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Wolf RPG Editor vs RPG Maker MV for the purpose of creating H-games?


Oir

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Looking at the greats, lots of high quality H-games have spawned from both engines. So I have no doubt that both engines have the capability to make great H-games. But I'm wondering about the things that make them different?

Things like:

- Flexibility of sprite animations
- Upscaling of CGs and other graphics
- Pre-made assets and libraries
- General aesthetic
- Ease of creating dynamic maps/map animations
- Flexibility for integration of animations or cut-ins

It's surprisingly difficult to find discussion on direct comparisons/differences between the two engines so I'd really appreciate any insights.

Thank you for your time!
 
Looking at the greats, lots of high quality H-games have spawned from both engines. So I have no doubt that both engines have the capability to make great H-games. But I'm wondering about the things that make them different?

Things like:

- Flexibility of sprite animations
- Upscaling of CGs and other graphics
- Pre-made assets and libraries
- General aesthetic
- Ease of creating dynamic maps/map animations
- Flexibility for integration of animations or cut-ins

It's surprisingly difficult to find discussion on direct comparisons/differences between the two engines so I'd really appreciate any insights.

Thank you for your time!
WolfRPG's base engine is very barebones. Doing anything with it takes a lot of work.
It's UI is also much more unintuitive. It doesn't even have a save/load project feature. You need to move game files in and out of it's base directory to "save" and "load."
It comes with basic 16x16 tiles, which is less than RPG Makers 32x32. RPG Maker just has MANY more resources than Wolf.

The benefit to Wolf is that the engine is super flexible so you can make it do some interesting stuff when it comes to animation tho.

That benefit got beat by RPG Maker starting at MV however. RPG Maker can actually natively handle Live2D animations if you know what you're doing with plugins and the like. RPGMaker MV's codebase is also Javascript now. Wolf was C# before if I'm remembering correctly, meaning programming for Wolf was easier. RPG Maker used to be Ruby which is a weird language.

So yeah, feature set, pre-made assets, general flexibility... I think RPG Maker starting at MV is currently superior to Wolf in every way.
 
WolfRPG's base engine is very barebones. Doing anything with it takes a lot of work.
It's UI is also much more unintuitive. It doesn't even have a save/load project feature. You need to move game files in and out of it's base directory to "save" and "load."
It comes with basic 16x16 tiles, which is less than RPG Makers 32x32. RPG Maker just has MANY more resources than Wolf.

The benefit to Wolf is that the engine is super flexible so you can make it do some interesting stuff when it comes to animation tho.

That benefit got beat by RPG Maker starting at MV however. RPG Maker can actually natively handle Live2D animations if you know what you're doing with plugins and the like. RPGMaker MV's codebase is also Javascript now. Wolf was C# before if I'm remembering correctly, meaning programming for Wolf was easier. RPG Maker used to be Ruby which is a weird language.

So yeah, feature set, pre-made assets, general flexibility... I think RPG Maker starting at MV is currently superior to Wolf in every way.
No don't use the wolf rpg, it's not a c# prog, is c++..
And the game made with WOLF will not able to translate to other than [kor jp chs cht eng]...

Only one thing is better, WOLF has a powerful event engine, allow you do ALOT things without coding.
Even the UI was event based.
 
WolfRPG's base engine is very barebones. Doing anything with it takes a lot of work.
It's UI is also much more unintuitive. It doesn't even have a save/load project feature. You need to move game files in and out of it's base directory to "save" and "load."
It comes with basic 16x16 tiles, which is less than RPG Makers 32x32. RPG Maker just has MANY more resources than Wolf.

The benefit to Wolf is that the engine is super flexible so you can make it do some interesting stuff when it comes to animation tho.

That benefit got beat by RPG Maker starting at MV however. RPG Maker can actually natively handle Live2D animations if you know what you're doing with plugins and the like. RPGMaker MV's codebase is also Javascript now. Wolf was C# before if I'm remembering correctly, meaning programming for Wolf was easier. RPG Maker used to be Ruby which is a weird language.

So yeah, feature set, pre-made assets, general flexibility... I think RPG Maker starting at MV is currently superior to Wolf in every way.

No don't use the wolf rpg, it's not a c# prog, is c++..
And the game made with WOLF will not able to translate to other than [kor jp chs cht eng]...

Only one thing is better, WOLF has a powerful event engine, allow you do ALOT things without coding.
Even the UI was event based.

Thank you both for the insights! I suppose I hadn't considered how far RPGMaker has come since the 2001 and VX days.
I'm trying to rack my head for how I'd handle standing images and animations similar to Wings of Roldea (which was done in Wolf RPG).

Would you have any insights on the best way to handle this? I assume you could simply do it with invisible parallel events on every map for the default standing image/animation loop and constantly check for stuff like the player getting hit, player colliding with events/enemies, player's HP dropping below a certain threshold, etc. to trigger additional parallel events that would replace the default standing picture?

Is there a plugin that streamlines this process of standing pictures while also allowing for the likes of animations/animation loops? (Once again, kind of like Wings of Roldea which is pretty much the best example I can think of that features dynamic standing pictures). This would all be in the context of an ABS btw.
 
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