is this is very much still a technology in its usable infancy and it's only going to grow.

It's like saying "ehh, I don't see the big deal" in 1989, when mobile phones were still bulky and kinda shitty and only posturing yuppies had them. It was a fair point then, but look where we are now. It's a technology that hasn't fully found its feet yet, but it's here to stay and it IS going to have deep, lasting impacts.

My posts ITT aren't meant to be taken as if I am fully defending every aspect of AI, it no doubt has some serious potential for abuse and a raft of ethical issues, but it also has the potential for some near as damnit utopian benefits if we actually utilise it properly.

>> No.10694283

>>10694065

Context, Anon. The "average" person's drawing ability is barely being able to draw anything beyond stick figures. Mediocre drawing ability is still above that average.

>> No.10694886

>>10693389
>AI
Nobody is going to pay you money for that crap.

>> No.10694890

>>10693672
>Suddenly this is evil and will kill the industry
It's fucking ugly to look at.

>> No.10695013
File: 158 KB, 307x230, DND.png [View same] [iqdb] [saucenao] [google]
10695013

>>10694886
>>10694890
>It's fucking ugly to look at.

>> No.10695024
File: 1.52 MB, 1280x800, Screenshot.png [View same] [iqdb] [saucenao] [google]
10695024

>>10694890
>>10694886
Here's another example. You have two options: Draw each square by hand and take five years on the project. Assuming you will stay alive five years from now and have the time to finish it. Or make it with AI and lose maybe max 30% of potential sales and develop the game in six months or less. I'd rather take the latter, to be honest. Look at a game like Bubble Bobble or Super PANG. Why draw the backgrounds by hand? Who cares?

>> No.10695034

https://canat-games.itch.io/cdm

You are making niche fetish rpgs, right /vr/?

>> No.10695045
File: 223 KB, 640x418, laughing businessmen.jpg [View same] [iqdb] [saucenao] [google]
10695045

>>10695013
>>10695024
>the fucking artlet AI cope
Oh boy, here we go. You Will Never Be An Artist, you will never make good art, learning and executing proper art is not hard to do, nor very time consuming, you're just making excuses for your unwillingness to learn.

>> No.10695067

>>10695045
>Oh boy, here we go. You Will Never Be An Artist, you will never make good art, learning and executing proper art is not hard to do,

Nah, it's an enormous investment of time fore the regular person. Programmers are also autists who specify in one skill 100%, and now they don't need to waste money on artists and can completely make their own game.

>> No.10695070

>>10695024
>the only limitation was the color pallette

>> No.10695079

>>10695045
Once you grow up, you realize being seen as an artist is pointless. No one cares. At least not when it comes to opening up your wallet. Who wants to spend their days drawing repeating textures of brick walls and cobwebs? Especially for the sole reason to avoid some anime furry avatar on Twitter calling you out for AI art. I'd rather focus on producing than worrying about criticism.

Go look at artists on Instagram. 100k followers, maybe 2000 likes, and all the comments are "so good!" and maybe you get a freelance project. Maybe.

Welcome to reality.

>> No.10695091

>>10695079
I have never seen a piece of AI 'art' that inspires me. Ignore the fact that 95% are swarming with obvious imperfections. it's just fucking soulless.
>hurr durr buzzword
Hurr durr you don't have a soul.

>> No.10695116

>>10689038
The advantage of rpgm is the level editor and script editor that can be used by non-technical person once the scripts are done.

>> No.10695119
File: 893 KB, 588x843, Hammer.png [View same] [iqdb] [saucenao] [google]
10695119

>>10695091
Did this NES cover art inspire your soul? The difference between art and video game visuals is that one has commercial intent and the other one is expression. One pays, one doesn't. You can spend 20 years on a painting if it helps you express who you are. What is a game dev expressing with pixel art by drawing trees, moss, various rocks, ladders, and clouds? They're expressing the need to get paid because rent is due.

>> No.10695126

>>10695119
Extremely jewish perspective.

