There are tons and tons of games made with rpg maker being sold. I have no idea how you got the program and made your own game without knowing of other games made with rpg maker.
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It's completely fine selling a game made with RPG Maker but there are things you should look out for (and also if you do start selling it be prepared for waves of haters because there seem to be many rpg maker haters). For more info on what the developers of the program allow read the EULA, yes it's long but things like that should be read when talking about making a commercial release. As for things to look out for it's mainly the assets you used, some could be copyrighted and you might not be allowed to use them in a paid product or things like that (this is only for assets which you downloaded from somewhere other than what the devs provide). Assets from the developers should be completely fine even unity/unreal have such and they have licenses for them that allow you to use them in your games but only if the game is made using in that engine and not in another one, the EULA also covers that under Article 2: Handling of Company Materials
- Company Materials and Company Materials modified in accordance with the previous Paragraph shall be distributed, etc. with the User Game created with the Software. Furthermore, the distribution, etc. of Company Materials and modified Company Materials shall be permitted only when they are distributed, etc. with the User Game created with the Software. Company Materials and modified Company Materials may not be distributed, etc. independently, and they may not be combined with programs, etc. other than the User Game.
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It's fine to include assets which came with the engine. Part of the business model of RPG Maker is selling extra assets, but the base ones are free for use (in RPG Maker engine games).
You might get comments from players about using standard assets, but personally I'd go that way too. :)
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To add to that, the entire appeal of the significantly overpriced RPGMaker asset DLCs is that purchase of them authorizes you to use the purchased content in your own commercial products. To put the mechanics involved into better perspective, RPG Maker has a commercial use license as part of its purchase, and DLCs are considered part of your RPGMaker purchase; ergo, the same commercial use license applies.
However, as part of that, that means you do not automatically get commercial license rights to any RPGMaker assets if you want to use them outside of the RPGMaker engine (ie, if you want to import them into GameMaker), since your commercial license rights are exclusive to games made with RPGMaker.
As an alternative consideration, especially when planning on creating a game utilizing a different engine, there are plenty of free-use assets available on the internet, especially among sites related to digital tabletop gaming or game creation engines of any sort.
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You can try google next time :)
https://steamcommunity.com/app/363890/discussions/0/483366528925269342/
or
https://www.rpgmakerweb.com/support/products/faqs (general questions, second question)
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I love well made RPGMaker games, especially those that focus on the story and I have a ton of them in my steam library, so yes. As mentioned though, there are people that hate them on principle alone. I've lost count of how many copy/paste reviews I see on games, as in one person gives a 3-5 paragraph "review" on why RPGMaker is terrible and then pastes that on the pages of dozens of games word for word, that obviously have nothing to do with the specific game.
But in all fairness there are some absolutely wretched RPGMaker games on steam, churned out carelessly with no effort made at all — but there's trash cashgrab and asset flips everywhere on steam regardless of tools used.
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doesnt rpgmaker have terms and conditions on their website or in the program itself? im positive there'd be a section in there about your rights and their rights when it comes to selling games youve made... i mean it IS a game maker, so of course theyre going to expect people to want to sell/distribute the things they make..
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Yay, another RPGMaker game! We needed one more.
I guess all the time you spent making the game prevented you from making any giveaways here on SG! Glad you've found a better use of your time. Of course, you somehow found time to enter 5,624 giveaways during that time...
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Their ratio has absolutely no bearing on the topic at hand. No need to be a cunt about it.
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Hm. Well we don't know his situation, and with 37 total comments; I wouldn't say he's that active around here. Sure, like you said he has 5k entries, but I joined around the same time as him and I have over quadruple his, and I think my total is pretty low compared to others. And sure, you're right that it'd be nice if he gave back some, but it's not needed and not everyone comes to this site for that. Some just come to win some games. I originally did. And I don't think there's anything necessarily wrong with that. It IS the main attraction/pull of the site.
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Let's put aside the merits or lack of merits of your point itself for a moment, and focus on the question of "What does the topic you're bringing up have to do with the topic on hand"? Your assertion, valid or not, is of the same nature and just as (in)appropriate to bring up randomly as demanding someone explain why they have you blacklisted is- and given your phrasing, would compare to the more negative examples of such.
