I spent a load of money on the Kickstarter but don't regret it at all, for years I dreamed of a well-made editor to make Mon-games and now it's a reality, look forward to the finished version!
Yes actually, you can have a 160x144 res (same as GBA) but the setting isn't yet in the Visual Editor as an option, but that's a good idea, I certainly should add it. Currently, you just have to go to the square object and set it's value to true and it will be square :)
Yes it's very very possible^^ We are working on creating a couple of demo's (or at least a demo reel) that shows many different types and styles of games that can be made with MonMae, however currently all time is being put into new features and making things easier for the less code-savvy users.
An intermediate user could make a B/W style game quite quickly and easily using MonMae, as swapping out the art is a process that could be done in only a day or two.
I want to ask if there is any plans to have features that say, allow for 2+ type/elements to a monster, adjusting the amount super effective, resisted, and critical hits deal, an ability to change the amount of stats a creature has like a single "Special" stat akin to Pokemon RBY or even just a "Physical" stat, or even to have multiple abilities on monsters? I feel more freedom with stuff like these might make each project made with this stand out a bit more and would be fun to mess with.
You can already adjust the super effective, resisted, and critical hit amounts rather easy. It also wouldn't be too difficult to add 3rd / 4th types to monsters but may be a hassle to adjust the existing UI to match.
Hi, if I understand correctly, it's engine requires additional software, is in fact under gamemaker 2 and not standalone software which is not at all comparable to rpg maker, clearly less easy to use. If this is the case, nothing is really specified on this page, you do not mention it, you do indicate on the other hand "Why pick MonMae over other Engines?" exports to all major console Nintendo Switch, Xbox, PS4, and of course PC, Web, iOS, and Android, but in fact only via gamemaker 2 and its subscription in addition, this engine has nothing to do with it. Afterwards, your system looks pretty good and tempted me, but the description is somewhat misleading and ambiguous as it sounds like real independent software.
Hello! Yes, currently MonMae requires GameMaker as an independent. We do have visual editors and are working towards an end goal of being completely standalone much like RPG Maker, but we’re not quite there yet.
Regardless, thank you for showing your interest in the project. In its current state, I believe it’s a little more suited for beginner to intermediate developers, but we’re hoping to be fully noob friendly within a few months :) Developement is quite slow with only a single programmer but we’re sure doing our best!
If you have any doubts about MonMae, please watch some of the tutorial videos linked on the page or reach out to me again, thank you!!
Hello! I have updated the page. Up until now I had this information in the download and install instructions, however I didn't realize until today that those instructions weren't visible to non-owners of the product, I hope it's more clear now!! Thanks again :)
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!
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
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!
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!!
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 :)
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!
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.
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!
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.
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.
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:
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!
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.
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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I spent a load of money on the Kickstarter but don't regret it at all, for years I dreamed of a well-made editor to make Mon-games and now it's a reality, look forward to the finished version!
I am buying this as soon as I have a stable amount of money, it's always been my dream to make my own pokemon like game.
So glad to hear that! Do be sure to check out the tutorials and join our discord servers, we will be glad to assist and direct you! ^^
oh yeah one more thing, is there an option to make the screen square to get that authentic gameboy feel?
Yes actually, you can have a 160x144 res (same as GBA) but the setting isn't yet in the Visual Editor as an option, but that's a good idea, I certainly should add it. Currently, you just have to go to the square object and set it's value to true and it will be square :)
I absolutely love the colour scheme you have used for this!
Thank you so much!!! Took a really long time to choose the colors and work out the style but yeah, I'm really happy with it!
Does it support higher fidelity/quality pixel art? For example, something that looks closer to B/W sprites and tiles?
Yes it's very very possible^^ We are working on creating a couple of demo's (or at least a demo reel) that shows many different types and styles of games that can be made with MonMae, however currently all time is being put into new features and making things easier for the less code-savvy users.
An intermediate user could make a B/W style game quite quickly and easily using MonMae, as swapping out the art is a process that could be done in only a day or two.
This looks really good! I have no money, but I'd be down to try this out when I get the chance!
what language is the engine written in
It's written in GML, GameMaker language~
I want to ask if there is any plans to have features that say, allow for 2+ type/elements to a monster, adjusting the amount super effective, resisted, and critical hits deal, an ability to change the amount of stats a creature has like a single "Special" stat akin to Pokemon RBY or even just a "Physical" stat, or even to have multiple abilities on monsters? I feel more freedom with stuff like these might make each project made with this stand out a bit more and would be fun to mess with.
You can already adjust the super effective, resisted, and critical hit amounts rather easy. It also wouldn't be too difficult to add 3rd / 4th types to monsters but may be a hassle to adjust the existing UI to match.
I don't own this yet, but it looks amazing! do all the creatures have overworld sprites as well?
Yes they do! You can see them from the videos, they're also used in the menu's like party menu for example.
Hello! Yes, currently MonMae requires GameMaker as an independent. We do have visual editors and are working towards an end goal of being completely standalone much like RPG Maker, but we’re not quite there yet.
Regardless, thank you for showing your interest in the project. In its current state, I believe it’s a little more suited for beginner to intermediate developers, but we’re hoping to be fully noob friendly within a few months :) Developement is quite slow with only a single programmer but we’re sure doing our best!
If you have any doubts about MonMae, please watch some of the tutorial videos linked on the page or reach out to me again, thank you!!
Hello! I have updated the page. Up until now I had this information in the download and install instructions, however I didn't realize until today that those instructions weren't visible to non-owners of the product, I hope it's more clear now!! Thanks again :)
Thank you so much for your hard work!
can't wait for release, literally my dream come true◝(⁰▿⁰)◜
So glad to hear that :D Working real hard on it!!
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!
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
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!
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!!
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 :)
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
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.
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!
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.
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:
A cute and fun editor that I'm willing to put some effort into trying out!
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!
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.
MonMae is the best engine for making Monster Tamer games!