While we got IG Maker(Action Game Maker) as the last installment into Enterbrains game engines, but.. what do you think they'll do next? If anything I think it'll be just a new version of IG Maker but with a lot of new things added, while hell you can create a perfect Zelda clone in IG Maker as it is(it's hard as hell to do though) I think the most logical thing they'll add would be some sort of scripting system. It doesn't have to be complex, hell it can be like RPG Makers event coding but in a scripted form. I really despise ruby..it's just SLOOOOOOOW!
What Can IG Maker do now for A-RPGs..as in Battle systems
- Zelda, the demos sucked but an actual zelda system can be made correctly.
- Legacy of Goku II, the hardest part would be adding popup damage.
- Sword of Mana/Seiken Densetsu 3, a more advanced version of the Zelda Battle system which supports a Party System which are your Ally AIs in battle. Very tricky, but I don't think it's impossible to do.
- Custom, while you can code most or if not all of the 2D A-BS systems it would be logical if you coded your own, though with IGM maker it'd take a bit to make it your own as I really see IG Maker as like the Seiken Densetsu 3 Maker(Just without letter by letter dialog..which is fine, instant works) '
What other battle system can be made? From what I've seen on Japanese sites. And or systems.
- 2D Fighters, with ally support
- Slopes, believe it or not Slopes is indeed possible in IG Maker. Of course it's not real slopes but there is a way to replicate it. I was told when you collide with certain tiles your speed is lowered and than you'd move diagonally which the slope is facing. It's tricky..but it's doable.
- Tales of, while the Demo at Enterbrain is close it's not exact but the exact battle system can be done. However coding your allies may..be a problem as I've never attempted this system.. And the long ranged animations should be easy if you code it as a single gadget.
- Mario, not really a battle system but a true to the console Mario is doable in IGM from what I've experienced and yes slopes are the hardest(next to pop up damage) but from the QVGA ARPG there were arrow tiles and when you collided you'd move in that direction, so be inclined to use this method for slopes as doing it with tiles
would be impossible. It's like using Game maker a bit, with gadgets you can code slopes, with tiles you can't^^
What systems haven't I seen done?
- Radar.. unfortunately this is IMPOSSIBLE from what I know with the maker. So in your final version you may.. have to use C# and XNA to get this in your game.
- Mini Map, this is pretty easy but I dunno how you'd get the X/Y of the player to work on the map though.
- Location Popup, this actually is the one things that's extremely doable but hasn't surfaced yet in a game.
- Popping Damage, like the Mana games when you hit an enemy you'd see a number over the head of the AI. This may be possible but I honestly dunno how one would do it.
So it seems IG Maker can do more and in some areas less than RPG Maker, it certainly is better for A-RPGs, Platformers, but there's some systems that can't be done while RPG Maker can do.
What should be added in IG Maker 2?
- Scripting
- Multiple audio support
- Able to continue from IG Maker 1 files(like how you can continue from a RM2k game with Rm2k3)
- A better way to event, This should be kept from RPG Maker VX as IG Maker is powerful if this were kept I'd probably say it's superior to game maker.
- More Plugins, IG Maker may be the new name for the engine and maybe theirs new Plugins being made like Final Fantasy type RPGs, or a coding plugin would be cool.
IG Maker has the most potential than the other makers becomes it can be exported to many different formats, but the inner workings needs..work. Add the RPG Maker event system and scripting option and you'd have a damn good 2D engine.
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- Join RPG Crisis, the unofficial AGM community.
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