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Literally been building up stories and art and just so much to make a game like this for eeeeeever and just happened upon this randomly, only time my phone listening in on everything I say has been for the best, cannot wait for this to be released and just thank you for making it at all, I'm so excited!

So glad to hear that!! Where did you hear about MonMae? The product isn't finished yet (and currently isn't even for public sale), so we aren't running any ads. I'm a but curious :

I was looking around constantly for an engine that seemed fun to use or at least not insanely difficult to use and just happened to stumble on an old ass google link to the kickstarter that i missed by a lot lol. Sorry for late reply, though at least I can finally buy it!

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Purchased it in early January but didn't find the time to look into the engine and the videos tutorials until today and honestly... this engine has EVERYTHING one might need, and the tutorials already available are complete and easy to understand. I've got 0 experience with Gamemaker or coding in general (except for Python solely used in the Ren'Py engine) but this engine is worth way more than every penny. If any of you has any experience with RPG Maker, this is even easier to use and actually lets you do way more. 

Can't wait for what the February public release and/or next update will bring, and thanks to Yanako and all the artists for this gem! It's making a decade-old project go from an unachievable dream to something that feels like playing a game in itself

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Words cannot express how happy reading this comment made me, honestly! I'm so glad to hear that people are saying that this is easier to use than RPG Maker, even at the early stage that the engine is in. I'm so happy that your project has been made possible through my work, I'm really looking forward to seeing your game in the future!

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Hii, call me really eager, but is the current public release for itch still February?  

Yes! That’s correct :) Thank you so much for your patience, I need the public release version to be as good as possible so I’m putting extra love into it!! 

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I only wish I got to back this project on kickstarter🙈 I can't wait to see what you've been working so hard on!

No worries!! Me and the team are really looking forward to the public release, I hope it's everything you're wishing for!

Hi, there is no download option it's not ready? Are there plans to be able to buy it on Steam in the future?

Heyo~ A steam release is unlikely, however itch payments and downloads will return some time in February :)

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Thank you very much for answering!  God bless you :D. By the way, when looking at the tutorial videos of the program in youtube, I realize that Game maker Studio 2 is being used, so is it possible that the game assets are larger than what is shown in the example?

I make large 48x48px sprites for characters, and I would like to know if I can use them in the project

 I hope that soon the full version will be available to buy XD

Yeah~ 48x48 character sprites can certainly be used. The reason we went with GMS2 is to allow for a non-restrictive workflow like this. It's actually really easy to change the graphics to whatever sizes and styles you want, but of course we will soon have tutorial videos for how to do all of this, just so there's no questions of confusion :)

Based engine fr

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MonMae is really good, even in the Beta stage! It's still a bit beyond my understanding, having no experience in code, but I've talked with other users who do have the experience and they're enjoying themselves quite a lot!

Even I've been able to make working rooms and a movable main character already in 3 sittings, which I think speaks volumes. Definitely reccomend keeping an eye out on this one!

Why not integrate text input within the interface?

Hello, if you’re speaking about the Monsters Info editing screen then yes we’ll be incorporating that soon~ The window is more so designed for the moves editor as we can write basic instructions or provide examples of how to use them.

Currently we’re just using the same window for all of the text editing events but we’ll be fixing that in the near future. 

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I more had in mind how it's necessary to open an external editor to change speeches etc...

Yes, we're also gonna add this to the visual editor in the near future, just focusing on other priorities now before moving on to that :)

I tried this out, but unfortunately, it doesn't work for my needs, mainly because of the GameMaker requirement.  I know I tried GameMaker once in the past, but their pricing system and app has gotten a lot worse since then.

Sadly, a key feature of the game idea I had is frequent updates, and due to the fact that GameMaker requires subscriptions to publish anywhere other than Opera's proprietary system, with the subscription prices as high as $79 per month for publishing to console, it's just not practical.

MonMae itself is well-designed, but personally, unless this becomes stand-alone or gets ported to something like Godot, I'm going to have to look elsewhere.

Hello!  As a fellow indie developer, I completely understand your reasoning for this decision. At this time, the price mentioned is too much even for me and my team.  Unfortunately, this is completely out of my control and there is little I can do to combat it unless/until we made a standalone version.

If you want my two cents however, I personally believe that the 80$ a month is reasonable expense for games that are performing well enough to justify porting to multiple consoles. This especially in consideration of the fact that RPGMaker doesn't offer console ports at all, and also when compared to Unity's 187$ per month, per user "Pro" license that is required for console ports, ouch! Additionally, the amount of work me and my team pour into our games for just the PC version is immense, I can't imagine opening up to several other consoles without at least doubling the team size.

Regardless, I'm glad you were at least satisfied with the design of my product, and I hope you can reconsider using MonMae again in the future. Thank you very much for your input!

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If desktop and mobile publishing didn't require a subscription too, I'd probably make the same argument.  I know those are lower-priced, but it could still be problematic with my need for frequent updates.

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A fun Pokemon-like game engine. Montamer captures the feeling of the GBC Pokemon games in a charming editor. It comes with everything you'd need to make your own mon game, as well as the ability to add your own assets or custom code. If you ever wanted to recreate the look and feel of the first two generations of Pokemon, this is exactly what you need.

What are the PC requirements for the program?

Although I highly recommend using Windows 10, and working with a computer that's a bit faster than this to avoid long load times, the Minimum System Requirements are as follows: 

  • OS: Microsoft 64bit Windows 7.
  • Processor: 64bit Intel compatible Dual Core CPU.
  • Memory: 2 GB RAM.
  • Graphics: OpenGL 4-compliant onboard graphics.
  • DirectX: Version 11.
  • Storage: 3 GB available space.

A cute and fun editor that I'm willing to put some effort into trying out!

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I can’t wait to see all the progress. Hopefully at the end, this’ll be exactly what I’ve been looking for! Awesome work so far.

A great mon engine for both beginners and vets of gamemaker alike!

This is a great software that has been very much needed in the community for years.

This tool is a dream come true. After years of imagining what it would be like to create my own game from this genre, while also having no real game making experience, this tool helped me take my first step to actually start my project. Looking forward playing a lot of games created with it!

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So first, I want to say that my review is based on a version just prior to full release.

This toolset is outstanding from top to bottom. Any issues or questions are easily and quickly handled by an active development team that not only seem competent, but happy to interact with their users! The community itself is still growing but even in early stages seems more than happy to assist whenever the devs might be offline.

There are still features being added and worked on, though some are higher priority for the devs than others. The good news is that the toolset is written in a way that if you have a basic understanding of code and are willing to take the time, you can modify the underlying systems any way you need, often with some help and guidance from the community and devs themselves.

Some of the tutorials released for MonMae seem slightly outdated right now, but they are being fixed and updated alongside new ones releasing as features expand. This does mean that currently the learning curve is a little bit steeper right now than it will be in the coming weeks and months. Fortunately, this isn't a major hurdle as MonMae is incredibly forgiving and largely beginner friendly. Most people should be able to drop in, and as long as they have the willpower to sit through a few tutorials and ask a few questions, it shouldn't be unreasonable for them to start seeing progress in just a few hours.

A wonderful alternative to Pokemon essentials that provides incredible flexibility while being easy to learn.

An Incredible to for Monster Catching training game development, can not recommend it enough.

Even through the beta MonMae has fast tracked development on my game immensely. Paid full price and I feel like I have already gotten my money's worth. Beyond stoked on this product already, and can't wait to see where it goes.

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MonMae is the best engine for making Monster Tamer games!

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