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Showing results for tags 'rpg maker mv'.
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So, <removed again>...........was made a few days ago as a community forum for RPG Maker MV, and has a lot of cool features for MV creators, such as sections to advertise and sell their games, a resource section, etc. I figured I should share it here
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In case you missed it, engrave this in your eyes and feel what it's like to watch someone play with MV in front of you. After watching the video though... Feels like Ace lol
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. . .i haven't been able to confirm this. . . . . .it was stated that the Pre-Order will come with bonuses such as. . . . . .Cover Art Package . . .Essentials Set . . .35+ plugins . . .and a Project Converter . . .now, since the STEAM version is far 'cheaper' in my country ( which have 42$ difference from the official site version ), will it come with the same bonuses or will it not?. . .
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http://forums.rpgmakerweb.com/index.php?/topic/45289-rpg-maker-mv-preorder-page-is-live Empty your wallets!
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Should we expect No Black Borders and better preformence than RPGMaker VX ACE?
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Is there going to be functionality built in to allow creators to add additional sprite variants of the actors and monsters to indicate their status, similar to noteworthy RPG's like the final fantasy series where if there is a status effect placed on a character or monster their appearance while change (low health = slumped/on one knee, poisoned = green tint, sleep = eyes closed with cartoon styled "zzzZZZ" bubbles above their heads). Aswell as being able to animate characters for their attacks such as having a class that can use a "jump" attack where they'll leap upwards off the screen and after a full turn will plummet down at the target dealing damage then returning to the parties lineup. Also would it be possible that status effects that last past the battle end could make a visible alteration to the characters sprite in the world like poison tinting them green or blindness dulling the appearance of the map until cured? If these things are going to be possible I may be postponing a lot of the work I'm doing on my current project and keeping it strictly to database editing until this is released so that I can just transfer the values over and start the rest of the work in RMMV instead. On a side not I'm kinda excited that this version is going to be using java instead of ruby as I have a basic knowledge of java already but haven't a clue with ruby.
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Will there be support for sprites that occupy more than one ground tile?
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I'm not sure about everyone else but I myself would love to see someone write a script for .obj format imports. Java scripting should allow for that anyways cuz Minecraft is in Java. I believe that's how it goes? So in the Rpg Maker MV folders just have a 3d section to just drag and drop your models. There is large growing communities of 3d artists. You can even download the latest version of Blender for free at their website. Blender.org and they even have a large group at Facebook. I'm even a 3d modeller. For those who know nothing of how to make 3d models of humans nor monsters, can use programs online for premade models. I know that there are already 3d programs for videogames like Platinum Arts Sandbox but Rpg Maker programs have that simple interface for adjusting character stats and eventing. Rpg Maker 3 had these features but didn't have the imports. Enterbrain may not do this but someone might come along one day. Wouldn't everyone like to have a 3d styled Rpg Maker? What is your all's thoughts? Thanks
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. . .what do you think?. . . . . .with the useful new features, do you think the price will be much more expensive than ACE?. . . . . .and does the new game file format might increase the cost significantly?. . . . . .i'm saving up to buy this, so i need your overseer power on this. . .
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Everyone here is ready for the next RPG maker i am but...... I was just starting to begin learning scripting and now it's going to be javascript and before anyone thinks it (i did) it's Javascript NOT Java oddly they are not the same what do you think about learning to code with it for Scripts Plugins there are now called?
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Do you plan to convert your current project to RPG Maker MV?
Zerbu posted a topic in Editor Support and Discussion
I've only just recently returned to RPG Maker games and don't have a lot to convert, so I'll definitely be starting over in RPG Maker MV. For those who've already been developing for a long time, it'll probably be harder... -
I bought RPGMAKER vxace on the same day that the announcement for mv was released however a few minutes beforehand, is it free to get the upgrade or like refund my VXACE and swap to MV? this is important because I spent my entire allowance of the month on VXACE... help me please
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New maker coming in Winter 2015: RPGMaker MV. Official Release Day: October 23rd. See my latest post for more details about pre-orders. Steam page is now up. Will not natively support Ruby and is unlikely to be compatible with VX/VXAce projects due to new resource specifications and JavaScript-based plugin engine. Information available on the new RMMV: Official Japanese webpage: here. Official English announcement page: here. Official English PV/Trailer: here. Official Japanese PV/Trailer: here. RPGMakerWeb Official Support Thread 1: here. RPGMakerWeb Official Forum Support Thread 2: here. - JavaScript support with HTML5 export options. - Exports to Windows/Mac/Android/iOS (as well as HTML5 for browsers). - Due to "Apple restrictions" iOS packaging/export requires a Mac (confirmed for both English and Japanese versions). - Default resolution 816x624. - Supports 1920x1080 HD resolution. Assumed to require a plugin. Video: here. - Runs in 32-bit. - Database limit for Skills, Items, Weapons, Armor, Enemies and Troops expanded to 2000. Other categories at 1000. - New Plugin Manager system allows installation of .js plugins (possibly replacement for a full script editor). - New sideview battle-system option along with front-view battle system. - Comes with 100 sample maps and a built-in Character Generator. - Event search functionality. - Three map layers, some sort of automation involved (my guess is that, in the tradition of VX and Ace, the layers are not manually selectable). - B-E Map Layers can be layered twice (one over the other). - Touchscreen-input support. - Simultaneous Windows and Mac release. - Releasing in Japan in "Winter 2015". - First four default actors are named Harold (ãƒãƒãƒ«ãƒ‰), Therese (テレーゼ), Marsha (マーシャ) and Lucius (ルã‚ウス). Seems the flavor of the month is apparently HTML. Resource Dimensions (courtesy of Archeia): Battlebacks: 1000x740 Tileset: 48x48 Icons: 32x32 Faces: 144x144 Character: 48x48 SV Battlers: 64x64 Bubbles: 48x48 Windowskin: 192x192 Official System Specifications: Windows: 7, 8, 8.1, 10 (32-bit or 64-bit) or higher MacOS: OSX 10.10 or higher CPU: Intel Core 2 Duo or higher RAM: 2GB or higher HDD Storage: 2GB+ free space Graphics: Compatible OpenGL Display Resolution: 1280x768 or higher The official English page has something about Windows R or OSRX and OpenGLR, but this is a misprinting of the trademark R logo and does not appear on the Japanese site (or rather, the proper logo appears there instead). The Japanese site also mentions an internet connection required for network authentication, but this does not appear on the English page (the English version may or may not require such authentication). Original Post (for the sake of record-keeping):


