RPGM Abandoned Katalist [v0.097.6] [Tearycian]

4.80 star(s) 34 Votes
Jul 27, 2020
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If I had to guess, since most people who use RPGM don't know how to code, they have no idea what is reasonable and feasible (see Teary's idea of having an enemy that could follow and interact with you in every location at any time) and since they don't know what they're doing, the game gets buggier and messier with every new addition (making things more and more difficult the further development proceeds).
That is if the update even existed.
 

JakeMSG

Active Member
Jul 2, 2017
570
1,311
If I had to guess, since most people who use RPGM don't know how to code, they have no idea what is reasonable and feasible (see Teary's idea of having an enemy that could follow and interact with you in every location at any time) and since they don't know what they're doing, the game gets buggier and messier with every new addition (making things more and more difficult the further development proceeds).
First, as somebody who does know how to code, what he wanted (with the Tormentors) is not even actually that difficult to implement. By default, the engine allows you to create events (the enemies moving towards you are all actually Events as well) that can follow the player. He can also make them intangible to the terrain (so that they can follow the player through solid object, if he so wishes). He simply needs to add that event to each Map he wants the player to be hounded by them. I can implement that shit in less than 10 minutes (provided he already has the interaction On Touching the Player already done of course).

The real problem is Feature-creep and laziness. Teary feature-creeped the game to all hell, adding so many variables that, even know, see actual no use as of yet, and likely never will see use, and this, in turn, made working on the game feel more tedious each time, thus leading to him procrastinating working on it. It became a vicious cycle, that would inevitably lead to more-or-less permanent inactivity.

Even know, if he'd release the update literally years over the deadline, the sheer wait for it would make it underwhelming by default (since the more you delay an update, the more people expect you actually worked on it; if you simply lazed around for 99% of the time, you're essentially fucked).
 

pineapple-ann

Newbie
Dec 29, 2018
97
182
JakeMSG put it really well, i genuinely don’t think there was a shippable update- even if you’re an awful programmer you can get an llm to spit out less jank ruby code for you because its a kiddie language. And it makes no sense for him to walk back on his promise of shipping just with the chasing enemy part cut out till he figures it out.

all in all sad really, its a fun game and the art grows on you
 

inthef95zone

Member
Sep 21, 2017
489
2,406
JakeMSG put it really well, i genuinely don’t think there was a shippable update- even if you’re an awful programmer you can get an llm to spit out less jank ruby code for you because its a kiddie language. And it makes no sense for him to walk back on his promise of shipping just with the chasing enemy part cut out till he figures it out.

all in all sad really, its a fun game and the art grows on you
To play the devil's advocate here, no one knows the exact specifics behind the latest delay, someone just mentioned the tormenters thing a while back, but we all know Teary has never been one for communication and peeks behind the curtain, so chances are it's definitely not the only thing delaying the release and there's more going on than just that. But yeah it all ultimately still boils down to Teary's laziness, mf doesn't even bother to correctly set the tiles passability.

P.S If you'd allow me this "um ackshually" moment, MV uses js not ruby.
 

pineapple-ann

Newbie
Dec 29, 2018
97
182
To play the devil's advocate here, no one knows the exact specifics behind the latest delay, someone just mentioned the tormenters thing a while back, but we all know Teary has never been one for communication and peeks behind the curtain, so chances are it's definitely not the only thing delaying the release and there's more going on than just that. But yeah it all ultimately still boils down to Teary's laziness, mf doesn't even bother to correctly set the tiles passability.

P.S If you'd allow me this "um ackshually" moment, MV uses js not ruby.
oh teary himself said the tormentors were the part giving him trouble if you scroll back enough, and that he would just ship it without them :3

And you’re right! js works too :d
 

inthef95zone

Member
Sep 21, 2017
489
2,406
oh teary himself said the tormentors were the part giving him trouble if you scroll back enough, and that he would just ship it without them :3

And you’re right! js works too :d
I know, what I'm saying is Teary has never actually been communicative so it's most certainly not the full picture. Matter of fact, devs who are transparent are quite the rare breed
 
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fvlaenix

Member
Nov 30, 2019
182
3,248
JakeMSG put it really well, i genuinely don’t think there was a shippable update- even if you’re an awful programmer you can get an llm to spit out less jank ruby code for you because its a kiddie language. And it makes no sense for him to walk back on his promise of shipping just with the chasing enemy part cut out till he figures it out.

all in all sad really, its a fun game and the art grows on you
> get an llm to spit out less jank ruby code for you because its a kiddie language

:cry:
 
Jun 26, 2023
54
114
> get an llm to spit out less jank ruby code for you because its a kiddie language

:cry:
Could even just do the logic in c++/c# and have it compile to a DLL, then include the DLL in whatever language, ruby/js/python/whateveryouusehere and use the globally available API to do what you want it to.

