its worth noting that this is the twitter account for the RPGMaker forums-- not the official RPGMaker iirc
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And the latest version is Unity based. Also, I'd say the only thing that prevents Enterbrain to do a similar move, is simply that they don't even have nearly the same significance & reach as Unity. RPG Maker always was a niche product, even if it a popular one at that. But you don't really see big commercial game releases that are based on it like you do with Unity.
We'll have to see how this Unity thing plays out, but if this isn't going to be the engine's downfall, then it will become a new norm for others to follow.
Wasn't Undertale built in RPG Maker?
No, GameMaker Studio. That engine had it's own controversy over moving to a subscription model, but nothing as egregious as Unity.
That's a shame. I remember messing around with GameMaker back in the day. It was a great way for a total beginner to make something playable.
While other devs are fighting errors, rpgmaker became the terror.
Remember RPG Maker 2003, when you could just open any game made with it in the editor and change shit, give yourself god items etc.? That was dope.
come back in 10 years for the starting comment of your video documenting the long term villain arc of rpgmaker.net
They already do some crappy things. With that said, I still mostly like RPG Maker.
Any examples? I'm genuinely curious
I can't speak for everyone, but the transition from one version to another loses almost as many features as it gains. It is especially crappy about its provided sprites, to the point where we keep losing entire sprite types, many sprite sets are just plain unfinished or untested, and they insisted we move from sprites that people could somewhat take seriously to chibi/moe sprites that nobody on Earth can take seriously for an adventure game.
Another issue is that the series keeps releasing new versions that are incremental improvements at best, and they want us to pay a lot of money for each installment and half-sequel with said very few improvements, and also pay for a lot of content packs. There are things that should have been added 15 years ago and still aren't here. They can't even allow us to customize menus, and countless other issues. Honestly the dev team seems like they're not very good at programming or art in the first place, and they're just raking in money from incremental improvements over many decades. People try to excuse the engines' lack of basic features with "but you can program it in Ruby/Javascript yourself!" Which is a really bad thing to rely on for a game-creation engine of this type.
I'm sure other people are annoyed by things I'm not even thinking of right now.
Reading this comment seems like they cater the Japanese market and the rest of the world is an afterthought
I await the video essay. Setting a reminder.
Oof. Shots fired. Good. Unity could use a couple more salvos.
RPG Maker XP is what got me into game development when I was 12, I can't remember the amount of hours I poured into that program. I will always have a sweet spot for them, but I think the art style of the new versions aren't as good.
For me it was Daisy's Garden.
I remember my friend at the time made an entire Pokémon game in it, with like 30 different stat modifiers and evolution and everything.
The whole engine fit on a single 3 1/4 in floppy disk. It wasn't really a very good engine because I seem to remember you had to have the engine to run the games, you couldn't just bundle them, but if you did have the engine there were quite a few fun things to do.
Wow, it’s chilly in this epic shade.
Well... #godot engine is free, as in freedom. What happens with #unity could not happen with Godot. You could even contributeurs to make it better. But, it s not the best engine... It s not as convenient, etc. Then you make your choice and can t complain (same as #firefox vs chrome)