YoYoYo Engine (RBN Edition)

Creator: RedBatNick

Average Rating
9.8 / 10
Average Difficulty
N/A
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Engine (2)

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4 Reviews:

Chatran
This is my go-to engine for fangames in general. It takes what was good about yoyoyo edition (its general comfortability to use to get straight into making) and then adds the stuff that yoyoyo should have had (i.e. an actually functioning trigger system, and a good one at that), and on top of that a lot of very good mechanics are added in (most of NANE and a lot of Morning Dew mechanics). It includes slopes working with 4 directional gravity so it basically warrants such a rating because How

Do note that this probably isn't the best choice if you want to do more with the base of the engine (such as stuff involving menu UIs) since yoyoyo is by no means known for being easy to work with for that, but as a standard engine this is the cream of the crop.

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Rating: 9.6 96       Difficulty: N/A
Nov 22, 2021
cLOUDDEAD
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

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Nov 24, 2021
YaBoiMarcAntony
Chatran has it exactly right, this is your best bet for choice of engine when it comes to studio (this and Verve's, that is). Though several people have told me it's difficult to use this engine if you want to do more with basic objects (particularly the player object), thus meaning it's difficult to use for people more familiar with coding, I don't have that issue seeing as that's a non-issue for me - I can't code!

Anyone can pick this up and make a game and that's the best thing an engine can make happen.

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Rating: 10.0 100       Difficulty: N/A
Nov 22, 2021
ferrarityy
very good?????????

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Nov 22, 2021