RPG World - Action RPG Maker

RPG World - Action RPG Maker

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Exporting Standalone?
Hi, Develoeprs is there any chance in future where we can export a game scene as standalone executables?...or is there any workaround to acheive it....?
Originally posted by RaveyLarge:
Exporting a project to go straight into Unity is not out of the question by any means, but it is a lot of work and I think for now the focus is better getting to version 1 feature wise.
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Showing 1-10 of 10 comments
Benjiboy Jul 28, 2018 @ 10:31am 
See all the previous threads on this topic, (non-dev).
GameDev_ToolMaker Jul 28, 2018 @ 10:57am 
I saw that already..I mean to ask about any future feature or current WIP...
Benjiboy Jul 28, 2018 @ 12:13pm 
Question: Why do you want a stand alone? If it's for your friends to play then you don't need it because anyone can play any RPGWorld game for free.
If it's with the thought of selling your game, then. . .
I am not an expert in these things but RPGWorld is a Unity application, and any world(game) file you make with it is interpreted by RPGWorld at run time, (which of course has a performance overhead).
Any stand alone has to have the RPGWorld logic built in and so will itself be a Unity application. Ravey & Co. pay Unity Corp. a commercial license fee in order to sell RPGWorld.
I'm not sure whether Unity will demand a slice of the proceeds of any game you might make.
I know I can make a game in Unity using Fungus, (which is free) and distribute it as a stand alone, but I'm not sure I can demand payment without breaching the Unity 'free to use' policies.
pombruv Jul 28, 2018 @ 10:27pm 
I think you can get up to $100,000 revenue before you have to pay royalties to Unity (they are definately trying to encourage Indy development with the Unity engine). I suppose it would depend on TGC wether they might choose to ask for royaties on games made with RPG World ?
Baron Jul 28, 2018 @ 10:38pm 
Its also worth mentioning here that there's simply no reason to recieve payment for anything we build with myworld. The whole purpose of the game is that building a story doesn't feel like work. All of the tedium that takes hours of monotony to bugtest and double check countless lines of code is done for you. All of the systems and resource models you use are designed by professionals with advanced technical skillsets they went to college to learn, using complicated software that they had to purchase. The funds to develop this project and hire/pay employees were put in place by investors who are now, rightfully, hoping to see a return on their investment, as they've ended up with a product that is very fun (ie, not work) to use. And to top it off, they've actually made it free, so if you do make something you're able to share it easily with your friends, and the steam community. And making the game standalone implies that you've done everything, even though the whole concept is that everything is already done for you. So it wouldn't be right for you to release a standalone game using RPGworld's models, designed with RPGworld's systems, using their AI's and decorated with their structures.

That said, a lot of people are looking forward to the day they can control more aspects of the game's core mechanics, so that they can make a workshop submission feel more like its own game. But thats a different bag of chips.
GameDev_ToolMaker Jul 31, 2018 @ 2:37am 
If it's made on uNity then exporting standalone from the game itself is not possible but can generate unity package through which one can import into uNity to export standalone.....
Licensing is not a problem they can do what axis game factory did I.e add a professional license with higher price as dlc...
Answering benjiboy's question..
It's limiting after one spend time in building it's own fantasy and cannot make something fruitful to that labour....
Sergeant Skyhigh Jul 31, 2018 @ 4:16am 
I was hoping for stand alone games, kind of sucks you can't export them.
When you put 'maker' in the title you'd assume that you could.. Make GAMES?
This is an RPG level maker for workshop, it still looks cool but with out exporting my interest in the program just dropped big time.
Last edited by Sergeant Skyhigh; Jul 31, 2018 @ 4:17am
The author of this thread has indicated that this post answers the original topic.
RaveyLarge  [developer] Jul 31, 2018 @ 6:17am 
Exporting a project to go straight into Unity is not out of the question by any means, but it is a lot of work and I think for now the focus is better getting to version 1 feature wise.
Doran50 Jul 31, 2018 @ 9:56am 
Originally posted by I'm Talkin Fotee Thousand:
I was hoping for stand alone games, kind of sucks you can't export them.
When you put 'maker' in the title you'd assume that you could.. Make GAMES?
This is an RPG level maker for workshop, it still looks cool but with out exporting my interest in the program just dropped big time.

....best get on those Unity tutorials kid :P

Dotkiwi Aug 5, 2018 @ 1:01pm 
Its not exactly a game engine though, its more like Fight the Dragon (without insisting on balance) or NWN (but less powerful and ARPG based). Its not quite RPGmaker or GM. Its a game shaped with user content. It has its own identity.

You should probably look into unity itself. I believe it uses C#. Brush up on some programming, learn to model.
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