cLOUDDEAD's Profile
Send a PMJoined on: Jul 8, 2019
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works in motion
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285 Ratings!
153 Reviews!
19 Screenshots!
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285 Games
153 Reviews
cLOUDDEAD
For: YoYoYo Engine (RBN Edition)
For: YoYoYo Engine (RBN Edition)
I have mostly used the older version of RBN engine so some of what I say here may not be 100% accurate, but I think the general sentiment still applies. Feel free to correct anything incorrect here.
RBN engine is somewhere between NANE and YoYoYo studio, being a feature heavy engine with lots of pre-made gimmicks and assets. I think the main edge this engine has is the lack of resource tree clutter; it's far easier to find an object I need compared to NANE, where every non-YoYoYo gimmick is stuffed into a cluttered 'new' folder. as others have pointed out, the trigger system is a huge improvement over YoYoYo, and honestly the best trigger system I have seen, although I would have preferred the init being inside a universally usable script, so any object could be activated by triggers out of the box, rather than needing to use trigger spikes and do object-parent shenanigans for anything else. Another great addition is the new god-mode in debug, which has a visual and auditory indicator for when you would have died, which makes testing far more streamlined and its probably my most loved part of this engine. It seriously makes testing so much easier.
It still comes with its quirks, though. The sprite skin system uses a script to draw the spike/fruit/etc sprites for each room which can make simpler visuals easier to achieve if you have a very standard stage-based game. This comes at the cost of being able to easily implement more advanced/varied visuals within a room, and also familiarity. For the average person making a simple needle game, this isn't a real issue.
The biggest issue with the engine, for me, is how much of a headache it can be to change any engine-default assets. The blame isn't entirely on RBN engine here, a lot of it is on YoYoYo engine (5 seperate objects just to handle the title screen + menus, why?), but it still comes into play if you use this engine. Lots of small inconsistencies here and there that make any bigger project somewhat of a pain to manage.
Overall, if you want to make gimmick needle, this is the better place to start over NANE or YoYoYo, but if you
already have a good grasp on gamemaker and want to do something bigger, or maybe just want to learn to use gamemaker better through programming stuff yourself, try a more barebones engine.
no rating because I don't want engines in my ratings, but I'd give it an 8.5/10
[0] Likes
RBN engine is somewhere between NANE and YoYoYo studio, being a feature heavy engine with lots of pre-made gimmicks and assets. I think the main edge this engine has is the lack of resource tree clutter; it's far easier to find an object I need compared to NANE, where every non-YoYoYo gimmick is stuffed into a cluttered 'new' folder. as others have pointed out, the trigger system is a huge improvement over YoYoYo, and honestly the best trigger system I have seen, although I would have preferred the init being inside a universally usable script, so any object could be activated by triggers out of the box, rather than needing to use trigger spikes and do object-parent shenanigans for anything else. Another great addition is the new god-mode in debug, which has a visual and auditory indicator for when you would have died, which makes testing far more streamlined and its probably my most loved part of this engine. It seriously makes testing so much easier.
It still comes with its quirks, though. The sprite skin system uses a script to draw the spike/fruit/etc sprites for each room which can make simpler visuals easier to achieve if you have a very standard stage-based game. This comes at the cost of being able to easily implement more advanced/varied visuals within a room, and also familiarity. For the average person making a simple needle game, this isn't a real issue.
The biggest issue with the engine, for me, is how much of a headache it can be to change any engine-default assets. The blame isn't entirely on RBN engine here, a lot of it is on YoYoYo engine (5 seperate objects just to handle the title screen + menus, why?), but it still comes into play if you use this engine. Lots of small inconsistencies here and there that make any bigger project somewhat of a pain to manage.
Overall, if you want to make gimmick needle, this is the better place to start over NANE or YoYoYo, but if you
already have a good grasp on gamemaker and want to do something bigger, or maybe just want to learn to use gamemaker better through programming stuff yourself, try a more barebones engine.
no rating because I don't want engines in my ratings, but I'd give it an 8.5/10
Rating: N/A
Difficulty: N/A
Nov 24, 2021
cLOUDDEAD
For: dono challenge pack
For: dono challenge pack
The 50 floor stage is fine quit crying
[1] Like
Rating: 8.8 88
Difficulty: 65 65
Nov 8, 2021
cLOUDDEAD
For: Iwanna Vibe
For: Iwanna Vibe
I wanna vibe without the gods
[3] Likes
Rating: N/A
Difficulty: N/A
Oct 21, 2021
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
cLOUDDEAD.btb-RMXS_v82c.NDL | 68.0 | 7.0 | 2 |
I Wanna be the Fluoxetine | 68.1 | 5.3 | 9 |
I wanna fly out of this storm | 61.5 | 7.1 | 28 |
I Wanna Fly Through Vapor Trails | 70.1 | 6.9 | 21 |
I wanna get up, burst into motion, raise my finger say | 68.3 | 7.4 | 6 |
I Wanna Go The DotIris | 65.3 | 5.4 | 5 |
I wanna be the kirlian fumble | 70.5 | 7.9 | 14 |
I Wanna Melancholia | 55.8 | 6.2 | 11 |
I wanna thank a far away in a crimsonstack | 84.0 | 8.4 | 10 |
I wanna まだダメよ | 43.2 | 7.7 | 14 |
39 Favorite Games
171 Cleared Games