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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):

 

New maker, apparently (and likely means VX/Ace will not be receiving any official tools to port to operating systems other than Windows). Before anybody contests the legitimacy of it, the original announcement was made in Famitsu, which happens to be published by Enterbrain themselves. And there's already a huge hype thread on the official site.

 

Any thoughts? Even though it looks like they've recycled RTP from VX/Ace I'm guessing this site probably won't be supporting MV either (or will it?).

 

Being that Ruby doesn't seem to run easily on mobile platforms, it makes me wonder whether they're just going to drop the scripting system entirely or switch to another language.

Edited by Traverse

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What do you mean Ruby doesn't run easily on non-windows platform? First I heard of that. Ruby is perfectly portable. Works great in linux, and with JRuby you can use it with the JVM which is supported by tons and tons of platforms. Would be nice to have a Java/JRuby RPG Maker... would even make android support way easier! Not only that but JRuby can import full Java classes... that would sure be interesting to see what people do with that! Probably not likely to happen though, I doubt they will embrace something that open, despite how incredibly awesome it would be.

Edited by KilloZapit

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Well, like I said, JRuby runs on Java, which is supported by android devices. And there is apparently Ruby interpreters for iOS and other systems too! Ruby is supported on everything it seems.

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Ninjaed!

 

Anyway, the info is also available on ANN.

 

The list of features sounds good to me, but I'll need to know more before deciding to purchase...

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I just hope they finally have the decency to add features that were simply non-existent in VX Ace, like;

 

1. Elemental Absorbtion

 

2. Reverse healing/damage (like a Zombie state)

 

3. Give equipment  auto-states & have unique custom damage formulas & abilities for weapons instead of using the default 'Attack' skill.

 

4. Fix that damn joke of a 'counterattack'. It shouldn't auto-evade & it should target the original attacker, not a random target.

 

5. The battle event system is a joke compared to the mapping events. They need to implement more relevant conditional checks for battles & make a better Enemy Behavior system, like setting actions to a percentage instead of a limited 'priority' system.

 

6. Bring back RM2K3's random generating dungeons (randomizes the map each time you enter it).

 

7. Expand the RTP enemy variety & have a map sprite for each type of enemy! Some of us prefer to have enemies encountered on the map instead of at random (like Lufia 2).

 

8. Perhaps expand the maximum number of maps (999+) as well as the max map size (500x500).

 

9. Vehicle Control! You should be able to decide what kind of tiles your vehicles can/can't cross over, have a option for more vehicles like a land vehicle that's faster (chocobo or a landrover, etc.) & a sub which can go underwater.

 

10. Speaking of underwater, give options to apply 'screen effects' such as waviness (underwater or extreme heat), screen tinting, etc.

 

11. Mode 7 for maps! Please :)

 

12. Menu control! The ability to add or remove commands & decide what they can do, including giving you the option to easily create your own window scenes (like skill trees) without having to deal with scripts.

 

13. Have a 'proper' method for enemies to call for reinforcements in which enemies are placed in 'open spots' on the battlefield (no existing script does this specifically)

 

I'm sure there's more limitations about VX Ace's default engine I could mention but that's all I can think of right now. I know a lot of people would say that most of the things I mentioned could be scripted but the problem with relying on too many scripts is that you'll eventually run into scripting incompatibility from using different scripts made by different scripters, which can limit your options. That's why the more of these features are available by default, the better.

  • Like 1

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There's too much hype about that RM.

Personally I'm totally not interested in that, because I spent many hours on configuring things, and if that new RM will be incompatible with ACE scripts, then I'm not going to lose all my progress to get some functions, that I already have. What is more - the master script list will be empty then. We'll be forced to write scripts on our own or wait, until the script list will be filled again / scripts will be converted to MV.

Of course, I'll love that if it will support these scripts or add a some kind of workaround here.

 

The support for other OS sounds good though, but I'm kinda afraid, that the market will be filled with tons of shiFty JRPG's.

As for now, the RM has kinda bad opinion around other people (who're not making games), because of tons of bad quality games (fan-mahde-gaemes 4 utubears / games with 100% RTP stuff, that's more common than toilet paper in the toilet), and now it will be even worse.

BUT the whole idea is very cool, personally I would make a game for mobile stuff if I could (I'm having an idea for a cool puzzle game) ~ Anyway I'm not using mobile devices for now, but I hope it'll be not as bad as I think.

Edited by Rikifive

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If Ace was any example, scripts will come out very quickly for a new RPG Maker assuming MV doesn't drastically change the program or language. I remembered when I was transitioning from VX I was worried that a lot of the scripts I used before wouldn't be there, but I was completely wrong. If I remember correctly, by a month in there were already hundreds of available scripts to use. I wouldn't be too worried for that reason alone.