>> No.10695132

>>10695126
You mean rational and based in reality and you have no counter-argument. Do you think devs were thinking about soul while developing Super Tennis or Beethoven: The Ultimate Canine Caper? I'd wager 99.9% of games published on home consoles were made to get paid. Even the Hong Kong 97 romhack was made with the intention of making money with the least amount of effort.

>> No.10695136

>>10695132
>Do you think devs were thinking about soul while developing Super Tennis or Beethoven: The Ultimate Canine Caper?
No, but they were with Goemon, for example. You think soul doesn't exist at all? Again, jewish perspective..

>> No.10695143

>>10695136
Soul exists as long as the budget allows it. Majority of developers could not afford to spend the resources to fiddle on details that won't move units. You could make the argument that Nintendo games are an investment: They front-load the effort and lose money in the hopes that the game will move more console units.

>> No.10695150

>>10695143
>They front-load the effort
This was true in the 90s.

>> No.10695289

>>10695067
>Nah, it's an enormous investment of time fore the regular person.
It really is not, there's all kinds of free guides and material you can learn from quickly.

>Programmers are also autists who specify in one skill 100%, and now they don't need to waste money on artists and can completely make their own game.
Proompters are not programmers.

>>10695079
>Who wants to spend their days drawing repeating textures of brick walls and cobwebs?
Ready made assets exist out there. Big time devs even back in the 90s would license graphical assets and sound libraries for their games, not like you'll need thousands and thousands of unique textures and sounds for a game.

You don't need to sit down and draw loads of brick textures from scratch, the quick and easy way would be using any half decent stone texture (which might even repeat properly already), scale it down, then draw out a brick pattern on that, add a few highlights and shadows to make it not flat, and there you go. You don't even have to make it fit within a limited palette range either, modern machines can do infinite colors.

There's even free assets out there which you can use, the kicker here is that if you rely in very large part in those free assets then your game is going to be viewed as a cheap assetflip cashgrab, which is about as good as relying on proompted assets. Your game will look cheap and rough at a glance, and not in a good way.

Your problem is that you're not just unskilled, you're afraid that you don't have what it takes to learn, or that it will take some kind of eternity.

>> No.10695294

>>10693396
I sure do love mashing A anon.

>> No.10695319

>>10693426
It's impossible to be creative when an AI does the work for you. Not only because it's not actually you creating anything. But also because the devil is in the details with creativity. Anyone can come up with an idea, but not just anyone can make it into a tangible thing. Making things trains your creativity, and it's only people with experience trying to make what's in their head a reality that have the ability to think of interesting and unique ideas, because not only do you learn how to think in greater detail about your ideas, you also learn more about your tastes and taste is the single most important factor when it comes to creativity in art.

And that's beside the fact that anyone with eyes can identify AI "art" easily once you have seen enough examples (meaning as AI becomes more ubiquitous, anyone using AI art will become obvious and it will immediately devalue what "you" are supposedly making),

I have used AI to make things, and I realised that in the time it takes to find whatever specific combination of words I need in order to get the AI to approximate what is in my head and never ever being able to quite get there. I could have just made it myself and gotten exactly what I wanted in a lot less time. This goes for art, music, story, and anything else creative.

At least with a person making your art for you, you can tell them what's wrong with it and they can fix it. AI is impossible to accurately direct.

And even besides that, AI is a collage of pre-existing work. It's basically merging a page of Google images results. How is something that exclusively uses other work to create something ever going to create something new and unique? Like a film maker who only takes inspiration from other films, AI will never make something innovative. Just rehashed ideas that we've all seen a million times before. A good example is how AI is good at making Pixar rip offs. It's because there is an abundance of work available for AI to base images on.

>> No.10695335

>>10695079
Most professional artists don't post their work on social media, because they get paid to make art. So your sample group of examples are amateur artists, who either aren't good enough or savvy enough to monetise their art.

But it's actually WAY easier to make money as an artist in any art form than you think, it's hard to become one of the most well known artists in the world, but that's the same for everything. There are lots of little jobs in all artistic industries that still require and reward creativity. Case in point. I'm a professional musician, that's all I do. You don't know my name, but you don't have to. I'm successful in that I do what I love for a living and that's all that matters. Nobody wants to pay to see a robot play music. AI art is and always will be a minor curiosity and nothing more.

