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ACTION-GAME-MAKER

ACTION GAME MAKER  :rock:

On its blog, Enterbrain has announced its newest game-making program. And the best part? It's not another fucking RPG Maker!
Make platformers, action-RPGs, shmups and more!
Japanese release date: December 12, 2008

Games can be ported to Xbox Live!

Announcement is here: click
AGM Page is here: click
English hype page: http://actiongamemaker.com

act001b.jpg


act002b.jpg


act003b.jpg


Let us pray for an English release (or a good illegal translation).  :angel:
 

Luxil

Member

FUCK IT its gonna be great!11oneelevenshiftplusone

Anyways i DEMAND Scrpting to change the style of the ABS/hud position and other bs and massive rtp as basis to create chars frame for ABS.

Also, platformers make me SBAV rly. I'm gonna register XBLA ans spam 999 games @ scnd.
 
missingno":hq3vu2p0 said:
nothing better than someone linking to a youtbue video to show off a battle system and the first 3/4 of that video is just shitty dialog
xD

missingno":hq3vu2p0 said:
Dr. Winston O'Boogie":hq3vu2p0 said:
I already have like three action games sketched in my head. Is that a little sad?

Only three? That's definitely sad. I have at least 15.

I would say I got like +49 projects that could be made on this maker pogram instead...
 
missingno":19p9ufa4 said:
it takes 3 sparks of a brain cell to make a action game. and rpg isnt so simple.

Have you seen the Projects forum here?

hahah you qoute like a republican. Please continue reading,it says 'well shouldnt be' (and wouldnt that be a reflection of the forum, for harboring newbs and losers?)How about you take a minute to stop flaming and finish the sentence.

I more curious to see if you can have a double jump. they come in handy. also, every platform has some kinda collectable, and im curious how that system will work.
 
There's a few programs where you can go, and you can make a platformer.
A lot of them suck, plane and simple.  Many in our li'l community don't like RPGs, it's just the best program that we know of to get what we want - when compared to others, for our needs and within our limitations.  The same crappy thing you get in the RM scene, you'll get in the platformer scene.

It's already there.
Go to the sites where hobbyists like you and me use these other programs, and you'll see it.  A shit load of boring and horrible go from point a to point b killing mindless goons.  If this has RGSS or any other type or program, it can be really initiative.  But it doesn't require those things, a lot of innovation was in the earlier RM's like 95 & 2k(3) - which had ONLY the databasing and event play.

If it's half as good as those, you'll see innovations (read: familiar gameplay that was innovative years ago when it first came out).
 
Looks awesome. I've had a few platform and adventure games in mind over the years. I haven't really thought of a straight shooter, but I've had a few ideas that involves traveling to various planets with a spaceship and then exploring them on foot. If I can combine various gameplay modes, then I may use the shooter application as well.

I wonder to what extent the game allows you to define the physics. It a major advantage if you for example can not only decide how high a character jumps, but also how fast that character will ascend and descend as well as how acceleration will work.
 

Luxil

Member

missingno":6amn01eg said:
nothing better than someone linking to a youtbue video to show off a battle system and the first 3/4 of that video is just shitty dialog

wat

it was for showing that the game is a platformer + a battle system

fuck u u never played VP go away ._.
 
Luxil":3l3onvw4 said:
missingno":3l3onvw4 said:
nothing better than someone linking to a youtbue video to show off a battle system and the first 3/4 of that video is just shitty dialog

wat

it was for showing that the game is a platformer + a battle system

fuck u u never played VP go away ._.

Real mature.

The video you linked though was terrible. I played VP myself, so you can't play that card on me. You should have chosen a video that goes right to the platforming/battle action if you wanted to demonstrate.
 
I wonder to what extent the game allows you to define the physics. It a major advantage if you for example can not only decide how high a character jumps, but also how fast that character will ascend and descend as well as how acceleration will work.

I was wondering about this too. Also in terms of "bounciness" and stuff. The physics of a platforming system have a huge effect on the general feel of the game, and if the physics are set-in-stone for each platform made with the program it will be annoying as hell.

Hopefully the gravity can be easily changed (especially for like different areas with anti-gravity, or fans and stuff that blow your character around).
 

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