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With RPGMV (which I own, and have used), you need JS plugins to modify the the engine at it's core (something you pointed out). If you know JS, then you're fine, but what about those that don't? The node based system here gives developers who don't have programming backgrounds to be able to make custom things like menu systems and the like; All without the need of JS plugins.
You can build your entire system with the nodes; Inventory systems, RPG Skill trees and more without extra plugins. The main thing you're limited here in regards to development is mainly viewpoint. You have side scrolling and top down available and you can even switch between the two perspectives in your game. As far as genre limitations go, this excels at action platformers and Top Down games. But I've seen Standard Enemy here on the forums make a turn based RPG Tech demo just for fun.
Hope that helps! I'm on mobile so apologies if I went a little rambly in my explanation.
I've worked with RPGMV quite a bit... and it always seems like I am trying to make it do something it was never intended to do (enter in a flood of plugins needed, used, and not yet found or coded).
So... top-down and side view with easy alternating between the two... with an easier to use customization system...
Card games?
RTS?
Simulations?
Could I remake the "sims" game? (not that I would, I'm just curious about this engine's limits).
Premade template tweaking?
Video integration?
In-game menu customization?
AI?
There are a lot of things in RPGMV that I would hate to lose.
Premade Template tweaking is possible. You can also export the objects you've created in engine to be usable in future projects or someone else's. Tenkai Star (of Angel Star Studios) has stuff on itch.io like this.
This supports webm and mp4 video natively. No plug in needed.
As noted, you need to make your menus from the ground up here. So you have full customization. No plugin needed as well.
You can also program AI state machines here as well. Again, no plugin needed.
There's a lot of edge cases in regards to game genres here. You can make a beat em up, you can make puzzle games and more. PGM comes with a lot of sample game examples you can peruse through to find how to do stuff.
If you don't know, there is a 30 day full demo available here on Steam if you wanna give this a try.
You just flow logic together to make an outcome.. it's like programming without having to type.
Feels crazy saying that now, when over a year ago i was talking smack about the flow chart and game logic.
PGM also shines brighter than RPG Maker MV simply because you can make as large of a tileset as you like, as many layers as you like..and the list goes on and on.
I honestly wish the next RPG Maker would implement such features.. i hate the limited layers.. not being able to put what you want on what layer.. the tileset and auto tile setup is so god awful as well.
There's a reason i despise that auto tile plugin that PGM has, it's based on the same annoyingly horrible setup as RPG Maker MV has.
It's a bit hard to code the menus, so an aRPG is more suitable at the current time for most people.
I believe in time PGMMV will outdo all the RPG Makers 100%, provided the developers develop it right. As it stands, it's perfect for action games or maybe a Zelda.
Theres a free demo here in the asset collection:
https://itch.io/c/696250/pixel-game-maker-mv