Author Topic: RPG Maker MV  (Read 9516 times)

Offline winkio

  • Epiq
  • Administrator
  • Guardian of Chaos
  • *****
  • Posts: 4506
  • LV: 199
  • Gender: Male
  • I am lying.
    • View Profile
Re: RPG Maker MV
« Reply #20 on: October 01, 2015, 02:07:24 AM »
Noooo, don't preorder.  Wait until it comes out, make sure it's worth getting, then buy it.  There's no reason to preorder software, it's not like the server is going to run out of downloads.

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #21 on: October 01, 2015, 02:22:15 AM »
Which is why they entice us with a 10% discount.
TOTES WURTH RYT??



(click to show/hide)
NNID: KK20-CP

Offline G_G

  • Green Gmod Game_Guy AKA G4 AKA hyper-G AKA G-force
  • Global Moderator
  • Chaos Ultimate
  • ****
  • Posts: 6585
  • LV: 407
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #22 on: October 01, 2015, 06:23:41 AM »
I mean, JavaScript isn't that terrible. It's fun to work with and I've been tinkering with Game Maker past couple of months, which has an even more limited programming language, so it'll be a bit refreshing going back to something that doesn't make you work with data structures like so:
Code: [Select]
var sampleArray = ds_list_create();
ds_list_add(sampleArray, val1, val2, val3, etc...);
var value = ds_list_find_value(sampleArray, index);

I mean, the VX UI and art style is still there, but they did bring back 3 layer mapping. And the fact that all the hidden scripts are basically no longer hidden is really cool. Can't wait to see some of the tilemap scripts and modifications that are going to come out. The plugin system looks promising as well. Sure they're just scripts, but from the screenshot I saw, it makes it look like scripts are going to be way easier to configure for the end user.

(click to show/hide)

Also, given the price tag, it's not a bad price considering it exports to multiple platforms. I mean, look at the price for Game Maker. Each export module is a bit pricey.

« Last Edit: October 01, 2015, 06:25:44 AM by gameus »

Offline winkio

  • Epiq
  • Administrator
  • Guardian of Chaos
  • *****
  • Posts: 4506
  • LV: 199
  • Gender: Male
  • I am lying.
    • View Profile
Re: RPG Maker MV
« Reply #23 on: October 01, 2015, 06:42:14 AM »
Javascript is an actual scripting language, which is good, but it was designed for interactive webapps, and not for graphics and large game systems.  I'm betting that creating menus and HUDs will be less work compared to ruby, but things like dynamic lighting, battle systems, etc. will be more work.  And there will be a whole new set of interesting performance obstacles, but performance should overall be better.

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #24 on: October 01, 2015, 06:59:46 AM »
I've had my fair share of experiences with Javascript. It definitely was pretty cool at the time since my Ruby knowledge made the transition easier. But then you look at higher level Javascript and all the different ways people do certain things--it becomes nauseating and difficult to follow. Unless you establish some coding principle or standard, working with someone else's Javascript code becomes a huge chore in itself. I've seen too many stories of people complaining how the last employee wrote uncomprehensive code that was impossible to salvage.

Mainly I'm hoping that EB makes a very understandable system and others quickly adopt it. It also worries me if people are going to compress their code and make it a living nightmare to modify.

Also yeah the price is fairly reasonable. It's mainly the preorder thing I was commenting about. The first goal of mine is how can I turn it back into RMXP.
« Last Edit: October 01, 2015, 07:02:09 AM by KK20 »



(click to show/hide)
NNID: KK20-CP

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #25 on: October 12, 2015, 03:29:25 AM »
Just found out that the release date is the 23rd.
Also a bunch of "update" videos on the maker itself. https://www.youtube.com/user/rpgmakerweb/videos

Which makes me wonder...I thought Yanfly was a normal RM scripter like the rest of us? It sounds like they we're a significant role to the engine itself.



(click to show/hide)
NNID: KK20-CP

Offline Spoofus

  • CP's Lovable Turtle
  • Astral Trancist
  • *****
  • Posts: 804
  • LV: 19
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #26 on: October 12, 2015, 04:26:43 AM »
Started to watch the videos, and I too thought that Yanfly was a random person who just happened to make scripts, It was kind of a surprise to me.


My Blog site I am working on: http://spoofus.weebly.com/

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #27 on: October 14, 2015, 12:22:00 AM »
FAQ video: https://www.youtube.com/watch?v=_6l1gTBShRg

lol at the 3D question.

On another note, there's a new event command called "Plugin Command" that, you guessed it, does a one-line script call to the plugins. You can't use "Script" to do plugin calls.

I know the first thing I'm going to write...



(click to show/hide)
NNID: KK20-CP

Offline Zexion

  • Addicted to LoL
  • Chaos User
  • ******
  • Posts: 1509
  • LV: 69
  • Gender: Male
  • My anaconda don't...jk it does
    • View Profile
Re: RPG Maker MV
« Reply #28 on: October 14, 2015, 12:46:55 AM »
From what I've read on the rpgweb forums (or one of those official enterbrain forums) it seems that a lot of the engine developers are an active part of the community.

Offline Blizzard

  • This sexy
  • Administrator
  • has over 9000 posts
  • *****
  • Posts: 19905
  • LV: 642
  • Gender: Male
  • Magic midgets.
    • View Profile
    • You're already on it. (-_-')
Re: RPG Maker MV
« Reply #29 on: October 14, 2015, 08:55:11 AM »
Lol, at the CBS questions.
Check out Daygames and our games:

King of Booze      King of Booze: Never Ever      Pet Bots
Drinking Game for Android      Never have I ever for Android      Pet Bots for Android
Drinking Game for iOS      Never have I ever for iOS      Pet Bots for iOS
Drinking Game on Steam


Quote from: winkio
I do not speak to bricks, either as individuals or in wall form.

