![]() ![]() You will learn basic ideas about game development, too. Related reading: Our review of RPG Maker FES on Nintendo 3DS. It also goes without saying that writing those lengthy cut scenes is a pain when you’re not able to use a keyboard. There’s also some noticeable loading times when swapping between maps, which makes the editing process laborious at times. Swapping between screens for placing down visual assets and events requires a lot of button presses, as does flitting from menu items and between maps. There are issues with the interface of RPG Maker MV, and that should come as no surprise since taking what is functionally PC software and turning it into a video game interface isn’t easy. The implications for the community are exciting indeed. RPG Maker MV is much more comprehensive and the Switch is flying high right now. That’s what happened with RPG Maker on the 3DS, and that was both incredibly limited and released right at the end of the 3DS’ lifespan. Once the community gets cracking with RPG Maker MV, there will be an endless variety of JRPGs to play, too, and as enjoyable as the creativity of a Super Mario Maker is, there is something special about being able to play dozens of people’s stories, ranging from the silly nonsense through to creating something at a quality that the game deserves to act as an actual job application. You can even choose for combat to be a Dragon Quest-like first-person deal, or a Final Fantasy-like side-on combat scene. You might not be able to import your own menu art and music, but there are dozens upon dozens of choices, with the promise of DLC to bring on more. Drop into the “events” menu and you’ll quickly realise that across the dozens of options you’ll be able to make cut scenes every bit as complex as the stunningly effective opera scene in Final Fantasy VI. Drop into the “database” and there are a dozen different menu items, letting you customise the character classes right though to what the in-game currency is called. It’s suddenly fine if I’m making a Dragon Quest or Final Fantasy rip-off, because that’s all the software allows me to do.Īs a sandbox, it really is comprehensive. As I’m not able to do that with the console versions of the software (and I spent a lot of time puttering around with the 3DS RPG Maker), I instead focus on just kicking back and enjoying the JRPG and creation process. Not that I have ever managed to complete the development of a game on RPG Maker on PC, but when I use that software I do try to make my game completely distinct – I create art assets (usually black-and-white, to emulate the old Game Boy games), and try to heavily customise the engine so it suits a distinct kind of game that I’m trying to make. You may assume from the above that RPG Maker offers no value on the Switch, but that wouldn’t be the right way of looking at it, as it serves a different purpose. ![]() You can upload them to a server so that other people can download them to their consoles (and there’s even a free app that lets people play the games without needing RPG Maker itself), but you won’t be able to get your game working on PC, or natively as a separate app on console. With RPG Maker on Switch, you can mess around with the (very comprehensive) drag-and-drop interface, but never break into the actual coding.įinally, even if #1 and #2 weren’t true, you can’t export your games. RPG Maker on PC allows you to tweak the underlying code, allowing you to customise the engine to deliver the specific results that you want. The software gives you plenty of art to work with, across themes as broad as dark fantasy and modern though to Arabian fantasy and traditional swords-and-sorcery stuff, but without the ability to import your own art you’ll never make something distinctly yours to sell. The reason that RPG Maker MV on the Switch can’t work as a game development platform for creating commercial products is threefold: firstly, you can’t import your own art and graphical assets. Related reading: Our review of RPG Maker MV on PC.
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