>> No.10695336
File: 235 KB, 1456x1820, 1606248837355.jpg [View same] [iqdb] [saucenao] [google]
10695336

>>10695119
>let's handpick the worst I can find
AI will never put out clean masterpieces like by Vallejo, Brom, Bell, Punchatz, or whoever did the European cover to Megaman, to name just some.

>>10695132
>Do you think devs were thinking about soul while developing Super Tennis or Beethoven: The Ultimate Canine Caper?
Well of fucking course not, you insipid retard, there's great differences between doing basic bitch contracting work under a license, and then setting out on making a kind of game you're really interested in.
Fuck, you could get lucky and get some license thing where you actually get a bit of budget and some leeway, and you can do something fun out of that.

You aren't just afraid of effort, you apparently have no ambitions either if you look at all of this as a means to an end, and you're willing to completely look part serious efforts where devs actually made what they wanted to.

>> No.10695338

>>10695319
>
I have used AI to make things, and I realised that in the time it takes to find whatever specific combination of words I need in order to get the AI to approximate what is in my head and never ever being able to quite get there. I could have just made it myself and gotten exactly what I wanted in a lot less time.

I have found the same. I could fiddle with proompts and get something shitty which kind of approximates what I'm looking for, or I can just roll up my sleeves and make the fucking thing myself.

>> No.10695361
File: 223 KB, 1024x1024, dwarf.jpg [View same] [iqdb] [saucenao] [google]
10695361

I imagine AI art and creative use of AI in general could be used to make some interesting procedurally generated games. Using AI opens up some new possibilities, including for hypothetical games that would require an impossibly large amount of asset creation otherwise. It doesn't have to be just for people who can't draw or people who want to be cheap and lazy. Though sadly, cheap assets to cut costs will almost certainly going to be the most common use rather than anything creative.

>> No.10695364

>>10695338
The one good thing about AI art is that it allows you to quickly determine who is worth paying attention to and who isn't.

Nobody who uses AI to make anything will ever be remembered.

>> No.10695439

>>10695335
The point though is that as a musician that’s your passion. Expecting a programmer to learn how to create art instead of using AI is like asking a musician to learn FM synthesis (or even make their own synths) and not just use patches and random presets. Maybe you simply want to make music and get your idea out there and not make everything from scratch for no reason. Except consumers don’t care either way.

The only reason stock assets even exist for music is because you can easily flip a loop melody and use it for a throwaway advert. That is, you can make money with it. How many people are going to buy a flamingo fighter character animation in a pixel art style?

>> No.10695452

>>10695336
Look at how many people who worked on the games we discuss in /vr/ made their own game on their own budget. Not that many. It’s easy to criticize devs who want to use AI until YOU have to make everything on your own and pay for it out of pocket. Every day you spend drawing is a day you’re not spending on the game design, which is significantly more important.

The reason artists dislike AI because it puts into question how important their craft is. Or rather, their identity. Just like how 90% of art is not very good, same goes for AI. The difference is that you can create a 100 garbage JPEGs way faster than an artist can make 100 sketches or concepts. Just because it’s made by a person (or “natural and organic”) doesn’t mean it’s good.

>> No.10695454

>>10695336
>never

lol, lmao even

>> No.10695465

>>10688752
thanks for this info its really interesting. I've had this sitting in my library for awhile and now you've given me some ideas. have you developed anything this way?

>> No.10695493
File: 3.33 MB, 640x480, 1682330221141066.webm [View same] [iqdb] [saucenao] [google]
10695493

>>10695465
Nothing as impressive as the webms above, but yeah, I do a bit of devving.

>> No.10695502

I've tried to use it but never clicked. Though having played quite a few RPGmaker games I really have to say games made in the newer versions just feel really off somehow. you play an old and it has big huge sprites and cool fond. But every game made in whatever the newest version is just has everything stupid tiny and boring. It sucks.