The risk of a calling out suspension aside, how is an accusation of disfavorable conduct in any way helped by presenting it by way of similarly disfavorable conduct? Even a hint of hypocrisy can significantly lessen the weight of any argument.
As far as the accusation itself, the OP appears to have had minimal interaction with the forums during their two years of site membership, and their entry count is indicative of manual entry alone, and based primarily within developer giveaways. There's no reason to think they've had reason to really give the site any deep consideration, and also no reason to think they've viewed it exploitatively. Besides, no matter the truth of their outlook on the site, positive encouragement to invest further in the community is likely to do a lot more to see them make giveaways than attacking them is.
Nevermind that the mentality you're encouraging really only works to convince users to pop up a junky free promo or CV exploitation giveaway. Contributions to the site aren't measured by any single numerical statistic and, frankly, considering the circumstances of this site, anyone not engaging in exploitation or bigotry could be considered to be passively enhancing the quality of the site just by providing favorable contrast.
In summary, valuation of such elements is a personal matter, best left to blacklists; and, as with all blacklist matters, discussion of such elements is best not brought up on the forums without an appropriate prompt for doing such.
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exploitatively
In terms of non-subjective, site-rule-based concepts, such as multi-wins, non-activations, multi-accounting, auto-joining, or similar.
I'm afraid we'll have to agree to disagree.
Just say "I guess we won't be able to see eye to eye on this" or similar, there's no need to be rude.
Though, I'm aware some people use that phrase without realizing it's actually an insult (in much the same way as someone not realizing that noob isn't synonymous with newb), so I'll just assume the usage was unintentional. :)
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"Agree to disagree" is an insult? How so? How is it any different than the similar phrase you mentioned, "not seeing eye to eye"?
EDIT: did some quick internet research (I know, not definitive, but it's the best I can do at the moment) and cannot find anything supporting the idea that the phrase "agree to disagree" is an insult. In fact it seems to be the opposite; it's traditionally used by parties that wish to remain amicable but also cannot come to agreement on a specific term or terms.
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In my experiences, it's used to snidely indicate that you think the other party is an idiot and wrong and not worth your time to continue discourse with, and that you feel your position is superior enough that they should bend to your desire to close the conversation on your own terms, yielding you an authoritative position. Note the firm, even demanding phrasing and the assumptive nature of the phrase, and the logical fallacy inherent in its statement. Meanwhile, respectfully acknowledging a difference of opinion in passive tone, such as by "I guess we won't be able to see eye to eye on this", is always agreeable.
I've never heard agree to disagree used as anything other than an insult, down in any of the southern US states I grew up in, or online. Likewise, I had no trouble finding sites with articles supporting that interpretation. Perhaps my understanding is a minority usage, but it follows given the deliberately rude structuring of the comment. Given that some people will interpret it as being a deliberate insult, either by social recognition of that usage or by way of simple grammatical analysis, it's at least a perspective worth keeping in mind for the future.
Though, such a perspective certainly may be more exclusive than not; After all, I grew up in Southern Baptist regions, and that alone would explain why the usage of the phrase (as with many others) always had certain derogatory implications in each place I lived growing up.
It didn't help that the phrase was specifically used to shut down any logical arguments (about anything, not just religion), because "knowing it is true is more important than discussing if it is". There's definitely a clear premise for why the phrase would be reliably negative in those circles, while having e a lessened emphasis of such negativity in others.
However, again, just grammatically, the phrase is structured so as to rudely cut off conversation, not to close it out amicably by yielding an olive branch as other similar phrases do.
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The grammar doesn't seem to support it being such, but again, the outright assumption of intended negativity could very well be based solely on the regions I grew up with, and their general negative conduct being combined with an appreciation for the phrase.
I suppose a good example of a similar change in perspective is in how shaking hands is expected in the States (and other regions), yet outright rude in other places, because of a difference in perception in regards to forced physical contact.
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What would be a point of game engine, especially a paid one if you couldn't sell games you made in it? Also there are so many RPGMaker games being sold on steam and other sites that I have no idea why this question was even necessary.
Also while posting such question is not against SG's rules, I'd suggest posting software-related questions on their forums (whether official or steam).