Events? Databases? Character data? do it in c, access through API calls. Not hard.
 

fvlaenix

Member
Nov 30, 2019
182
3,248
Could even just do the logic in c++/c# and have it compile to a DLL, then include the DLL in whatever language, ruby/js/python/whateveryouusehere and use the globally available API to do what you want it to.

Events? Databases? Character data? do it in c, access through API calls. Not hard.
That's right, because programming is an incredibly easy job, poke a key and it works.

Especially when working with an LLM who just tries to pretend that the code you give out will be correct, and you'll pretend it's correct too, until you tell him to add a complication, and all the code that was written shoots you in the face with the force of a shotgun....

Since I'm starting to spell it out, I'll say that Teary uses the standard RPG Maker MV, the standard event generator, not JS, I don't remember having to get down to look at his code when I was trying to break into the game. This means you're going from a language known to LLM to a language not really known to him (but he knows a bit of it, I use LLM myself now).

I also want to say that to work with LLM you need to be a head above him in knowledge of the language, otherwise he will sell you some strange function that doesn't work in the right places.

All in all, the world is not as simple as you think. LLM is incredibly useful, but you have to know how to use it, and that skill alone can take a long time to learn.

And the engine itself does not allow you to relax. For example, take Ruby, which you mentioned. For example, you know that if you load a DLL, because RPG Maker VX uses Ruby 2, your new modern C functions may not work correctly because it won't parse the Windows API right? You know that Joyplay is very bad with caches, and your DLL can just plain go missing because they load resources in parallel with startup (known issue that TOT 7F runs very poorly on Joiplay just because of this)? And there are an insane amount of gems that LLM doesn't know about. It's like saying ‘hey guy, why are you drawing so slow, just train an Stable Diffusion model, and produce 10 drawings per second’. No argument, probably some parts will be good, but the ones that don't come out will be incredibly annoying and may take you longer to fix than if you were writing entirely by yourself.
 

Evizzy89

Well-Known Member
Aug 1, 2021
1,223
1,988
dude, thats like paying for someone to make a building, and then the contractors just taking the money and doing nothing. I PaId FoR tHe PrOmIsE oF a BuIlDiNg. like what? brother, stoping harassing people online and do something with your life. 50 year old virgin who has nothing better to do than complain about people getting scammed xD
so like american healthcare D=
 
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blufalcon

Member
Dec 14, 2018
205
367
dude, thats like paying for someone to make a building, and then the contractors just taking the money and doing nothing. I PaId FoR tHe PrOmIsE oF a BuIlDiNg. like what? brother, stoping harassing people online and do something with your life. 50 year old virgin who has nothing better to do than complain about people getting scammed xD
honestly people should treat patreon creators as investments rather than buying a product. That's what the site was originally made for anyways. Though instead of getting a monetary return, or a building, you just get an exe to jerk off to eventually. And like any investment, sometimes it doesn't pan out. I think I supported Bowei for like his first two years, but I probably should've stopped after just the one. Originally the updates came out quick, but they started getting slower, then for some reason he added someone to the team that made things even slower. The story with this game seems to be kinda the same, was pretty fast at first, now its slowed down to a snail's pace. I think it has to do with scope. Teary is trying to make a game that is way too big with huge, intertwining storylines with lots of characters that have their own motivations and stuff. I can't help but wonder if maybe it'd be better for both his worldbuilding, and his fans, if he just made the game end at a certain point and then started working on a sequel work or sidestory games or whatever.

Anyways... I love Caroline. He should make a game with just Caroline, that's my end game with this post.
 
4.80 star(s) 34 Votes