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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:
 
seeing the pic up close does make it seem that some detail will be possible...

i just hope its not another throwback, like VX (IMO)

I'd hate to see features that are already available being thrown out, that's my only concern.
 
I'm pretty pumped about this. It seems like maker's that are capable of fully customizing their games will have the chance to do so. However those who aren't able to and have to use the RTP will have a hard time differentiating their games from others who make use of the RTP. It will most likely be an even bigger problem than in the RM series' case, since the RPG perspective allows for more detailed maps.
 
since the RPG perspective allows for more detailed maps.

Graphically, but not design-wise. In an action game (particularly platformers here), the design of a map significantly effects the gameplay -- in fact level design in platformers is just about entirely about gameplay. While graphically it might be a little more obvious, the designs themselves would really have a much bigger impact on the games than the RTP.

I'm really looking forward to it.
 
And don't worry, platformers are much more fun to make graphics for. I know I plan to release a lot of platformer graphics for this thing. On top of that, actiongamemaker.com is going to have a bigger push for original graphics as opposed to rips and RTP (especially important with the imagined XBL indie dev community, so in the future original graphics will have a far larger role in development with this engine.
 
missingno":3gsnqfup said:
And don't worry, platformers are much more fun to make graphics for. I know I plan to release a lot of platformer graphics for this thing. On top of that, actiongamemaker.com is going to have a bigger push for original graphics as opposed to rips and RTP (especially important with the imagined XBL indie dev community, so in the future original graphics will have a far larger role in development with this engine.

More fun how?
 

Kav

Sponsor

Doctor":24h6npc4 said:
missingno":24h6npc4 said:
And don't worry, platformers are much more fun to make graphics for. I know I plan to release a lot of platformer graphics for this thing. On top of that, actiongamemaker.com is going to have a bigger push for original graphics as opposed to rips and RTP (especially important with the imagined XBL indie dev community, so in the future original graphics will have a far larger role in development with this engine.

More fun how?
More fun in that they aren't just about making things look pretty. Tiles in platformers serve a function. In RPG's they're usually just either passable or non-passable areas (except adventure/action RPG's).
 
what Kav said. But also from an artist's perspective, they're more entertianing to make.

The majority of pixel artists that I know prefer platform tiles to RPG tiles. It's a personal thing mostly, but as a whole they tend to be much faster. the perspective is a lot easier to work with and there's more room for unique variation, as opposed to boring things (like overhead grass textures are significantly more boring to create than some crazy side-view grass textures). Platformer tiles tend to be visually more FUN than RPG tiles. Of course this depends on the style of the individual game.

They're also not nearly as tedious as RPG tiles. Like Kav said, they have a FUNCTION so they have more of an impact when you're making them: it feels more like you're doing something productive.
 
ÒˆÒ‰ÒˆÒ‰ÒˆÒ‰Òˆ":7h1g4a2f said:
what Kav said. But also from an artist's perspective, they're more entertianing to make.

The majority of pixel artists that I know prefer platform tiles to RPG tiles. It's a personal thing mostly, but as a whole they tend to be much faster. the perspective is a lot easier to work with and there's more room for unique variation, as opposed to boring things (like overhead grass textures are significantly more boring to create than some crazy side-view grass textures). Platformer tiles tend to be visually more FUN than RPG tiles. Of course this depends on the style of the individual game.

They're also not nearly as tedious as RPG tiles. Like Kav said, they have a FUNCTION so they have more of an impact when you're making them: it feels more like you're doing something productive.

I see what you mean.

I want a metroid-styled game made with this.
 

mawk

Sponsor

I'd been thinking of a point-and-click adventure game in the vein of Monkey Island and that sort of thing, but then I remembered that such a thing is probably possible in RMXP with some minor eventing savvy and a mouse script, anyway.
 

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