Recent posts

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1
RMXP Script Database / Re: [XP] Terrain Step Sound
Last post by KK20 - Today at 01:04:26 pm
Did you try Victor's step sound? It's the first thing that pops up in a google search.
2
RMMZ Script Database / [MZ] DoubleX RMMZ Custom Scrip...
Last post by DoubleX - Today at 10:38:57 am
DoubleX RMMZ Custom Script Calls
Authors: DoubleX
Version: v1.00a
Type: Script Call Add-on
Key Term: Misc Add-on

Purpose
Lets you set new script calls as old ones with some arguments bound

Introduction
*      1. Sometimes, some script calls always have the same argument values
*        used again and again, and defining new script calls as calling old
*        ones with some argument values already defined can be favorable
*      2. With this plugin, you can effectively apply partial applications to
*        script calls without the restrictions of always predefining the
*        first arguments only

Video
[MEDIA=youtube]S8BK_ApNnQw[/MEDIA]

Games using this plugin
None so far

"Parameters": ShowHide

* @param newScriptCalls
* @type struct<NewScriptCall>[]
* @desc Sets the list of new script calls
* They're existing ones with some argument values already set
* @default []


"Prerequisites": ShowHide

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Little RMMZ plugin development proficiency to fully utilize this
  (Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)


"Author Notes": ShowHide

*      1. If multiple new script calls have the same name, the one having the
*        lowest ordering in newScriptCalls will be used
*        (Search tag: Last_In_Duplicate_Script_Calls)
*      2. (Advanced)DON'T REDEFINE EXISTING SCRIPT CALLS UNLESS YOU REALLY
*        KNOW WHAT YOU'RE TRULY DOING


"Terms Of Use": ShowHide

*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*        DoubleX or my aliases. I always reserve the right to deny you from
*        using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*        you shall inform me of these direct repostings. I always reserve
*        the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*        to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*        anymore if you've violated any of the above.


"Instructions": ShowHide

*      1. The default plugin parameters file name is
*        DoubleX_RMMZ_Custom_Script_Calls
*        If you want to change that, you must edit the value of
*        DoubleX_RMMZ.Custom_Script_Calls.PLUGIN_NAME, which must be done
*        via opening this plugin js file directly


"Contributors": ShowHide

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far


"Changelog": ShowHide

*      { codebase: "1.0.2", plugin: "v1.00a" }(2020 Sep 20 GMT 1400):
*      1. 1st version of this plugin finished


Download Link
Demo Link
3
RMXP Script Database / Re: [XP] Terrain Step Sound
Last post by whitespirits - Today at 05:07:19 am
is this avail for vx ace? its the easiest and simplest I can find but I need vx ace
4
General Discussion / Re: What can be done to make R...
Last post by Blizzard - Today at 04:41:05 am
I haven't tried MZ yet, but I can already agree with what a reddit user said:

QuoteFrankly, you listed 29 pretty valid reasons for it to have the score it currently has.

The product has to improve. No way around it.

All in all, that's the point of reviews.
5
General Discussion / Re: What can be done to make R...
Last post by KK20 - September 20, 2020, 05:58:56 pm
Linking to other topics:
https://www.reddit.com/r/RPGMaker/comments/iwgmz9/what_can_be_done_to_make_rmmz_have_overwhelming/
https://forums.rpgmakerweb.com/index.php?threads/what-can-be-done-to-make-rmmz-to-have-overwhelming-positive-reviews.127639/

Echoing what everyone said already, there's nothing they can do other than to wait for time to pass by. MZ really was an underwhelming upgrade over MV as that is what it was designed to be--an upgrade. You really only get value out of it if you skipped MV entirely, which seems to not be the case with the majority of its users.
6
General Discussion / What can be done to make RMMZ ...
Last post by DoubleX - September 20, 2020, 12:08:06 pm
While RMMZ has already released for about a month, the reviews are still mixed(64% positive among 225 reviews), at least according to Steam(I failed to find any other quantified reviews of comparable significance yet).
Although the overall score shows a slight upward trend overall, it still doesn't seem to look good, at least compared to RMMV, where it received 108 positives and 27 negatives, netting a 80% score, with a much more obvious upward trend later on.

