Gui 61 Posted August 14, 2015 You know, I was thinking, I really hope that the RTP for MV contains a wider variety of resources than the past RPG Maker's. There are more time periods for games to be set in than just the middle ages, so I'd appreciate it if Enterbrain didn't hold all modern/sci-fi resources just for Resource Packs like they usually do (and those resource packs never really have quite enough anyways). I know it probably won't happen but I'd sure appreciate it. I agree. Most of the resource packs aren't even that of a great resource as it isn't complete at all. Enterbrain should consider that not all users of the tool would like to make a medieval rpg, so they should have a bonus whether which RTP to use or resource to add. Just like how Unity handles their assets. They should live in their time IMO, and open some sort of marketplace where users will be able to propose their own ressources to sell while Enterbrain retains a percentage on the sales, like Epic now does with modders ressources for the Unreal Engine 4: this means plenty of money to grab for everyone and a lot more of happy customers because of more ressources available. 2 Share this post Link to post Share on other sites
Fhizban 96 Posted August 14, 2015 +1 to what Gui said. This would really bring stock resources to a whole new level and keep it alive for years to come. Share this post Link to post Share on other sites
Traverse 144 Posted August 14, 2015 You know, I was thinking, I really hope that the RTP for MV contains a wider variety of resources than the past RPG Maker's. Now why would they do that when they can just split it up into DLC/resource expansion packs and sell them separately for more profit? Enterbrain/Degica aren't charities. If they can make more profit by selling their product in a particular way, they will. That's just how businesses work. In any case, I doubt they even have more to sell judging from the screenshots of apparently VX/Ace-era-based tiles and the fact they're trying to push out RMMV by winter this year. Even with VX/Ace, most of the additional resources came from third-party sellers. No point holding your breath. I'd rather pay 30 dollars for a complete pack instead of the 5-10 dollars that most of their resource packs are that don't contain enough resources to create a whole game. So I see this is how much value people ascribe to a whole game's graphical resources these days. Thirty dollars. I guess those Kickstarter projects asking for hundreds of smackers to invest in their graphics really were trying to pump the innocent masses for all they were worth, eh? After all, they must be idiots if they're paying more than thirty dollars for all their graphics, especially at the kind of quality they're getting . Once again, remember that most of those 5-10 dollar packs are third-party, not made by Enterbrain themselves. While I'm not going to make any comments on their quality, at least blame the right people (I think some of them frequent this forum actually). Although if you mean that perhaps Enterbrain needs to hire better quality controllers to supervise the third-party content, that's a different matter. I'm only really curious how scripting will like. I guess it will be better than Ruby right? Is Javascript much harder to learn? Scripting is going to take the form of creating .js files that will apparently be installed via a plugin manager system (I think I've updated the OP with this information). JavaScript is different from Ruby. You'd be trying to compare apples and oranges here. You can eat them both, but you're not going to get the same flavor. Share this post Link to post Share on other sites
+ Novem 344 Posted August 14, 2015 (edited) So I see this is how much value people ascribe to a whole game's graphical resources these days. Thirty dollars. I guess those Kickstarter projects asking for hundreds of smackers to invest in their graphics really were trying to pump the innocent masses for all they were worth, eh? This is RPG Maker. They sell the maker at below the price point of 100 dollars. The resource packs are priced accordingly, and there is a lot more to RPG Maker than just the artistic assets. Thirty dollars is a fairly high price when considering the amount of resources they include in the maker in comparison to the price of the engine itself. It's not like I said I wouldn't pay more, but acting like that isn't a fairly high price when you consider the pricing of their current packs and of the Maker itself is absurd, especially considering the audience. Not everyone who buys RPG Maker is looking to sell their games. This is basically the defacto engine for both people completely new to game design and those just looking to have fun making games. That's the kind of audience you get at this price point and at this level of accessibility. It isn't necessarily a bad thing either. I wouldn't have got into RPG Maker in the first place if those things weren't true. Once again, remember that most of those 5-10 dollar packs are third-party, not made by Enterbrain themselves. While I'm not going to make any comments on their quality, at least blame the right people (I think some of them frequent this forum actually). Although if you mean that perhaps Enterbrain needs to hire better quality controllers to supervise the third-party content, that's a different matter. Enterbrain is selling them so they do take the blame. It doesn't matter whether they are hiring third-parties to make them or not, they are still one-hundred percent responsible for the quality and quantity of resources as long as they are making money off of them. Luckily, the quality of the resources in the packs themselves is fine (some are actually pretty damn good), but what I was saying (in case you're confused) is that I would rather them sell larger and more complete packs for a higher price. There's not enough to work with in most cases. Thirty dollars is just an arbitrary price by the way, I wouldn't read too much into it. Edited August 14, 2015 by Novem 1 Share this post Link to post Share on other sites
