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Why does IGM get dogged on so much?

#1 User is offline   habla_babla 

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    Posted 08 February 2011 - 12:52 PM

    So Ive recently (within the last 1-2 months) gotten into IGM maker and I actually like it so far. Ive always heard of RPG maker but never used it, so I cant compare the two.

    Are they really that different? I understand there being a learning curve but thats really how any new program is for me.


    One of the main benefits that attracted me to IGm is being able to export the code into XNA format. Im unnaturally compelled for some reason to make an indie game lol, so it seems like it saves you a decent amount of work?

    Or at least helps you to build a playable demo to use to find a programmer that actually could make it work? I dunno..
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    #2 User is offline   Lyricalias 

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      Posted 08 February 2011 - 01:33 PM

      One of the issues is that it's completely different from RPG Maker, and that's what its target audience was. It would have been much more tolerable to learn how to use the program if they had kept some similarities in how the basics work.

      But that's the small issue... bigger ones include a lot of things, like general sloppy design.

      (I haven't used the program much, so I'm speaking only off of what others have said about the sloppy design)
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      #3 User is offline   habla_babla 

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        Posted 08 February 2011 - 02:07 PM

        Thats kindof what I figured. The tutorials and the sample games helped me tremendously compared to just going in dry to try to make something lol.

        It has my interest though enough to try RPG maker eventually too.

        Just a shame that Enterbrain seems to basically ignore any requests for help or info.. that I DO agree with everyone else on :|
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        #4 User is offline   SidiousRed 

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          Posted 08 February 2011 - 04:23 PM

          I also was drawn to IGMaker for it's XNA export feature. I have'nt got as far as testing this feature properly though, so god knows if it actually works.
          It's a real shame they did'nt include a standard RPG plug-in with IGMaker, I'm sure they could have done it.
          And yeah, Enterbrain SUCK when it comes to customer service lol.
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          #5 User is offline   weapon121 

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            Posted 25 February 2011 - 07:09 PM

            SidiousRed, on 08 February 2011 - 04:23 PM, said:

            I also was drawn to IGMaker for it's XNA export feature. I have'nt got as far as testing this feature properly though, so god knows if it actually works.
            It's a real shame they did'nt include a standard RPG plug-in with IGMaker, I'm sure they could have done it.
            And yeah, Enterbrain SUCK when it comes to customer service lol.



            Trust me, xbox export doesnt work since it uses XNA Gamestudio 3.0 and you need to publish it through XNA GS 4.0..... Thats appart from the fact that its as glitchy as it is easy to create games with
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            #6 User is offline   weapon121 

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              Posted 01 March 2011 - 04:04 PM

              *****Update***

              There still might be hope yet!
              Enterbrains update actually upgraded xna plugin to 4.0... Tested all the hd sample games and they run flawlessly on the xbox ,now lets see how it goes with original work
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              #7 User is offline   SidiousRed 

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                Posted 02 March 2011 - 03:49 AM

                @weapon121, that's awesome news, but how exactly did you update your IGMaker? Mine is'nt doing it automatically as far as i'm aware and i cant find any links to a patch!

                Also, you said you had got all the sample games running on an xbox? if you felt like quickly writing a basic-as-hell tutorial on getting a game through xna and onto an xbox that would be pretty damn awesome


                ----EDIT-------

                lol, found the patch
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                #8 User is offline   weapon121 

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                  Posted 02 March 2011 - 04:34 AM

                  SidiousRed, on 02 March 2011 - 03:49 AM, said:

                  @weapon121, that's awesome news, but how exactly did you update your IGMaker? Mine is'nt doing it automatically as far as i'm aware and i cant find any links to a patch!

                  Also, you said you had got all the sample games running on an xbox? if you felt like quickly writing a basic-as-hell tutorial on getting a game through xna and onto an xbox that would be pretty damn awesome


                  ----EDIT-------

                  lol, found the patch



                  The first thing you have to do is buy the annual membership which costs 100$. without it, you cant get access to xna gamestudio connect. Follow these instructions :

                  http://msdn.microsof...y/bb975643.aspx
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                  #9 User is offline   SidiousRed 

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                    Posted 02 March 2011 - 07:13 AM

                    thanks for the info and the link but that jus caused me some stress lol, xna wanted me to update my vista service pack, trying to do that made my PC go skitzo and it was looking like id have to re-install vista for a second, but managed to get system restore to work in the end lol, think i'll wait till my game is actually finnished before messing around with that again lmao
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