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I'm using the latest version 5 of RGM and I am right off the bat having some issues that weren't covered in this tutorial. I dunno if it's because of my operating system or what. I'm using Windows 10 and left mouse button for shooting does nothing. It doesn't work at all. Not even right mouse button. Also I tested with the default spider enemy... he get's stuck in his attack animation and also when doing damage to you the screen doesn't even turn red despite the box being checked in the settings.

I was really excited to try and make something in this program but those issues really put a damper on things...

You not had these issues or heard of anyone else having them?

Hey BLINXERIZER, so sorry you had that experience.
Basically, although I say you can use Version 5 and likely get some of the same things to work, Version 5 was unfinished and is missing multiple features that Version 4 has. So for my guide to be the most reliable to you, Version 4 is what you should be using.

That said, I also can't guarantee that every operating system will allow the software to function correctly. So far, it runs fine on my WIndows 10 computer, but that may not be true for everyone. And unfortunately, I don't think anyone truly knows how RGM was built, so trouble-shooting its issues on a hardware and OS level may be impossible for the time being.

Results will vary.

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Thank you as well. I'm always so glad to see responses like this. The game devs discovering this program will only get smaller over time, and the community that has used it already figured out the tricks before I learned them. But before I made this, it was always like some right-of-passage to discover the engine, find the Discord servers or forums and learn the ropes from the people that came before. Devs shouldn't have to jump through hoops like that. So I'm glad my guide can help so many people out.

When you release your next game with RGM, definitely share a link in the comments here as well. I'd love to play more games made with it.

how do i make the walls taller?

That's part of the limitations of this engine. It's a Wolfenstein 3D styled game creation program, so walls can't be made taller and can't have beveled edges.

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Once I downloaded this I sat down and read/watched it cover to cover. RGM is exactly the tool I've been needing, and this unreasonably thorough guide really sealed the deal. 

Near the beginning you say this tool can only be used for FPS games where you shoot things, and that seems like a challenge. I'd been planning on making a narrative adventure game in RGM even before I read this lol. You laid out the exact limits of the engine so well that by the time I'd finished reading I'd already figured out the basic design. 

Thanks! Your work is much appreciated.

Well you are most welcome, seacreek.
You are exactly the type of person I made this guide for, because knowing the limits of a small engine like this is vital to getting the most out of it.

The limits that I think I dislike the most are that there's no key system, there's no secret system, and you can't have more than one type of door in a given level. Treasure chests and other activatable sprites aren't a thing either.

So, I suspect if you want to make an adventure story, you'd have to do more heavy lifting with story text in between levels to explain what the protagonist did once they found something or did something in the previous level.

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Definitely. The lack of any real complexity to the level is rough. You find the key, you open a door, level done. It seems like you could make it so that you start out without a weapon or with a weapon with 0 attack, and then a weapon could become a key of sorts to open a door which would be a destructible sprite, but I haven't experimented with that yet.

Right now I have it where each level is a location in which the player must find a new insight (The key, rendered as an❗) to an overarching mystery, which allows them to leave the location. Then the end screen is a journal entry where they discuss the insight, and how it leads them to the next location. 

Enemies are NPCs that demoralize the player in some way, which they can heal by seeing scenes of positivity (which are designed to funnel the player onto an invisible health pickup). They can also find scenes of negativity in the level, which gives them conviction, which is used as ammo to neutralize said NPCs. 

It's a bit silly laid out without the context the audio and visuals would give to those actions, but that's the fun of limitations right?

That reminds me a bit of my concept that would've been another example in my guide, where I think I wanted to have the protagonist say insults to the enemies and they would be stopped in their tracks. Just like a, non-violent form of combat. Kinda like T-Shirt Man.

Very impressed with your approach so far. Will be excited to play it once it's complete.

If you need any advice that the guide somehow misses or isn't as clear about, feel free to drop a question below.

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while i will not be touching RGM for the foreseeable future, this is just insane!

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also, on page 6 where you mention other engines you could link to EFPSE which is similar to RGM but a major improvement in just about every way and can be a great way to make the transition from RGM to something like Unity easier

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Oooooh! That's fantastic! I had heard some rumblings about EFPSE late last year, but I had no idea it got released. Looking at its features, I'm impressed by how it builds upon RGM and makes many things more intuitive. That being said, I'm still glad I made this guide, as it still felt like something that needed to exist for those who want to give it a try.

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its definitely a great guide and well made

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Great work! Will definitely be making more RGM games in the future.

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Damn that's really THE Definitive Guide to RGM. I wish I had such tenacity and energy as the author with my own projects.

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As Dedreek said, it's an AMAZING work ! Useful for small game jam and prototypes, just perfect <3  Congrats my friend !

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TITANIC WORK. Great book for RGM users!