The most obvious thing that can be done for those having bought RMMZ via Steam, is to give a positive review with solid reasons, like what I've given quite a while ago :)
But, maybe more can be done to further boost the review scores legitimately, apart from another obvious thing that resource makers can continue to make more and more awesome resources for the community :D

I've also briefly checked the NEGATIVE REVIEWS FROM STEAM, and here are the summary of all the points I've collected(which is by no means exhaustive):
Spoiler: ShowHide

1. The base price of RMMZ is too expensive compared to what it added and improved over RMMV(But they'd be positive for RMMZ if there will be a big sale)
2. RMMZ isn't even RMMVA, but just RMMV 1.7, because everything "new" in RMMZ are already provided by plugins in RMMV
3. RMMZ improved too little from RMMV, meaning that the RM franchise has become trapped in the past
4. The 3D effekseer doesn't work well with the RMMZ animations, because it's a 2D engine
5. The RMMZ RTP is worse than that of RMMV(images are ugly, audios are unpleasant to listen to, etc), and the former isn't compatible with the latter
6. There are still some unnecessarily hardcoded assumptions, like the tileset size still being fixed to 48
7. RMMZ doesn't work well when the screen size isn't 816 * 624(1280 * 720 can already cause the side view battler sprites to be mis-positioned to the left of the screen), like, ugly scaling of battler sprites
8. The RMMZ character generator still sucks so hard that the generated adults look like kids
9. There's no way to make porting RMMV animations to RMMZ an easy, simple and small task, because of effekseer
10. RMMZ still doesn't make good use of multiple CPU cores nor the GPU, causing inferior performance even with the Pixi v5 upgrades and other performance optimizations over RMMV
11. RMMZ only lets you use 4 map layers, which is far from being enough
12. The hardcoded limit of 2000 items per database type isn't high enough
13. The sprites are still hardcoded to using 3 frame per action
14. There's no way to make exporting to mobile platforms an easy, simple and small task, when RMMZ is advertised for optimized for such platforms
15. Many features that are provided by RMMZ plugins should've been done by RMMZ itself
16. The audio loading still isn't optimized in RMMZ, causing large audio files to have too long to load(and this issue already exists in RMMV and is well-known by the community for years)
17. The amount of resources including by the RTP still isn't large enough, and should've been much, much larger
18. While this engine advertise itself as easy enough for a child, it's not the case when you've to learn effekseer, which is a must to use RMMZ
19. An exported project can be as big as way more than 200MB in RMMZ, while similar projects in RMMV would've been just around 50MB, and 50MB is already too much
20. Sometimes the engine can just suddenly crash, like when clicking edit on a show text event, causing unexpected loss of progresses
21. The default RMMZ JavaScript codebase is so poorly-documented that documentation there is effectively nonexistent
22. The RMMZ is obviously very, very unpolished and just rushed for launch, and the current state of RMMZ is clearly an incomplete product
23. In general, the RMMZ plugins aren't as generous as the RMMV counterparts, because of the pricing, terms of use, and source code accessibility, and RMMZ is nothing without plugins
24. Enemy skill animations aren't displayed in front view battles
25. The battler sprites aren't animated enough, and they're behaving like static ones(no shadows, floating motions, etc)
26. RMMZ just isn't worth it before it has as many plugins as that of RMMV
27. Many improvements in RMMZ should've been implemented in RMMV
28. RMMZ should let you use either effekseer or the traditional RMMV like animations
29. The RM franchise has been working in the form of buying the engine with the use of many scripts/plugins from the same scripter/plugin developer(without him/her RM would be nothing), with tweaks of those scripts/plugins made, and some other scripts/plugins(that are compatible to those made by that particular scripter/plugin developer) from the other scripters/plugin developers to make games, but this formula no longer works in RMMZ, because of the successor of that particular scripter/plugin developers start making closed-source plugins in RMMZ(and some of them are paid too)

Please note that I'm just trying to summarize the points I've collected from negative Steam reviews, and it has nothing to do with whether I agree or disagree with any of them.

So, I'd like to open this post to collect ideas on some possible ways to make RMMZ to have overwhelming positive reviews, and this doesn't have to be limited to Steam, because I think later on there will be some other quantified reviews of comparable significance ;)
7
RMMZ Script Database / [MZ] DoubleX RMMZ Auto Battle ...
Last post by DoubleX - September 14, 2020, 06:12:42 am
DoubleX RMMZ Auto Battle Command
Authors: DoubleX
Version: v1.00a
Type: Auto Battle Command Add-on
Key Term: Battle Add-on

Purpose
Adds a party command to add an autobattle state to the party in battles

Video


Games using this plugin
None so far

"Parameters": ShowHide

* @param stateId
* @type number
* @min 1
* @desc Sets the id of the state added by the auto battle command
* All alive members in the party will have this state added
* @default 7
*
* @param text
* @type string
* @desc Sets the auto battle command name
* The command will appear in the party command window
* @default Auto Battle
*
* @param canUse
* @type boolean
* @desc Sets whether the auto battle command can be used
* It'll be checked whenever the party command window's shown
* @default true


"Plugin Commands": ShowHide

*      1. setAutoBattleCmdState stateId
*        - Sets the id of the state added by the auto battle command as
*          stateId
*      2. setAutoBattleCmdText text
*        - Sets auto battle command name as text
*      3. setCanUseAutoBattleCmd canUse
*        - Sets whether the auto battle command can be used as canUse
*        - canUse must be either true or false


"Prerequisites": ShowHide

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Nothing special


"Terms Of Use": ShowHide

*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*        DoubleX or my aliases. I always reserve the right to deny you from
*        using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*        you shall inform me of these direct repostings. I always reserve
*        the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*        to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*        anymore if you've violated any of the above.