>> No.10695503

>>10695493
cute guy in the middle whats her name? can I play your game?
>>10695502
new idea; play these tiny lame games with 2x magnifying reading glasses

>> No.10695508
File: 284 KB, 732x1008, cowboyskeleton.jpg [View same] [iqdb] [saucenao] [google]
10695508

>>10695454
Unironically never. If you think otherwise, you may need a prescription for glasses.

>> No.10695575 [SPOILER] 
File: 189 KB, 347x260, 1688640567341196.png [View same] [iqdb] [saucenao] [google]
10695575

>>10695503
https://goburinbro.itch.io/sister-moshimo-imouto

>> No.10695659

>>10688413
Does it have something like plugins or scripting or do you have to use it baseline?

>> No.10695667

>>10690379
What does it have that rpg maker doesn't already have?

>> No.10695669

>>10695575
cuteness overload! playing nao

>> No.10695683

>>10695575
YOU'RE LOSER.
I cannot beelieve that I got defeated by your thorny rumped mob!

>> No.10695690

hey everyone in here I think you should all check out and play this game because ive only played 20 mins and it has some serious soul to it. ive laughed a couple times already and it is hard to make me laugh.
>>10695575

>> No.10695758

Yet again /vr/ autism has to make an issue completely black and white.

Here's the deal- One person only has the time to get truly great at one or two things in their lifetime. Nobody is a true prodigy who can code, produce high quality artwork, produce great music, and write high quality dialogue. People are better when they specialise. And that's why great games require teamwork, they require people of different specialised skills coming together.

The BEST games are the ones where that happens, and you have great art, great music, and great writing all tied together by someone who knows their way around a programming language. Obviously. But when a game is made by a solo dev, one or more of those aspects has to be compromised on. You can't be an absolutist who says "anything that uses pre-made assets or AI assets is bad", or else you are basically saying the concept of a solo dev is unviable, and shouldn't exist.

If you are prepared to make the argument that solo devs shouldn't exist, I will listen. But otherwise, sperging out about tools that make it more efficient is just myopic. Many indie studios start off with a solo dev, who uses the money from their first game to expand. That is how business works.

>> No.10695763

>>10695319

All of what you said is true, but you are missing the point.

>> No.10695875

>>10695758
Creating something with soul that is more than the sum of it's average parts will always be better than creating something soulless that is less than the sum of its great parts. Modern gaming is an unbelievably fantastic example of that. Today you have teams of hundreds with 9 figure budgets, everyone is incredibly talented and are hyper specialised. Yet they make soulless shit that nobody will remember in 10 years.

But then you have something like Cave Story, where Pixel wasn't necessarily amazing at everything, but the individuality and the soul he poured into everything cultivated a game that will be remembered for decades. Or even Undertale, I know it's not loved here but the cultural impact of that game is undeniable, and while he had small amounts of help, it was 99% his creation. Is the art in Undertale amazingly technical? No. Could AI make art that is technically better? Probably. But it would never be able to make art that had more soul than the art in that game.

Also specialisation destroys human potential, every skill informs every other skill. When you get really good at one thing and then try other things, you, you make connections you wouldn't have ever imagined were there before. I'm a musician, but I've also put serious time into learning boxing, sim-racing, maths, physics, philosophy, business, and many other things. All of those seemingly unrelated things have all informed how I go about all of them. In ways I couldn't even begin to explain. I can't tell you how many times I've been like "oh, that's like this or that" when learning something new.

People call it being a jack of all trades, a master of none. But the reality is there is only one skill to master in life, and that's life itself. Polymaths used to be significantly more common than they used to be, and those times were the greatest times in human history. The renaissance and the age of enlightenment for example.

If you know the way broadly, you see it in everything.

>> No.10695881

>>10695875
I fucked up a few sentences there because my post was too long, I had to edit it, and I'm on a phone.

But I think the idea still comes across.

>> No.10695890

>>10688752
Wow this is really well done, especially the graphics, they look so good despite running on a RPG Maker 2003 Engine.