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RPGM What is the best version of RPGMaker if I want to make H-games with available 2D assets?

kokoro25

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May 23, 2020
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I am completely new to RPG Maker on the dev side, but I have noticed a lot of H-games use RPG Maker as an engine. I am not much of an artist myself and I am wondering which engine would be most suited for use of assets that have already been made elsewhere or can be generated within the engine. By most suited I mean - which engine would already have the most/diverse 2D assets already available? Which engine would have the most flexibility with in-engine functions?
 

eevkyi

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Aug 14, 2025
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I am completely new to RPG Maker on the dev side, but I have noticed a lot of H-games use RPG Maker as an engine.
RPG Maker is quite popular both for its overall ease of use and for the multitude of features that can be added with plugins/scripts (officially, since xp). As long as it's been available for a few years (to ensure it has important fixes and more "addons" available), the latest version (currently mz) is usually the best. However, if you plan to develop using Linux, I think mv is the best version to use, since you'll be able to run the editor natively.

I am not much of an artist myself and I am wondering which engine would be most suited for use of assets that have already been made elsewhere or can be generated within the engine. By most suited I mean - which engine would already have the most/diverse 2D assets already available?
You can generate some sprites within rpgm and you can also find numerous 2d asset packages for different versions, but the same can be said for engines like unity and unreal. It's also relatively simple to adapt 2d assets for use in different engines.

Which engine would have the most flexibility with in-engine functions?
This can vary greatly depending on the developer's personal taste, experience, and the type of project being undertaken. Take the time to test different engines and find what works best for you.
 
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Insomnimaniac Games

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May 25, 2017
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Both MV and MZ use the same size assets, so that doesn't matter as they're completely interchangeable. (There's zero practical reason to use anything other then those two)

With RPGM you can't just think of in-engine functions. You'll need plugins if you want to do anything beyond basic, and some scripting for an all around easier time. Nearly every RPGM game you've ever played has had at least a few plugins, and the better ones you've played probably have some JS code in there somewhere. (For somewhat of an idea, my game as plenty of JS coding I did myself, and 153 plugins)

As for where to find all of this, it's all . Plugins, assets, the works. Good luck, my man!
 
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