makudanmakudanmakudan
deadbeatgames
Creator of
Recent community posts
Brilliant tool. The OpenGL rendering and high-res support make RGM games look quite lovely, and some kind of internal engine magic removes a lot of jank from player movement.
However, RGM Next kinda messes up the enemy settings.
Melee enemies start dealing damage from a pretty far distance, in the OG engine you had to pretty much stand right in front of them to lose HP.
When firing projectiles, enemies act like they are hitscanning and the amount of damage they deal is the one that they would actually do with each tick in the OG RGM (so their max damage is not 40 but like ~5 instead).
On the other hand, hitscan enemies act as they should, but attack based on some kind of timer instead of dealing damage with each tick (maybe that's actually the way the projectile-shooting enemies would act? idk).
I'm sure this is just an unlucky coincidence, because otherwise this thing is PERFECT.