Fhizban 96 Posted August 14, 2015 This might be obsolete, but after scannin RPGMakerWeb's facebook site (especially the comments). This is what I found out: JS completely replaces RGSS, so there is no other scripting capability to MV. No hidden classes, it will be possible to change almost everything using JS and plugins. I guess this could be taken as far as plugging AJAX code into MV allowing web access for online games (at least kind of). The tile size is more or less variable. This is supported by the engine. So it can be larger than 48x48 if you want. There is no built-in smooth editor for it, but they state on the facebook site that its possible to manipulate tile size in order to have different resolutions (like 64x64) with a few tricks. The Plugin Manager allows to configure the scripts right inside the editor with parameters the scripter can define. So there is no need to dig into the scripts anymore. release is planned something around Winter 2015 please excuse if this is already known or if the information provided is wrong (im just reading facebook comments) Share this post Link to post Share on other sites
Traverse 144 Posted August 14, 2015 The tile size is more or less variable. This is supported by the engine. So it can be larger than 48x48 if you want. I can find nothing to support this except other people's guesses, so if you could find the post/comment that mentioned it and link it, I'll add it to the OP. Otherwise, the only thing that's been said so far is that the tile size is 48x48, nothing about changing it. Character sprite size is also 48x48, but based on how previous makers handled it, it seems possible that the engine will take different sizes for those. Thirty dollars is a fairly high price when considering the amount of resources they include in the maker in comparison to the price of the engine itself. It's not like I said I wouldn't pay more, but acting like that isn't a fairly high price when you consider the pricing of their current packs and of the Maker itself is absurd, especially considering the audience. Wow wow wow. Consumer conditioning at its finest. You'll probably never want to take a look at the Unity asset store, my good man. Heed my advice and you will be eternally grateful for having avoided a heart attack. Luckily, the quality of the resources in the packs themselves is fine they should at least bump up the quality of their resource packs ....Um. OK. Share this post Link to post Share on other sites
+ Novem 344 Posted August 14, 2015 I don't see the point of talking to you. You're not interested in a constructive decision, you're just interested in talking to me like I'm an inferior moron (especially since you only seem to want to talk about the stuff you disagree with). So instead of taking my comments out of context, you should probably read through the whole thing and realize that was what I meant to say to begin with. I mingled the word quality with quantity, my bad, but this type of rude as hell response isn't necessary. If you're going to correct me when I say something wrong (which happens, I'm not infallible and I've never used engines outside of RPG Maker) there are far better ways to do it. 2 Share this post Link to post Share on other sites
Fhizban 96 Posted August 14, 2015 @Traverse: Take a look here: https://www.facebook.com/RPGMakerWeb/photos/pb.144301368938537.-2207520000.1439556450./887462487955751/?type=1&theater The comment of the Plugin Manager Window Screen, then the comment by Justin Beard - take a look at RPGMaker Web's answers: "Higher Definition AND Resolution is supported. You would need a plugin but we guarantee it. One of our beta testers was so excited to play her RM game in 1920x1080." Emphasis on the first two statements. It does both! It can scale and play for a bigger area. Emphasis on the first statement (bigger play area as well as bigger resolution). Well, no word about bigger tiles. That was a question by Justin Beard and answered in a rather generalized manner by RPGMaker Web. Share this post Link to post Share on other sites
Traverse 144 Posted August 14, 2015 (edited) @Novem Better is a matter of opinion. I'm going to use my "better" judgment and give you the benefit of the doubt when you say you mistyped "bump up the quantity" as "bump up the quality". But if we're talking about correcting you, thirty dollars cannot both be "a fairly high price when you consider the pricing of their current packs and of the Maker itself" AND "just an arbitrary price". My takeaway from your post was that you would prefer Enterbrain to provide a bigger, "more complete pack" of resources at about a thirty dollar price range. There's nothing wrong with that in and of itself and I have a feeling that you're not the only one who would like that. Credit given where credit due - Enterbrain has very successfully managed to train many people into accepting that they can acquire