RPG Maker XP Back when I took this seriously as a teenager

RPG Maker XP
Back when I took this seriously as a teenager
And also: how dit this influence me?
Student Name:
Class:
Original deadline:
Subject:
Module:
Teacher:
Lance Krasniqi
GDD2-A
04-04-14
Game Engines
Development
Aaron Oostdijk
Introduction, or ‘So you want to make an RPG?’
When I was a younger guy, I’ve tried to find something that could quickly teach me the basics of
making a game. Since I was always – and still am – a fan of (J)RPGs, coming across RPG Maker back in
the day was almost a godsend.
Before, I’ve worked with the earlier versions of Unreal Editor (1 and 2 mostly) and programmed some
smaller applications that were meaningless. I wanted to mimic what my PlayStation could and so I’ve
tried RPG Maker for its easier-to-use (and understand) 2D graphics.
At the time, the toolkit was simply a map editor, a database of
various things and an event editor. But with these rather
simplistic looking tools it was already possible to make the most
elaborate RPG games you could find.
RPG Maker 2000, as it was called, got a bigger update in around
2002 with RPG Maker 2003. This time, it added more possibilities
for sprites and improved battle system among other things.[4][5]
It wasn’t until RPG Maker XP in 2005 when things got really
interesting. For me, it was then that I realized I’d have to take
programming more serious. [1]
Suddenly scripting. Scripting everywhere!
RPG Maker XP had a huge array of new features. Besides the usual upgrades to the rendering, better
file type support, more options in the database editor and the event system, there was now a
scripting editor. It was now possible to program using Ruby which was called RGSS in relation to RPG
Maker XP (Ruby Game Scripting System).[2]
Now, anyone could check out the core of the template RPGs that the application came with.
Everyone could look at the formulas that the battle system used
for damage calculations and encounter ratings. It was no longer
hidden but out in the open where I could modify, remove and
add new options to the games.
A whole world opened for me.
In the Unreal Editor, that I’ve mostly used up to that point, he
gameplay was fixed and the items were fixed. It was possible to
program but as long as it had no available source code, the
options were rather limited to what Unreal Tournament (or just
Unreal) had to offer. I only ever made multiplayer Death Match
maps.
Now with RPG Maker XP and its scripting capabilities (which was a slightly modified version of Ruby),
I saw way more possibilities. While the games made with this tool were Windows-only, it didn’t
bother me. The tool had a large following and many a forums were dedicated to it which meant that
whatever I could make would have a fan base initially! It gave me a very small glimpse into what
games could mean for an indie developer, way way back then.
When I finally picked up scripting and put some serious effort into getting to know it, only then it was
obvious how it affected me and the way I saw games. It changed everything.
The cost of creating
Of course, back in 2005, I had neither an income nor a good way to get/borrow money as my parents
and circle of friends didn’t value the creation of games the way I did. The software wasn’t cheap but
compared to today’s standards, it is.
At the time, RPG Maker XP costs what RPG Maker VX Ace costs today: about 70 dollars
(or 51 euro)[10] which, for a kid around 16, was a lot of money! I turned to illegally downloading the
program.
Today, the software only costs 25 dollars (or 19 euro), which is a lot more manageable but
considering the updates to it in the form of VX and VX Ace[3], it is almost not worth it.
Features
Since RPG Maker XP, better versions have come out: RPG Maker VX and later RPG Maker VX Ace. It is
obvious these versions had many upgrades but for this essay I will keep discussing RPG Maker XP as it
was the most memorable for me. Like mentioned earlier; it changed how I made games.
The games could be made to run in both windowed and fullscreen with a resolution of 640x480. At
the time, it was the first RPG Maker to have had that good of a screen (previously, it was 320x240,
only half!). With the added RGSS it was possible to bump this up to other (sometimes unusual) sizes
by third party add-ons.
The obvious attraction for RPG Maker software was the included map editor. In previous RPG Makers,
it had a fixed amount of sprites to place in your maps (due to the texture limitations of the
spritesheet). However in RPG Maker XP, this was fixed, allowing for extremely large spritesheets
resulting in far better and unique games. Using a Priority system, tiles could change rendering order
to add depth and layering to the game.
The Event system was not new to RPG Maker users either.
Where the map editor was the heart of the tool, event editor
was the soul. This seemingly simple approach of adding actual
content and, as the name suggests, events to the game
remained largely the same compared to prior versions of RPG
Maker but with the added support of on-the-fly scripting
(where you could run a small script on the go) among some
other new events (such as showing images of various file
types).
The Database editor isn’t new either but saw a big upgrade. In
the Database editor, it is possible to delete, modify or add
new characters for the game. Delete, modify or add monsters
or groups of monsters. Manage inventory and available items
for the entire game; create battle animations and status
effects; define the in-game currency and usable vehicles.
Manage sounds, music, window skins and much more. Where
the mapping was the heart, events the soul and scripting the
brain, the database was essentially the body of the software.
This is where game-wide decisions are made and would carry
the game with rules and regulations.
