![]() ![]() ![]() Unity starts to move off in another direction - it wants to make physics-based 3D games, so you’ll have to fight it a little if you want a sprite-based 2D style RPG, and you’ll have to do most of the work yourself… though at least with Unity, you code in C#, not a new proprietary language you’d need to learn just for that engine like Game Maker uses. Game Maker is going to make you do more work managing event handling, there won’t be a whole lot of hand-holding about placing objects on the screen and moving them, you’ll need to keep your own register of global event flags somewhere… but you’ll have greater overall control over how your end product plays, it’ll be more of a blank canvas. If you want something that’s going to put a big twist on the gameplay (for example, Undertale with its bullet-hell combat system), RPG Maker can be viable, but it starts to get a little fiddly, and it starts dragging more dead weight the less of its baked-in template you actually use. It’s optimized toward that specific flavor of game, and will enable you to make a very basic one with no actual coding required (just using the in-engine scripting architecture.) If you want to make something that looks and feels a lot like a SNES era Japanese style RPG, RPG Maker is going to treat you a lot better than Game Maker. For example I said if I wanted to emulate Metroid Prime's boost ball mechanic in 2D, I would probably try and find a Sonic the Hedgehog engine for Game Maker, look at how they handled the physics for the spin dash ramp and implement that same general practice into my engine, as it would work the same exact way pressing a button to charge a roll in a ball form and launch up a ramp on contact with presumably a specific object just like a slope. ![]() You can also rip down a different type of game engine to take parts of it you need. They're fan game engines designed for people who wanna make fan games, but they're a great resource to reverse engineer and see what and how someone else set it up, and then if you want to pursue an original content game you can do like I am with my Metroid engine and start removing the copywritten assets and replace them with original ones as you learn to write in the "new functions" your game needs. If you want to go this way though, I recommend this video as a starting point, even if it isn't an RPG watching it shows you the kind of stuff you'll have to go through to make a game in unity: Įvery game maker project I ever launched I started with a base engine, Metroid, Mario, Legend of Zelda. In some ways it can be easier to do things your way, but you'll have to be prepared for lots of bug and error testing along the way and having to learn the framework from scratch. It's the same challenges you have as game maker but with having to code it all by hand added on top. It's like game maker but where the structure is much more open ended, and "object-oriented", i.e. I think Unity is way too much for a first RPG project, unless you want to learn how to code as well. It's a lot to start with if you begin from scratch, but if you're up for learning in the Laing haul there's a lot of good to be had, Undertale was made in game maker and you can see the amount of customisation to be had if you have the patience for the framework. First thing, add a game object to the scene, second thing, add an image sprite to that game object, third thing, have it move when you press buttons, fourth thing, import animation for movement directions and apply it to the logic etc. It can be a lot to have in your head so it helps to organise your thoughts and write down how you solve each problem you stumble upon, and you'll have to go at it iteratively. You have to setup sprites and backgrounds, apply logic to them via instructions or scripting if it's something custom, and you will have to organise triggers, collision, transitions and features within that logic. Game maker is a great tool and is very similar to RPG maker, however it's much more general purpose and you will find that you will have to setup a lot of stuff yourself, which can be daunting. I would honestly suggest this as it gives you an idea if how to structure your game later if you end up making more rpg's in the future and then you can design towards those in other frameworks later. RPG maker is the easiest, you'll get a framework that you can customize to a good degree and you'll be focusing much more on the game and narrative design aspect quicker, which I feel is important especially starting out. All are great options, my advice to you is to consider the work that goes into it. ![]()
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