To all who hates RPGM and RPGM Games...

MarshmallowCasserole

Active Member
Jun 7, 2018
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I both agree, and disagree with this statement. I think the main issue is that RPGMaker is "easy" to use
No, I get why devs choose it, but it doesn't make their games less sucky on my end. There is no reason for RPGM itself to not improve its default feature package. Rollback? Better UI? Better default combat, inventory, stat systems? FUCKING KEY BINDINGS??????
 

Insomnimaniac Games

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May 25, 2017
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No, I get why devs choose it, but it doesn't make their games less sucky on my end. There is no reason for RPGM itself to not improve its default feature package. Rollback? Better UI? Better default combat, inventory, stat systems? FUCKING KEY BINDINGS??????
I have a genuine question, as I'm a dev who uses RPGM. What do you constitute as better combat? For me, I went with build variety as opposed to changing the core stuff. Seems to have gone over pretty well. Also curious what you mean by stat systems. RPGM just uses what practically every JRPG has ever used.
 

Jaike

Well-Known Member
Aug 24, 2020
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You should watch this video just to have a small idea of what RPGM is capable of...

This video isn't available any more. Looks like there are no good RPGM games after all (jk)
is a reupload. 7 minutes of short clips of battles. Not so awesome in my opinion.
 

Deleted member 4771842

Active Member
Mar 24, 2022
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is a reupload. 7 minutes of short clips of battles. Not so awesome in my opinion.
Agree. More or less interesting battle system was in (turn based but complex) and (turn based but fast paced), because action based battle systems on RPGM suck ass. Perhaps someone would argue using the Violated Heroine as an example... but no.
Compare what you already seen about RPGM and action based system in , made on Wolf RPG.
 

Fate stay

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Apr 19, 2023
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I really don't care what type of game it is, as long as there is degenerate content :devilish:
 

MarshmallowCasserole

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Jun 7, 2018
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I have a genuine question, as I'm a dev who uses RPGM. What do you constitute as better combat?
For starters, a system where a battlefield has at least one dimension would be nice, lol. A stat system where you don't have just two pairs of atk-def stats and call it a day (because that's degenerate), and elemental modifiers (water beats fire beats earth beats air beats water, isn't that brilliant? Spoiler: no). Itemization more diverse than +10 stat_A, -1 stat_B.

And on a UI level... unironically everything just sucks. Nested menus, lack of bindings, lack of tooltips (because the idea of a mouse is anathema, not a surprise to be honest), lack of in-combat stat page (this one is just... beyond degeneracy).

RPGM just uses what practically every JRPG has ever used.
Exactly. It's not praiseworthy.
 

aura-dev

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Game Developer
Mar 1, 2021
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For starters, a system where a battlefield has at least one dimension would be nice, lol. A stat system where you don't have just two pairs of atk-def stats and call it a day (because that's degenerate), and elemental modifiers (water beats fire beats earth beats air beats water, isn't that brilliant? Spoiler: no). Itemization more diverse than +10 stat_A, -1 stat_B.
To be fair, most of those are supported by RPGM but just need to be used the developer.

The formula is nowadays a free-form javascript expression, so you can make it as complicated as you want, involving whatever parameters you like. Likewise, the elemental system is free-form; each attack can have an element and each enemy can be assigned a rate to how they react so said element. Elemental systems / type systems / etc can be encoded into this. Itemization is indeed a pain as the engine doesn't support a default way to just fire an event on-equip or on-unequip, so those might require plugin work. Although you can still do a lot more complex things than just +stat, -stat, especially when their effect is only checked on-map. (E.g. giving additional interaction with the environment or something like that.)

Biggest manko in the engine is a lack of an in-engine way to customize UI. This leads to various splintered custom plugin approaches, which often don't work well together. Or in my case, we don't have the time to make them 100% community friendly plugin play for other devs.
 
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Satori6

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Aug 29, 2023
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I have a genuine question, as I'm a dev who uses RPGM. What do you constitute as better combat?
Unless combat is a core part of the game AND it fully interacts with its lewd elements (Lost Chapter, Saria - funnily enough, both went with cards instead of the standard RPGM dull combat system), there is no need for combat.

If all the combat in your game is doing is to work as an excuse for "rape on defeat" animations, there's a million other ways to do that without having the player go through the same awful battle menus for the hundredth time.
In most RPGM games, combat serves to artificially increase their length and to make up for the lack of an original or interesting story and characters; the amount of unnecessary combat is often a good indication of how bad a lewd game is - again, unless the combat is neatly integrated with the lewd elements themselves.

The best RPGM games out there either feature very few battles (Last Sovereign), offer you a way to win the battle's drops without even fighting (Celesphonia), or have no combat altogether (Claire).
 

Insomnimaniac Games

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Unless combat is a core part of the game AND it fully interacts with its lewd elements (Lost Chapter, Saria - funnily enough, both went with cards instead of the standard RPGM dull combat system), there is no need for combat.