I also suggest not selling your first game as it's unlikely to be good enough and you'll just get bad reputation which is not what you need if you want to get into game development. Not to mention you said you're using entirely default assets in a reply to one of the people here which is just.....
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Without RPG Maker we wouldn't have stuff like To the Moon, Always Sometimes Monsters, or Corpse Party (not sure if that series still uses the engine, but the first one was an RPG Maker project).
So yes, it can be used for commercial projects.
It's also turned into a tool of choice for asset-flipping shitbags though, so if you release it with a lot of stock assets you'll probably get a lot of backlash. Or at the very least most people will just pass it over for looking too generic. First impressions matter and all that.
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im sure there was answers, but a general rule of thump.
if you want to use something commercially (selling), you can only do it if there is a written agreement to do so with the creator of the thing
be it a song, image or even a Registered name. and normally you pay for it, but some would agree as long as there name is in your product
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I think I played 200 RPG Maker titles.
I knew a player on Steam who was a RPG Maker collector and bought every single game made with RPG Maker and only with it.
And yes, on an average of 10 titles, 1,5 are good ones.
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Of Course you can sell it, with all its pre made assets, here at SG, we might even throw you a translation for free.
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i played alot RPG maker games but the one i like the most is Vampire Dawn 1 and 2 from Marlex .. very well made , good story line and different ending and very cool feature
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you can sell RPG maker games on steam, but in all honesty, if you want anything other then a run of the mill game people hate, put some actual effort into the game..
Also don't think you're games going to sell at 20 bucks either, most RPG maker games are priced at 4.99 and under, even then I doubt most above a dollar sell.. Even then you're going to need to put lots of effort into the game and likely give a few keys away for reviews before people even start to take it seriously..
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If you bought rpg maker you are free to create as many games as you want. Its just not legal if you pirated this software.
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Yes, you certainly can, but it doesn't mean it will sell well or it's going to be well received. You should know that the market is over-saturated with these kind of games, literally hundreds if not more, many are poorly made, badly written, extremely generic grind fests, hence they get a lot of hate. I think that RPG Maker creators should at the very least strive to create/commission their own assets (at a minimum, sprites and portraits should be unique to your game), the default assets ought to be treated as a demo, not a final product ready to be delivered to your customers.
Try also to be original, we are sick to death of Dragon Warrior/16 bits era J-RPGs clones, they're fine for the 90's (even back then, there was a lot of criticism), but games evolved a lot since then and nostalgia alone won't and can't successfully resurrect a dead/technologically dated type of games.
Also, if it's your first game and you didn't spend a lot of time on it, it'd be more sensible to release it for free, gather feedback and criticism from players and work from there towards a more polished, commercial product in the future.
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This is a really well thought out, reasoned, and kind response.
I second Arvennois' recommendation of releasing your first (or first couple of) project(s) for free. If you're attached to your idea, you can always come back and remaster it/re-release it later on, once you have more experience and skill. (Just off the top of my head, think of something like Dear Esther or Stanley Parable, once were mods, now are their own full thing)
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Sure, it's legit. But keep in mind that there are so many RPGMaker games a great number of people will immediatly run away because of the engine alone.
Make sure you have a legit license for the software, too!
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Like many have said, RPGMaker games are OK but many people avoid them like the plague. The #1 thing you can do to stand out from the crowd is avoid using the stock art, make your own or hire someone to make it. One of the main reasons RPGmaker games have such a bad reputation is because they almost all cheap out and use the placeholder art that comes with the engine.
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RPG Maker games on Steam (nowhere near an exhaustive list):
And those are just some positively-reviewed games I have in my collection. There are plenty of...less well-reviewed RPG Maker games on Steam, too. It's just like any other engine in that regard--you can make great games with it, and you can make shit games with it, and everything in between. It's a shame that some people avoid RPG Maker games on principle.
That said, I'd highly recommend against charging money for your first game. Your first few projects ought to be for learning how to make games; once you have some experience under your belt, you can start selling your games.
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You can sell games made with RPG Maker on Steam.
One of the things I like about RPG Maker games is that they are generally short. I'm not usually in the mood to play a full length RPG but one that I can go through in five or so hours can be a nice diversion. I don't even mind the stock assets. The big problems I have with them are badly written scripts filled with grammatical errors and broken event triggers.
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