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/ig/ - RPGMaker / Gamedev

RPGMaker Help and Indie Game Development
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News Post: I am Retiring.

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 No.1329

why did my thread get disappeared soviet style :(

 No.1330

>>1329
Anyway, what I asked was, would it be possible to make a danmaku in RPGMaker, with gameplay being a cross between Zelda and Touhou? Pixel movement exists, and I can't imagine projectiles would be hard to program, but would the ease of dialogue and tiling be worth the loss of customisation? I'm not very familiar with the engine, so I'd appreciate any advice on the practicality

 No.1331

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>>1330
Possible, yes, wise, no.
Making projectiles and enemies that overwhelm you is easy, but you have the following concerns:

RPG Maker is grid/tile based, danmaku requires pixel perfect system to be smooth for hitboxes, registering grazing and moving with precision in a real time action environment.
There's also the extra work of figuring out performance, tons of bullets and enemies on screen won't be nice to your system.

Even if you could bullshit your way into it with a bunch of plugins and some of your own logic, if you execute very well you'd end up with something that's almost good with perhaps more effort that would take you to simply learn how to do it in Gamemaker or Godot, the only real benefit to RPG Maker is the easy access in the beginning.

You'd be reinventing the wheel, or as I like to call it, trying to sharpen a spoon to cut steak.

 No.1332

>>1331
Hmmm. Alright, I gotcha. Seeing as how older versions of the software lag in yume nikki and .flow during the monoko and rainbow flower events, I can't imagine even newer versions faring any better. Thank you for your advice! I'll update this thread if I ever come around to making something noteworthy.



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