If all the combat in your game is doing is to work as an excuse for "rape on defeat" animations, there's a million other ways to do that without having the player go through the same awful battle menus for the hundredth time.
In most RPGM games, combat serves to artificially increase their length and to make up for the lack of an original or interesting story and characters; the amount of unnecessary combat is often a good indication of how bad a lewd game is - again, unless the combat is neatly integrated with the lewd elements themselves.

The best RPGM games out there either feature very few battles (Last Sovereign), offer you a way to win the battle's drops without even fighting (Celesphonia), or have no combat altogether (Claire).
See, in my game the characters are adventurers. With that comes combat, naturally. It's not lewd combat, nor is there rape on defeat, but the combat itself has a reason to exist and serves it's purpose, and it's not to pad the game. I even spiced up "go here kill this" quests with a special mechanic. I give the player context clues, and at the end they have to guess the monster they're fighting, get it right and you start with a stat boost. Kind of like the Witcher, a bit.

Having said all that, I offer the players an easy way to turn off combat near completely (except bosses)
 

Insomnimaniac Games

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For starters, a system where a battlefield has at least one dimension would be nice, lol. A stat system where you don't have just two pairs of atk-def stats and call it a day (because that's degenerate), and elemental modifiers (water beats fire beats earth beats air beats water, isn't that brilliant? Spoiler: no). Itemization more diverse than +10 stat_A, -1 stat_B.
That's literally just JRPG's, my man. They're all like that, even critically acclaimed ones like Persona 5, or the Trails series. I'm still not getting what you mean, when the example you gave as a "bad combat system" is still used by many amazing AAA games today.
 

MarshmallowCasserole

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Jun 7, 2018
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See, in my game the characters are adventurers.
How is that relevant for them having sex though? If your game has this progression: win a battle -> get sex as "reward" (more broadly: as a consequence), then that's EXACTLY what people are hating. It feels hollow. It's not needed, you could have written a date, some other social interaction that ends in sex and it is so much better value.

That's literally just JRPG's, my man.
That's literally peak boredom. Hur durr, a fire elemental. I shall blast him with water spells that every character has, behold my tactical prowess. Double boredom when there is no spatial element.
 

Insomnimaniac Games

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How is that relevant for them having sex though? If your game has this progression: win a battle -> get sex as "reward" (more broadly: as a consequence), then that's EXACTLY what people are hating. It feels hollow. It's not needed, you could have written a date, some other social interaction that ends in sex and it is so much better value.
Since you haven't played my game you wouldn't know, but a lot of my quests don't have combat at all. Some are missing persons investigations, others are material collection (For stupid shit like pot brownies), I even have one where you solve riddles. Hell, I even have a quest that is just a couple asking you to help them get pregnant.

That's literally peak boredom. Hur durr, a fire elemental. I shall blast him with water spells that every character has, behold my tactical prowess. Double boredom when there is no spatial element.
This is absolutely your opinion. MANY highly praised games have the same systems. Just because you don't like them, doesn't mean others can't. Yakuza 7, Persona, Dragon Quest, Chrono Trigger, Final Fantasy, Bravely Default, even Pokemon. There are many games that have the same systems, that are highly praised.
 
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MarshmallowCasserole

Active Member
Jun 7, 2018
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Since you haven't played my game you wouldn't know, but a lot of my quests don't have combat at all. Some are missing persons investigations, others are material collection (For stupid shit like pot brownies), I even have one where you solve riddles. Hell, I even have a quest that is just a couple asking you to help them get pregnant.
Huh. So you recognize that fetch quests involve "stupid shit", but somehow you list their presense as a positive?

And you're right, I haven't played your game; that can be remedied. Do you want me to play and tie into this discussion? It won't be gentle, I have a hunch.

This is absolutely your opinion. MANY highly praised games have the same systems.
If memory serves, you specifically asked me why I dislike this system. This was my answer, I'm bored and annoyed by its archaic design, especially if it's not even remotely balanced. Imagine I was peddling clones of Dune II as some high standard of RTS. But it was critically acclaimed, was it not?

Problem is, it was 30 years ago. That's what archaic means. Go press ctrl+f "dated" and you'll see that I'm not the only one voicing this opinion. If your response to these opinions is "well, other people like it" then why did you even ask?
 

Mr. PBR

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Nov 10, 2023
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I considered using RPGM for my game but decided against it. I think the main benefit is you're able to infuse a greater sense of scale to the entire game (moving around town). Doing renders, you need to either do a transition scene or show every moment characters are moving from place to place.

One of the reasons A Wife and A mother took years to progress was because just in the original demo they had 40 renders for every scene slamming a car door and whatnot.

RPGM games on the other hand feel cartooish and takes you out of the game. They all kind of look like Pokemon for Gameboy. Its just a necessary evil. I know there are plenty of good RPGM games but I would argue they are great in spite of RPGM and not because of it.
 