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I'm nervous about how different MV will be from Ace, mostly because I've poured too much time and effort into Ace to just to find that there's a new maker now ^^" 

 

I do have to admit I'm looking forward to seeing the new features though! I heard something about dual battle systems (front/side) and new graphics in the RTP, and I always love new graphics XD I definitely want to wait until there's more information before passing judgment, but if they're planning on adding all these new features, I'm pretty sure it's going to be a great maker. All the laments from Ace are going to be improved I think (mapping laments, battle system laments, etc), probably because we raised such a ruckus that they decided to implement those features once and for all ^^"

  • Like 1

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just one thing it consist rgss3 and support all rgss3 scripts....

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<snip>

You know none of this will happen right? They'll add more of the features people have been asking for for the longest time, which is the ability to bring back multi-layered mapping, being able to export to different platforms, and a larger resolution for games. 

 

My main worry is that with all of these new advancements, like more database entries, that people will just inherently use 9999 of each entry, which causes the game to lag incredibly and increase the file size for no reason. If Ace was any indication, if you had 999 of each entry, it DID actually significantly lag the editor when you opened up the database and it even slows down the game in some parts.

Edited by Arin

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The only real reasons I see at face value to switch from VX-Ace to MV would be for the resolution changes, multi-device support and maybe for the three-layered mapping system.

 

I don't see it becoming a big deal for me unless it's easy to port content over to MV. Script compatibility would be the biggest issue I'd imagine there'd be, as there are a lot of commonly used scripts in VX-Ace that would make the transition to the new program much easier.

 

 

 

I'm sure there's more limitations about VX Ace's default engine I could mention but that's all I can think of right now. I know a lot of people would say that most of the things I mentioned could be scripted but the problem with relying on too many scripts is that you'll eventually run into scripting incompatibility from using different scripts made by different scripters, which can limit your options. That's why the more of these features are available by default, the better.

 

I agree having more options is better, especially now that MV is going with the layering system as opposed to letting everything auto-build itself. I used to use an old game editor that had up to about five layers and the system worked pretty nicely. Parallax mapping will still probably be the best way to go but this gives some ease of use for those who don't want to do parallax mapping.

 

Chances are they won't add most of your suggestions though, scripting seems to be the solution to a lot of those problems -- especially for window scenes. I haven't really seen an editor that allows for automatic interface creation without some amount of scripting on the user's end of things. Guess we can only wait and see.

 

 

Anyway, I just wish there'd had been some improvements for VX-Ace as opposed to releasing a whole new editor. Not that resolution and multi-device support is a big game changer for me, but that'd probably the only reason I'd need to use MV.

Edited by CVincent

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Also, for all of those saying that they've put a lot of effort into an Ace project when this was announced...

 

...just remember that this isn't probably going to be localized for about another year and a half. By the time this DOES actually come out, there's a chance no one will care about it any more and just move on to a different engine or just stick with Ace.

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Either way, good for RPGMaker to be releasing a more progressive version (or so it seems to be). And if history or the present has anything to do with it, a community will build up very quickly around it. 

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Who else wants to use this just for the return of layers?

 

I missed them so much, and automatic side-view is pretty awesome as well.

  • Like 2

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I'll probably buy it if I found it better then Ace in some features, but I think I'll although stick with Ace...

Edited by Mak-Star

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So far in MV I liked higher resolution and support for multiple OS. And I'm also curious how side-view will look like!

But as I said, configuring everything from the beginning... It's all of my work...

I have nearly everything prepared and it could be used in multiple projects, but now it'll be kinda useless. =<

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I will absolutely switch to MV if it can support linux and the Ruby support is multi-platform too. Not sure if it will even have scripting really, like I said it's possible and Ruby is well supported on many platforms, but they might just take the easy way out and not have scripting at all.

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I'm with Novem, I really want the 3 layers back. Not having to Parallax Map or use special tilesets for even basic maps is going to be nice. I'm not saying with VX or VXAce that you have to, but...I can't map to save my life. I'm ok with parallaxing but with XP my maps would shine, I looked like I had actual mapping talent

 

One thing I'm worried about though is that the site says maps are 'automatically' three layered, it doesn't say the ABCDE mapping will be changed back....

Edited by Arrpeegeemaker

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I will absolutely switch to MV if it can support linux and the Ruby support is multi-platform too. Not sure if it will even have scripting really, like I said it's possible and Ruby is well supported on many platforms, but they might just take the easy way out and not have scripting at all.

If i may focus your attention on this:

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If i may focus your attention on this:

 

Geez... is yanfly actually getting early access to make it or something? It seems speculative and vague to me. I have not at all seen any information about MV's scripting.

 

Edit: Well, actually I do remember someone talking about it using Ruby 2.0, but I still haven't seen much official info.

Edited by KilloZapit

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