Additional features to the software include better support for various audio files. Previously only
MIDI and MP3, since RPG Maker XP it was also possible to use the better OGG. Another possibility
was WAV. If the user has a codec installed on their computer, the range of compatible types
increased to include FLAC and M4A, as well.
RPG Maker versus Unity (or UDK)?
It is in no way a contestant. It is in no way up there with the giants. RPG Maker used to be a better
competitor for Game Maker[6] (and arguably it still is) as it is mostly 2D. But unlike Game Maker, the
tool is more tailored towards RPGs as the name suggests. There have been many attempts (succesful
ones included) to make non-RPG games in RPG Maker and it certainly is possible but it is not an
intended feature.
Unity and UDK, among engines, are of higher caliber. With the introduction of the 2D mode in
Unity[12], RPG Maker is dwindling into obscurity. It is, with today’s standards, an outdated system
with limited usefulness.
RPG Maker, looking at the core, the engine, for games (but specifically RPGs), had inspired me that
still affects me to this day. Even if it is an outdated system with limited usefulness, it has one of the
most user friendliest environment and easy workflow you could imagine. Literally anyone can just
jump in and make a game and nobody needs to program a thing. In this regard, it IS arguably better
than Unity and UDK for which coding becomes an important part of progress early on. The additional
dimension required in, for example, UDK makes matters even more difficult for new, young and
aspiring developers or designers. Without prior knowledge, it usually becomes an insurmountable
obstacle.
In RPG Maker, you could get a game working within a couple of minutes!
Okay, how about RPG Maker versus Game Maker (or Construct)?
Now I’ve touched upon it briefly earlier but the competing parties are much more viable in this
example. Game Maker and RPG Maker – even if looking at the communities – always stood on the
same grounds for making games. With Game Maker it was better to make various types of games[8]
but RPG Maker was always the best to make RPGs, it had everything anyone would ever need for it
(minus 3D).
Construct[13], which came late to the party, is arguably even better while offering about the same as
what Game Maker offers. There are many 2D engines out there that are in competition of each other
and it always boils down to a couple of notes to ensure success:
1.
2.
3.
4.
How quick could someone get a prototype up and running?
How versatile is it to create different games? Platforms?
How (new) user-friendly is the development environment?
How is the pricing?
In terms of pricing, Game Maker always was a better choice with it being only 20 dollars (or 15 euro)
around 2005[8] when RPG Maker XP became available at almost 70 dollars. The pricing of Game
Maker has since then changed considerably with involvement of YoYo Games and no longer Mars
Overmars.[7]
Conclusion
How to program games, the basics of “real” programming and having a look at the core of an
established engine gave me enough inspiration and motivation to decide on my career. While RPG
Maker XP was not the best of the bunch at the time (certainly wasn’t the first), it made a meaningful
impact in how I saw games and development as a whole.
Indie game development was almost non-existent (or at least not financially viable and thus not an
option for most) at the time but it saw turning points shortly after with Brain in 2008. Games with
RPG Maker have had significant success ever since (with games such as To The Moon[11]).
Today, I work with C# and MonoGame and I created my own set of tools. They resemble RPG Maker
in terms of usability. The conventions I’ve learned by using RGSS are some I still use to this day albeit
adapted to the new development environment of C#.
While I don’t use RPG Maker and frankly don’t take games made with RPG Maker seriously, I am
thankful for the time I’ve spent on it and I’m glad I could experience such a toolkit at its peak and all
previous and subsequent versions of it.
Because if not for RPG Maker, I sometimes wonder how far I’d get by any other means.
Sources
http://upload.wikimedia.org/wikipedia/en/f/f0/RPG_Maker_XP_logo.png
http://2drpg.com/2000.gif
http://2drpg.com/2003.jpg
http://www.gdunlimited.net/media/uploads/tutorials/leons-rgss-scripting-tutorials-lesson-3/rgsscover-cover.jpg
http://static.giantbomb.com/uploads/original/0/4629/420605-capt01.gif
http://www.mobygames.com/images/shots/l/160459-rpg-maker-xp-windows-screenshot-theheart-of-the-rpg-maker.gif
http://img59.imageshack.us/img59/315/exampleod.png
[1] http://www.rpgmakerweb.com/products/programs/rpg-maker-xp
[2] http://www.rpgmakerweb.com/products/programs/rpg-maker-xp#introducing-rgss
[3] http://www.rpgmakerweb.com/products/programs/rpg-maker-vx-ace
[4]
http://web.archive.org/web/20010401012349/http://www.enterbrain.co.jp/digifami/products/rp
g2000/index.html
[5] http://web.archive.org/web/20130204154811/http://tkool.jp/products/rpg2003/index.html
[6] http://www.gamemaker.nl/
[7] http://www.game-maker.nl/geschiedenis
[8] http://www.game-maker.nl/games
[9] http://web.archive.org/web/20040213010042/http://www.gamemaker.nl/download.html
[10] http://web.archive.org/web/20050907211750/http://www.enterbrain.co.jp/tkool/
[11] http://freebirdgames.com/to_the_moon/
[12] http://unity3d.com/pages/2d-power
[13] https://www.scirra.com/