Game Devs that have used RPGM. What do you guys hate about the engine?

Ivan1000

Member
Jun 27, 2017
165
147
I know players generally dislike RPGM games. But what about the developers themselves? What problems have you guys run into while using RPGM that really frustrated you and in some extreme cases made you abandon the engine?
 

Winterfire

Forum Fanatic
Respected User
Game Developer
Sep 27, 2018
5,037
7,372
If you take a look at my game, it looks like something one could make with more ease on RPG Maker, so why did I take an extra step and remade everything on Unity?

1. 3D, not a problem if you want a fully 2D game tho.

2. Language preference: RPG Maker used Ruby and now it uses Javascript but unless you plan to make something pretty standard or use plugins from other people, if you want your game to be unique, you will need to code yourself and that requires you to be comfortable with a certain language... In my case, I like C#.

3. Simplified for ease of use: Many things are too simplified to make the engine easier to use for beginners, more often than not you have to fit yourself to the engine limits... Sure, you can code a pixel movement but I am not even sure if you can recode the collisions.
Collisions are, of course, just an example... In RPG Maker XP you had to literally hack up the dll to get a different resolution, you can't have as many layers as you want (just 3,4 if I remember correctly)... My game uses 8 layers and some of them are dynamic as in they move down or up depending on the player's position.

4. Sometimes it is more work to get rid of all the stuff you do not need and shape the game on your needs than remaking the same features elsewhere.
You can notice that in those RPG Maker games where there is HP, MP, even elemental protections but not even a single fight.
Some devs put a few fights in, totally forced, only to motivate their presence.

Those are the main points I can think about right away, there is probably more.
Another thing to mention is that Engines like Unity or Ren'Py have *many* features out of the box but an empty project feels like... An empty project whereas an empty RPG Maker project has all those RPG Features displayed unless you take that extra effort to erase/hide the.

RPG Maker would be great if you want to make a final fantasy/Dragon quest porn but if all you need is a 2d top down rpg, there's probably a better solution out there.
 

Thecatbred

Active Member
Game Developer
Sep 24, 2018
879
1,665
Can't say i hate much about it, probably cause most of my favorite games out there are made with either the engine, or some variation of the engine.
in Ren.py games on the other hand, i've yet to find a game that doesn't either eventually devolve to variable grinding or become a massive click-fest.
 

khumak

Engaged Member
Oct 2, 2017
3,577
3,613
Can't say i hate much about it, probably cause most of my favorite games out there are made with either the engine, or some variation of the engine.
in Ren.py games on the other hand, i've yet to find a game that doesn't either eventually devolve to variable grinding or become a massive click-fest.
For me it's the opposite. I can't stand RPGM as a platform and find it very hard to play anything based on it even if I like the story and the renders (for instance I somewhat like Manilla Shaw, I just can't get myself to play it because it's RPGM). If I'm making a pacman style game then fine, RPGM would work. But for anything with a story it seems like the worst possible solution. I would much rather see a Unity game for something that's more open world or Ren'Py for something more linear or story based.