Why are there no proper rpgs on the website? Is it because of the 10MB limit? Almost every rpg seems to be basically a person walking around and a glitchy battle engine. Can somebody tell me if there are any good (but long enough to be enjoyed!), complete rpgs on this site? Or is the problem with a complete rpg to do with the limits of scratch? Somebody please answer. Maybe there could be some other reason like people good enough to make full rpgs have moved on.
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i could probally finish my rpg (you've commented on it) but im not on scratch, and another good point is mrweston's
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mrweston wrote:
Two words: No saving.
This is a big one, but another reason is that the programmers on this website are not skilled enough to create RPGs. Skilled programmers are able to program RPGs more easily in other languages as well. Scratch is generally for small programs and not full RPG games.
Slmniel's RPG is looking like it may turn out well though.
http://scratch.mit.edu/users/SImniel
You should also ask yourself "Why can't I make good full RPGs?"
Because I bet that most scratch users are the same skill level as you are.
Last edited by archmage (2009-01-26 13:01:07)
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archmage wrote:
mrweston wrote:
Two words: No saving.
This is a big one, but another reason is that the programmers on this website are not skilled enough to create RPGs. Skilled programmers are able to program RPGs more easily in other languages as well. Scratch is generally for small programs and not full RPG games.
Slmniel's RPG is looking like it may turn out well though.
http://scratch.mit.edu/users/SImniel
You should also ask yourself "Why can't I make good full RPGs?"
Because I bet that most scratch users are the same skill level as you are.
I can, why don't I make one now? (opens scratch and starts drawing sprites)
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JUSTJAMES wrote:
mrweston wrote:
Two words: No saving.
Actually, you can save by having the game reset not when the flag is clicked, but when something is broadcasted (like when a new game button is clicked?) =/
But when you open the project again everything is lost. It's pretty much impossible to save without passwords.
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JUSTJAMES wrote:
mrweston wrote:
Two words: No saving.
Actually, you can save by having the game reset not when the flag is clicked, but when something is broadcasted (like when a new game button is clicked?) =/
But when you open the page again everything is lost. It's pretty much impossible to save without passwords.
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Yeah. There are other reasons, of course -- making a good RPG (or a good anything, for that matter) takes a lot of work. But the very nature of an adventure game is the notion of building a character over time, with experience/loot/etc. Tough to do that in Scratch without being able to save your game.
I'm actually working on something along those lines, with a group of students, despite the challenges... am thinking we can probably use a save/load code technique for parts of it at least.
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another thing is, to make a big rpg requires a lot of time
and since scratch is kind of flow-chart style, things can get cluttered
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blahdeblah wrote:
another thing is, to make a big rpg requires a lot of time
and since scratch is kind of flow-chart style, things can get cluttered
Another good point.
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Scripts can become very messy, very easily. The only way I could see an RPG game being made would be text based with different options presented in each area. I mean this as in old style (1980s earlier 1990s) text based adventures.
Making a battle engine like in the Final Fantasy series (just as an example) is can be very difficult to do. Battles usually must be individually scripted and timing things right is difficult. Making graphics and each scene takes too much time for a single person to do. World maps are generally scrolling, which is very time consuming to set up well.
What the other people are saying about saving is mostly true, but it's very possible to save games. Data can be stored in a list that does not delete itself on the green flag. If a user downloads the project and stores it on their computer they are able to technically save the game and restore it later by loading it up from their hard drive. So yes, it is possible but not from within the web browser.
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battle engines are easy, tis is a quick throw together from something i made a while back http://scratch.mit.edu/projects/yambanhee_extras/398264
edit-
doesint quite work online
Last edited by yambanshee (2009-01-30 02:21:29)
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SeanCanoodle wrote:
Scripts can become very messy, very easily. The only way I could see an RPG game being made would be text based with different options presented in each area. I mean this as in old style (1980s earlier 1990s) text based adventures.
Making a battle engine like in the Final Fantasy series (just as an example) is can be very difficult to do. Battles usually must be individually scripted and timing things right is difficult. Making graphics and each scene takes too much time for a single person to do. World maps are generally scrolling, which is very time consuming to set up well.
What the other people are saying about saving is mostly true, but it's very possible to save games. Data can be stored in a list that does not delete itself on the green flag. If a user downloads the project and stores it on their computer they are able to technically save the game and restore it later by loading it up from their hard drive. So yes, it is possible but not from within the web browser.
Here's the start of an RPG kind of modeled after Wizardry from the Apple II (early 1980's). It is mostly text based but with a small number of graphics to help with navigating the maze and to show the monsters. I also kept the sprite count low - zero actually!
http://scratch.mit.edu/projects/Paddle2SeeFixIt/341840
I'm still not completely happy with it which is why it hasn't been released on my usual account but maybe somebody else will find it useful.
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