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Confused to say the least...

Hello everyone,

First let me start by saying thank you for reviewing my request and Ill try to make it as clear as possible.

Now with that out of the way...I am new to RMXP (surprise) and at first glance it all looks a bit overwhelming. Now I know that I am not expected to know much being a beginner but before i even got to far into the program I already started to think...What will my story be about? Should I search the net for entirely new graphics, music etc?

I guess my point to all this is, Where do I begin? Should I look into getting different graphics rather than using the RTP? I am by no means an artist so I cannot make my own and Scripting forget about it lol. Thanks in advance.
 

mawk

Sponsor

you shouldn't worry too much about graphics when you're just starting out, since they can really come at any time. also your ideas are probably going to change a lot in the early stages so you might not have a use for any graphics you find while everything's still in a very rough draft.

I'd mostly focus on getting a solid concept down in your head first. characters, themes, new gameplay mechanics you can use, that sort of thing. while you're brainstorming, it might be an idea to just mess around with RMXP to get acquainted; just make a short little practice game so you know the program a little better.

once you have all your ideas sorted out, then's the time to worry about resources and the actually gammaking process.

graphically, I'd strongly avoid using the RTP (RunTime Package; the resources that come packaged with RMXP) as much as possible. the RTP tilesets can be excused, but people will recognize most RTP characters immediately. it might be useful to learn how to edit charsets and eventually sprite them from scratch, but otherwise there are a lot of charsets that have been made while RMXP's been around so you shouldn't have trouble avoiding the RTP
 
Not too much to add onto what mawk already said. Just realize that the first project you work on will not be your showpiece (unless with heavy, heavy revamps), and start it with the mentality of exploration - conceptually as been said (although this part is more likely to be kept than the other) and in implementation. Just try all kinds of wild things and have fun with it, since after you become married to a project in the future, you won't have as much freedom.
 

Zeriab

Sponsor

I would advice starting with a training game.
By that I basically mean that you sit down and starting working with RMXP immediately.
The idea is that before you start making a 'real' game you get acquainted with the game maker.
Play around with it and try to figure out how the various part works. Do it slow and incrementally. (I.e. don't start with a big system, but test and try smaller parts and when that works you can try to put it together to something bigger)
I recommend that you keep progressing. That is, don't keep revamping the same map, but continue to a new map and do stuff there.
Graphic wise I suggest sticking to the RTP simply because its easier. You can try your hand at small changes, making edits and such. But changing it all is too much work in a training game imo.

The experience you get from working on such a project for say... a month, will help you greatly when making a 'real' game.

*hugs*
- Zeriab
 
I was just going to say what Zeriab said.


Basically, you need to get the feel for RMXP before you can start a real game. Try using all the event commands (especially variables, switches, and conditional branches) to learn what they do through trial and error.

As for the RTP, it is fine. You can make great maps for it! :) Sure, you can get some cool new battlers or windowskins, but for the most part, try to work with it on your "training game" Zeriab.
 

Nolund

Sponsor

Not too different from what has already been said by those above me, but here's my two cents. It's what I did when I first started using RMXP.

If you take a look around this site, you're going to come across all sorts of scripts, resources, and other peoples' games. For now, I suggest that you forget that all of these things exist.

What you should do is simply make as Zeriab stated, a "training" game. You can simply think of the most cliche thing possible, because who really cares? The game will likely not get finished the way it starts out, but it's a great way to learn everything. Get a few maps in place, and have your storyline ready (bad guy wants to take over the world, good guy starts out as a nobody but finds out he's destined to defeat bad guy). Even if you look at the game and say "this sucks" you're at least learning things. As you familiarize yourself with the program, you can now start to look for new resources to make it look better. You can also get some scripts (though I would suggest getting smaller, easier to use scripts, like a Message System script, because on its own it changes the look of your game a fair bit, and it allows you to get a hold of scripting at the same time).

Keep working in small steps, and eventually you will either scrap the training game for a real project, or you'll morph what started out as something probably pretty bad (going of simply what my first game looked like) into something that people will be interested in playing.

You don't even really need to worry about the graphics that much. For a great example, look at Reive's game "Quintessence: the Blighted Venom". He uses the RTP, but it is one of the most successful games on the site. The RTP isn't necessarily the greatest thing in the world, but it's really easy to work with, and frankly, it's what you make of it.

Good luck with your games FFXImmortal. If you come across any problems and need some help, I'd be glad to assist you.
 
(Quintessence isn't entirely RTP ya' know.)

Also, check out Aindra's RPG Maker VX School. A lot of things in RMXP are similar in RMVX.

A certain someone is making a project called "RPG Maker XP school, so hold out for that as well.
 

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