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20/05/2026 2:52 am
Topic starter This is honestly one of the better WYSIWYG game making engines I've ever come across, and I'm already having a blast playing around with it.
I've just got a few things that'd make it even better, but I'm making these suggestions with no programming knowledge and no idea of how easily they could be implemented or how viable they'd be to implement with the current 3.0 build of RPG Paper Maker, so take them with a grain of salt.
- When a user is placing a 2D floor element like a sign, tree stump, or anything else, it always defaults with the tile being oriented so that it's placed with the bottom edge south and the top edge north, according to the in-editor compass regardless of the editor's camera orientation, so the user has to manually use Rotation to place it so the bottom end is oriented to the bottom of the camera. It'd be nice to have an option like "orient north with camera orientation" for placement like that, so that if a user wants to place a tile from the floor tab it places with the bottom of the tile oriented towards the bottom edge of the screen on the user's camera so that they can skip that step.
- Would it be possible to set individual angles for N/E/S/W for the angle of the "Mountain" placement? Right now, when you use the Tutorial RPG as your game base, you cannot specifically place a navigable ramp on one side of a mountain's N/E/S/W "face" for the player to move up a level unless there is no other mountains to cover the rest of them, or at least, if you can it's not immediately obvious to WYSIWYG users. If I want a single ramp from one direction, I don't want to hide it by surrounding it with 90 filler mountains.
- Finally, can we just get a "I want this to be a tile-based movement RPG" versus "I want this to be pixel-based movement RPG" option to govern the laws of how everything works as a standard for project control? I'm not saying that people shouldn't be able to freely choose between using one option versus another for game creation, but it is currently extremely fiddly to get a game to just... move based on the grid, and it's not consistent. Even with "Wait until move end" checked, I can very easily break through to making it pixel-based movement if I spam enough input at it. If I want square-based movement, no matter how much I spam keyboard presses, my player avatar should wind up dead-center of each tile when the game finishes parsing the player input. Currently, it doesn't.
Anyway, just some input. I really hope this develops more because this is a SPECIAL thing with a lot of potential. It could easily unseat the current RPG Maker champ with the right features.