Oh my

Member
Dec 25, 2019
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I avoid RPGM like I avoid Sandbox.
99.9% of them are Kinetic Novels that are too much of a nuisance to bother with.

LonaRPG and Summertime Saga are extremely rare exceptions.
 

Gambitf95

Member
Jul 11, 2017
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surely it's just People hate games, not like the gameplay is just barebones, boring, and devs didn't even put any effort into making it anything more than a filler between porn scenes.
And renpy game reuses same character picture ad nauseam with just a few different postures for every conversation which you have to skip at fast as possible by detroying your mouse left button to obtain your porn image.

Yeah a lot of people hates bad games. There's ton of bad games with RPGM, renpy and unity, Flash, HTML, QSP and Java... The problem is associating RPGM with bad game.

RPGM doesn't force neither grinding, random battle, MTL, NTR or your dog to eat your homework. It's just lazy design or cultural choice from the developer. RPGM is just a tool to create game, with default features, but technically you could make a plateform action game with it. And new engines like RPGM MV and MZ are quite good and customizable.
 
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Insomnimaniac Games

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If memory serves, you specifically asked me why I dislike this system. This was my answer, I'm bored and annoyed by its archaic design, especially if it's not even remotely balanced. Imagine I was peddling clones of Dune II as some high standard of RTS. But it was critically acclaimed, was it not?

Problem is, it was 30 years ago. That's what archaic means. Go press ctrl+f "dated" and you'll see that I'm not the only one voicing this opinion. If your response to these opinions is "well, other people like it" then why did you even ask?
I asked because I thought you'd have a bit more nuanced opinion than "I don't like JRPG combat" which is pretty much all you've said. That's fine, you're allowed to not like it, but I assumed you actually had some ideas to improve the standard JRPG combat instead of just hating it. That's my bad for making assumptions.
 

bethrezen0

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Jan 27, 2022
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Yeah a lot of people hates bad games. There's ton of bad games with RPGM, renpy and unity, Flash, HTML, QSP and Java... The problem is associating RPGM with bad game.
Well associations don't appear out of nowhere, RPGM is just that easy to pick up and make something, compared to most other engines. It also comes with a default asset pack which very big majority of devs using only it and nothing else, besides their porn art/renders, resulting in games looking absolutely the same. RPGM is also a really old and well known series of engines,
it would likely be first thing to go for absolute beginner devs.
All that assures a constant stream of samey poorly made dev's first games, which is why RPGM is considered a certified shitmaking classic.
It's no fault of RPGM itself of course. Being easy to use, accessible and providing everything to make "A game" is a good thing, but byproduct is all of that stigma around the games that come out of this engine. It's kinda like the Unity asset flip problem or every UE game runs like shit impression, but on a greater scale.

I don't hate the engine, neither do i really hate these shit games made on it. Problem is there are just that many of them so it's more reasonable for me to just filter RPGM out entirely when searching for games, than trying to find the next Oneshot, Corpse party, fear & hunger, (idk i don't have any examples of really good RPGM porn games, only Lona RPG i guess) in the sea of crap that is RPGM games.


RPGM doesn't force neither grinding, random battle, MTL, NTR or your dog to eat your homework. It's just lazy design or cultural choice from the developer. RPGM is just a tool to create game, with default features, but technically you could make a plateform action game with it. And new engines like RPGM MV and MZ are quite good and customizable.
That is absolutely true and i never said otherwise. If you know how and really want to, you can make any type of game on RPGM, there is also a lot of plugins for pretty much everything if you don't really know how to code yourself. And game design is something that has absolutely nothing to do with the engine, it's all on Dev's part.
But regarding the default features of RPGM and the general direction of where the engine goes, it could be better.

Like for example i don't think things like animated enemies, enemy healthbars, cooldowns, characters with more than 3 frames of animation per direction, and quite a lot of other things should really require a plugin, MV was made in 2015, it's not much to ask to be included by default at this point, i don't think MZ have those built-in either.
MZ in general feels kinda meh, only major difference between the MV and MZ is performance as far as i know. And "Unite" is just a joke, i don't think there is anyone who thinks it's good and better than previous ones, i don't really like where RPGM as an engine is going right now.

Also the default graphics of newer RPGM versions are just bad. RPGM 2003 were looking stylish and had nice retro atmosphere to it. Newer ones are just ultra bright chibi nonsense, absolutely sanitized, bland and generic, soulless almost looking like corpo art. If not for these graphics i would probably not be so off-put seeing so many devs using all default assets for their games.

And renpy game reuses same character picture ad nauseam with just a few different postures for every conversation which you have to skip at fast as possible by detroying your mouse left button to obtain your porn image.
I don't hold Ren'py games as some kind of golden standard, and don't really play VNs, so i don't really have much to say about that. But i do know and don't argue that Ren'py have also massive amount of shitty games, might as well be worthy shitmaking engine contender to RPGM seeing how many of Ren'py stuff pouring to this site.
 
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