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JVGameDev
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Hi! I plan to make a Legend of Zelda style RPG game, and i was wondering which engine would be better for this style game?
In what way would it take more initial work?Gamemaker will require more work initially, but assuming you make a strong back end for it, gamemaker will be much more flexible and in some areas easier to work with.
Thats awesome! How long did it take to make?RPG Maker is terrible on anything not turn-based when it comes to gameplay, I'd definitely recommend GM instead. I even made a Zelda-style game recently, so it's definitely capable of letting you make those.
Started in the late/middle of May, released 24th of June.Thats awesome! How long did it take to make?
Wow, that's fast.Started in the late/middle of May, released 24th of June.
Wow. How many people were working on it?Started in the late/middle of May, released 24th of June.
GM is very much an open platform, where as rpg maker is specialized to rpgs and thus the engine is built around generic rpg mechanics. If you plan on making an rpg in gm, it's probably best if you build a good rpg framework for gm (like yoyorpg for example) before you tackle the game itself. Since rpgs are usually more complex than something like a tds (inside/outside, dungeons, maybe jrpg combat), if you just start into the game without making a framework, it will quickly get out of hand.In what way would it take more initial work?
One, me.Wow. How many people were working on it?
Undertale. How could you forget it. (Note that Undertale is an RPG that would've been pretty much impossible to make in RPG Maker. THE IRONY!)A few game made in GM:
I've actually not played Undertale . But I didn't even know it was a GMS game.Undertale. How could you forget it. (Note that Undertale is an RPG that would've been pretty much impossible to make in RPG Maker. THE IRONY!)
Yet you somehow played Lisa, a much more niche game by the same guy? You totally should play Undertale (if you haven't ruined the experience already by watching an LP or browsing too many of its memes), it's a really fun experience... not to mention it's more or less the perfect case study for integrating storytelling into game mechanics.I've actually not played Undertale . But I didn't even know it was a GMS game.
I actually haven't played most of the listed games. Just picked out positively received gamed from both spectrums. (I own Nuclear Throne, Spelunky, and Skyborn) I really should get to playing Undertale though...Yet you somehow played Lisa, a much more niche game by the same guy? You totally should play Undertale (if you haven't ruined the experience already by watching an LP or browsing too many of its memes), it's a really fun experience... not to mention it's more or less the perfect case study for integrating storytelling into game mechanics.
In what way is RM low-level? It's as high-level as it could possibly be. Assembly is low-level. RM is practically a level editor that lets you create levels and sell them as actual games. All the code is already written by its creators (probably in C++ and / or Lua or something, I don't know); there's nothing low-level about it.I'd suggest taking a look at games made in both. Realizing both have an extremely low entry level. GMS has more options, and can get much more flexible. RM is pretty low level, has little flexibility (You can only really make an rpg) with anything else taking much more effort in the long run.
A few game made in GM:
Nuclear Throne,
Spelunky,
Hyper Light Drifter,
Gunpoint,
*Undertale
Few games in RM:
Story of the Survivor,
Lisa,
Skyborn,
Our love will Grow (series)
I'm mostly referring to the options available to developers, not the standard language "tier" system of coding. GMS and RM are not traditional coding, mostly scripting. That's an extremely bare bones statement mind you, I believe a whole essay could be written on the differences in game engines such as GMS vs programming from scratch in something like C++.In what way is RM low-level? It's as high-level as it could possibly be. Assembly is low-level. RM is practically a level editor that lets you create levels and sell them as actual games. All the code is already written by its creators (probably in C++ and / or Lua or something, I don't know); there's nothing low-level about it.
I've been on holiday and only got back today...Really surprised this hasn't been locked yet. Normally GMS vs [InsertEngineHere] are squashed pretty quickly.