"Instructions": ShowHide

*      1. The default plugin parameters file name is
*        DoubleX_RMMZ_Auto_Battle_Command
*        If you want to change that, you must edit the value of
*        DoubleX_RMMZ.Auto_Battle_Command.PLUGIN_NAME, which must be done
*        via opening this plugin js file directly


"Contributors": ShowHide

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far


"Changelog": ShowHide

*      { codebase: "1.0.2", plugin: "v1.00a" }(2020 Sep 14 GMT 0900):
*      1. 1st version of this plugin finished


Download Link
8
RMMZ Script Database / Re: [MZ] DoubleX RMMZ Plugin C...
Last post by DoubleX - September 14, 2020, 02:36:54 am
Updates
*      { codebase: "1.0.2", plugin: "v1.02a" }(2020 Sep 14 GMT 0700):
 *      1. Lets you use text instead of command for plugin command names
 *      2. Lets you use text instead of arg for plugin command argument names
 *      3. Plugin command name collisions across plugins will no longer exist
 *         if newPluginFileCmds is used wisely
 *      4. Explained some applications of newPluginFileCmds
 *      5. Renamed pluginCmds into pluginFileCmds
 *      6. Renamed newPluginCmds into newPluginFileCmds
 *      7. Increased the effectiveness and efficiency when reading plugin
 *         commands from the plugin file contents
 *      8. THIS UPDATE IS A BREAKING CHANGE ON THE PARAMETERS IN THE PLUGIN
 *         MANAGER
9
RMMZ Script Database / Re: [MZ] DoubleX RMMZ Plugin C...
Last post by DoubleX - September 12, 2020, 11:15:17 pm
Updates
*      { codebase: "1.0.0", plugin: "v1.01a" }(2020 Sep 11 GMT 1400):
 *      1. Lets you make some new plugin commands as existing ones with some
 *         argument values already set
 *      2. Fixed the bug to load even inactive plugins and those not in the
 *         plugin manager when the parameter pluginCmds is empty
10
RMMZ Script Database / [MZ] ICF Soft - Params Core
Last post by ICF-Soft - September 11, 2020, 06:53:37 pm
ICF-Soft Params Core
Authors: ICF-Soft
Version: 1.00
Type: Parameters Add-on
Key Term: Misc Add-on

Introduction

This plugin allow to add new full custom params. It's ported from MV and edited to work in MZ.

Features

  • Full new custom level based params with buff/debuff and trait modifiers.
  • Full new custom non-level based params with trait modifiers.
  • Full new custom params that emulates hp, mp and tp counters.
  • More control over BParams, XParams and SParams.
  • Allow to aliasing and/or redefine basic Params.

Screenshots

No screenshot required.

Download

You can downolad from here.
You can find blog entry and check for updates here.
You can also find it in my itch.io profile.

Instructions

On plugin setings you can create these new params and how these work by default. Best explained inside plugins help.

Then everything else works with notetags.

Classes and enemies only:
<NPARAM: NParam Base Grow>

Actors, classes, enemies, weapons, armors and states:
<NDEBUFFRATE: NParam Rate>
<NPARAMPLUS: NParam Plus>
<NPARAMRATE: NParam Rate>
<NPARAMFLAT: NParam Flat>
<PPARAMPLUS: PParam Plus>
<PPARAMRATE: PParam Rate>
<PPARAMFLAT: PParam Flat>
<xPARAMPLUS: XParam Plus>
<XPARAMRATE: XParam Rate>
<XPARAMFLAT: XParam Flat>
<SPARAMPLUS: SParam Plus>
<SPARAMRATE: SParam Rate>
<SPARAMFLAT: SParam Flat>

Skills and items only:
<NBUFF: NParam turns>
<NDEBUFF: NParam turns>
<REMOVE NBUFF: NParam>
<REMOVE NDEBUFF: NParam>
<NPARAM GROW: NParam amount>

A bunch of options to make these params to work as wanted.

Compatibility

No compatibility issues yet.

Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Credits and Thanks

  • ICF-Soft

Author's Notes

For those who want to create params in MZ.
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