Quote from: Barney Stinson
When I get sad, I stop being sad and be awesome instead. True story.

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #30 on: October 16, 2015, 06:42:39 AM »
More FAQ videos (even addresses the relationship between EB and Yanfly). It seems to be a daily thing, so go ahead and post questions in hopes they will be answered in the next video: https://www.youtube.com/watch?v=2iebcy0oV_4
One of the questions asked for Aluxes to return, but he is "not liked". They're also stupid biased and prefer VX over XP.

Also, Yanfly has some videos of the plugins they provided. https://www.youtube.com/channel/UCxqti0F9VuiSWyqznaua_zA/videos
Definitely liking the battle engine as you have more control of the animations and battler sprites. It's just a shame the shit is so complicated to configure.

By the way, the multi-layer mapping is not like XP at all (i.e. devoted buttons to draw whatever tile you want on one of three layers). It's still very similar to VX/A's way of mapping where some autotiles are always the ground layer, another set of autotiles are the mid layer, and the tilesets are the upper layer. No priority setting (remember the star with a range of 0-5 in XP? It's still just a single star). And I think you still can't do an unlimited sized tileset graphic either. Super gross.

Still no word yet of a trial or lite version.



(click to show/hide)
NNID: KK20-CP

Offline G_G

  • Green Gmod Game_Guy AKA G4 AKA hyper-G AKA G-force
  • Global Moderator
  • Chaos Ultimate
  • ****
  • Posts: 6585
  • LV: 407
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #31 on: October 16, 2015, 11:58:57 AM »
Well, if we have access to the spritemap, the first plugin I wanted to look into doing seriously is one that lets you use maps from Tiled, which, you guessed it, lets you have as many layers as possible and a lot more freedom with layers, autotiles, etc.. Obviously the more layers someone decides to use the more lag you might encounter, but definitely going to look into it.

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #32 on: October 16, 2015, 09:52:28 PM »
Some google searches already have posts saying TileD can be used already without a plugin. Not sure on the specifics, but that's what it sounds like.

But yeah, I want to screw around with the tilemap code badly. :D



(click to show/hide)
NNID: KK20-CP

Offline G_G

  • Green Gmod Game_Guy AKA G4 AKA hyper-G AKA G-force
  • Global Moderator
  • Chaos Ultimate
  • ****
  • Posts: 6585
  • LV: 407
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #33 on: October 17, 2015, 12:00:41 AM »
If tiled works out of the box I'm so fucking stoked. That is by far the best tile editor I've ever worked with.

Offline Spoofus

  • CP's Lovable Turtle
  • Astral Trancist
  • *****
  • Posts: 804
  • LV: 19
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #34 on: October 17, 2015, 05:48:32 AM »
Welp I got it pre-ordered my self now, curse you enterbrain for taunting me with this.

I actually can't wait to see what scripters come up with for this, I bet we will see some crazy stuff.


My Blog site I am working on: http://spoofus.weebly.com/

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #35 on: October 17, 2015, 05:54:15 AM »
I can already imagine someone trying to make a platformer with the side-view sprites. I just want to see what the scripting looks like--if they really claim it's structured similarly to the past Ruby variants.



(click to show/hide)
NNID: KK20-CP

Offline Spoofus

  • CP's Lovable Turtle
  • Astral Trancist
  • *****
  • Posts: 804
  • LV: 19
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #36 on: October 17, 2015, 06:22:54 AM »
Well when I pre-ordered it, I thought i was getting the Broforce 4-pack, but didnt pay attention until i checked the confirmation email, and realized what i did...Man i felt stupid, and just decided to let it slide.

and I bet if there is a side-view platformer, you could actually make a metroidvanina style game. WOOTS!


My Blog site I am working on: http://spoofus.weebly.com/

Offline syldocaine

  • Awakened Visionist
  • **
  • Posts: 59
  • LV: 1
    • View Profile
Re: RPG Maker MV
« Reply #37 on: October 17, 2015, 05:59:58 PM »

By the way, the multi-layer mapping is not like XP at all (i.e. devoted buttons to draw whatever tile you want on one of three layers). It's still very similar to VX/A's way of mapping where some autotiles are always the ground layer, another set of autotiles are the mid layer, and the tilesets are the upper layer. No priority setting (remember the star with a range of 0-5 in XP? It's still just a single star). And I think you still can't do an unlimited sized tileset graphic either. Super gross.

Still no word yet of a trial or lite version.

Damn, that sucks.
Another reason to remain with the good old RMXP.

For me there is still too much VX in the MV.
They finally had the chance to improve...but nvm.

ARC has to come :D

Offline KK20

  • Master Scripter Fixer
  • Global Moderator
  • Lexima Warrior
  • ****
  • Posts: 2946
  • LV: 368
  • Gender: Male
  • Bringer of Salt
    • View Profile
Re: RPG Maker MV
« Reply #38 on: October 17, 2015, 08:10:15 PM »
Someone will find a way to change mapping for the better. Don't shoot your hopes down yet.



(click to show/hide)
NNID: KK20-CP

Offline G_G

  • Green Gmod Game_Guy AKA G4 AKA hyper-G AKA G-force
  • Global Moderator
  • Chaos Ultimate
  • ****
  • Posts: 6585
  • LV: 407
  • Gender: Male
    • View Profile
Re: RPG Maker MV
« Reply #39 on: October 17, 2015, 08:35:52 PM »
Right. I mean, if anything, we can always rewrite XP's tilemap in MV, allowing us to use the tilesets and map files from XP. There's going to be a lot more possibilities with the tilemap code open to us for the first time.