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Found 844 results

  1. Whyyyyy are the default characters still one tile tall and not two like RM XP or even 3 like Chrono Trigger featured? The default RTP tilesets needed a way bigger overhaul in my opinion. Sure, the higher resolution is nice along with the other features, but the art is so disappointing.
  2. Tsukihime

    MV Preview

    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
  3. . . .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. . .
  4. The reason I'm asking this is, if you've ever had characters approach or go past level 40, the exp table starts to get really odd due to the algorithms used to compute it. This has been the case since XP, to best of my knowledge (2k and 2k3 had a different way of handling it). After about level 32-35, you'll notice a significant slowdown in the extra experience needed to gain the next level, and by about level 40, even at the highest exp curves, the TNL only climbs by about ~1-2k per level. Now, in regular VX, the formula was easy enough to find and edit (although the actual results could be unpredictable, at best, without extensive testing), and in VX Ace, we've had several options, such as the exp table that I requested here several years ago, and Tsukihime's script that links to an Excel file, among others. Obviously, MV isn't out for another 8 days at this point, but do you think that it'd be relatively simple to construct the template for a table like it was for people in ACE?
  5. These forums seem rather geared towards one maker (from what I have seen, please correct me if I am wrong) will these forums get a new section for Rpg Maker MV and a section for Javascript help?
  6. When Rpgs are made and people see default tile sets they cringe. (the players do) but with the advancement of parallax mapping and what not will you use the default tiles sets? For those of us who pre ordered, will you use the bonus content? I know I will be for parallaxing because its new and shiny and there wont be 100+ rpgs with default RTP used.
  7. Does RPGMaker MV support Windows XP?
  8. Hello there, I've been working on a 2d character generator in photoshop that works with RPG Maker VX Ace's specifications for charsets. I'm wondering if this will also work in RPG Maker MV the same way? Here is a sample of the work: It would be extremely disappointing to me if it wasn't able to support this...and I might have to move on to Game Maker instead that would mean...or just release the game for PC only, which would be extremely disappointing, the way the gaming market is today. Also, I had to make a plugin to run VLC movies in RPG Maker VX Ace, and I'm wondering whether or not I would have to implement that within RPG Maker MV...although I'd assume it's just better to stick with low resolution movies at that point (running it on phones and the like). Thanks ahead of time for any answers you can give. I am kind of excited for RPG Maker MV, but I'm on the fence about whether or not to get it at this point because of this. : /
  9. Wrote an article on the topic after doing some looking around at alternative 2D game engines. You can read it here: http://himeworks.com/2015/10/is-rpg-maker-mv-over-priced/ Thoughts? Any engines that you would like to suggest to the list? Should all companies offer their engines for free like Unity and Unreal?
  10. Traverse

    RPGMaker MV

    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 (ルキウス). 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):
  11. Hey everyone. Since the release of MV is approaching quickly I figured I'd dig into things to see just what kind of flaws there are for developing commercially with MV and what people should avoid/or be doing as best practices to keep their resources safe. I've talked to a bunch of people in the community who have thought that their resources are easily kept safe from potential threats such as rippers who will take their resources and claim/use it as their own. Some people who have posted songs on Soundcloud but make it exclusive with no download link had no idea that their music could easily be stolen through a very simple method using Google Chrome's built-in features. So you may be wondering how this all ties together.. Well, since browser based games in MV stream resources in you are actually getting all of the data as if it were regular files. It's not encrypted and you can easily download resources straight from your browser. My concern is mostly that people who make games commercially may either embrace or ignore the usage of browser-based RPGs and focus primarily on the mobile market. If it's so easy to steal content then it may in fact be really difficult for people to reliably keep demos of their game safe from people who want to use their resources without permission. So there are a lot of issues that I would assume not many people would have looked into which is why I made this post to keep people aware. Your content is never safe, even if you encrypt it. You will need to actively protect your work and make sure that you take action if someone is using your content without your permission. Commercial developers should probably not host their ENTIRE game on a browser page and instead perhaps allow customers to download the game using a code or something like that. Aside from that you could really do some cool things to get people interested in your commercial projects if you have your own website. I personally would only release full games in browsers if they were non-commercial. Be aware of what you're doing when you develop a game using MV and have custom resources you want to keep for yourself. If you thought it was easy for people to rip resources from games before, imagine how much more easy it will be now.
  12. 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
  13. . . .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?. . .
  14. http://forums.rpgmakerweb.com/index.php?/topic/45289-rpg-maker-mv-preorder-page-is-live Empty your wallets!
  15. Should we expect No Black Borders and better preformence than RPGMaker VX ACE?
  16. 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.
  17. 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
  18. Thejaxinator

    Javascript?

    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?
  19. 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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