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(+1)

Well, there are both pros and cons to making everything via the json and js files:

Pros

  • Assuming you know what you are doing...
    • It is very fast to make events and areas and changes
    • Depending on what editor you use, you can easily have certain things highlighted to make work easier.
    • It becomes easy to edit multiple events with the same commands (say you have 5 different events that use "add item 02" but you change item 02 to item 102. You can easily search and change all the events at about the same time.
    • If things are in the wrong place (say you have your events all grouped, so 1-5 should be transfer events and 6-15 are signs, etc. You add a new transfer event to a new area later on. You can easily just insert the new event in 6 and just renumber all the IDs starting at 6 to be increased by 1.
    • You can sometimes do things that the RPGM software can't do natively in the software, but can do in the engine.

Cons

  • If you want a visual, you need RPGM MZ open anyways. (it will ask you if you want to refresh when the files change)
  • You need to know how to read json and js to edit them and you need to know how the engine's json syntax is or you'll get errors and/or bugs.
  • It can be very hard for some people to remember all the numbers for things like maps.
  • It is slow if you don't know what you are doing.
  • It can be very hard to read depending on your font and screen settings.
  • It is easy to make a mistake and hard to find mistakes if you don't know what you are looking for.

I see. So kind of like using C++ in UE4 as opposed to Blueprints. Each has their own unique advantages and disadvantages, but in the end it's the flavor of the developer. Very cool!