a huge selection of game resources at that price. It's just that I myself have grievous doubts about the commercial viability of selling resource packs big enough for whole games at a $30 dollar price point. If I misinterpreted your post and you really mean something else, you are of course free to correct me too. And why yes, I do tend to address points I disagree with more than the ones with which I agree. I personally feel more of the time that makes for a more constructive discussion than simply parroting assent. We'll have to agree to disagree about that. @Fhizban I'm pretty sure that was talking about the screen resolution, not the tile pixel size. That wouldn't make sense, because tile size is generally not referred to by "resolution". Edited August 14, 2015 by Traverse Share this post Link to post Share on other sites
Fhizban 96 Posted August 16, 2015 This thread supports the tile size thesis, but its not official :-( http://forums.rpgmakerweb.com/index.php?/topic/43417-32x32-16x16-48x48-how-will-they-all-work-together-in-the-new-rpg-making-environment/ Share this post Link to post Share on other sites
Traverse 144 Posted August 16, 2015 (edited) I've been following that thread too, and I'm fairly certain GrandmaDeb isn't a beta tester/insider for RMMV judging from what she's posted. Which makes the whole thing just speculation. Besides, if you read the OP carefully, it says: Until then we are in a stew of speculation, but one thing we do know if that MV seems to be able to accomodate in some plug-in kind of way either 16x16, 32x32 or 48x48 tiles. Which actually works AGAINST the tile size thesis and means that whatever capability RMMV may have to utilize tile sizes other than 48x48, it wouldn't be native to the engine and would, at best, be coming from some external plugin. If there is no native capability to change the tile size, I highly doubt it would be particularly practical to do even with plugins; you would need to be using a whole separate map editor from what comes with the engine, in which case you might as well be parallax mapping. Edited August 16, 2015 by Traverse Share this post Link to post Share on other sites
Rukiri 28 Posted August 18, 2015 I've been following that thread too, and I'm fairly certain GrandmaDeb isn't a beta tester/insider for RMMV judging from what she's posted. Which makes the whole thing just speculation. Besides, if you read the OP carefully, it says: Until then we are in a stew of speculation, but one thing we do know if that MV seems to be able to accomodate in some plug-in kind of way either 16x16, 32x32 or 48x48 tiles. Which actually works AGAINST the tile size thesis and means that whatever capability RMMV may have to utilize tile sizes other than 48x48, it wouldn't be native to the engine and would, at best, be coming from some external plugin. If there is no native capability to change the tile size, I highly doubt it would be particularly practical to do even with plugins; you would need to be using a whole separate map editor from what comes with the engine, in which case you might as well be parallax mapping. Everything seems to be done in javascript, and I've been hearing talks about TileD support which actually is far better than any map editor that RPG Maker has come with, XP being the best. I'm more or less happy they're finally using a proper language for game development... C#, Lua, or Pythom would have been better choices though IMHO. Share this post Link to post Share on other sites
KunLibertad 23 Posted August 18, 2015 i hope we can use our favorite IDE to develop our scritps! Share this post Link to post Share on other sites
amerk 1,122 Posted August 21, 2015 To comments about resources, DLC, and the RTP. Probably one of the biggest issues I have with the DLC, as good as they are, is that very few work well with each other, and quite often miss out on other features, like sprites and battlers to accompany the set. That said, I do think the quality has been pretty decent, and some of the artists are doing add-on packs now to their older material, so that helps. If EB wanted to sell an RTP pack separate from the maker, I would be all for it, since not everybody will want it anyways, and that way they could take extra time and effort to add content and quality, but people at RMW said EB has a hard time finding artists and composers willing to do it. Lunarea and Celianna would do great with the RTP, for example, but they don't like working with deadlines in mind, and would probably reject such an offer. 2 Share this post Link to post Share on other sites
alberthk 4 Posted August 21, 2015 . . .HTML5 export option?. . . . . .like you can export the game into a web-based game?. . . Share this post Link to post Share on other sites
Nocturnic 7 Posted August 22, 2015 . . .HTML5 export option?. . . . . .like you can export the game into a web-based game?. . . Pretty much, and if my sources are right; you could even likely export the game onto Linux as well. Share this post Link to post Share on other sites
Jeanne d'Ys 166 Posted August 22, 2015 I'm actually quite hyped for this! I remember when I was iffy to move on to Ace because my RMVX projects had stuck up in me, but I didn't feel bad about it! As for MV, if I were to purchase it, I'll probably go dual-engine with MV and Ace XD . . .HTML5 export option?. . . . . .like you can export the game into a web-based game?. . . Pretty much, and if my sources are right; you could even likely export the game onto Linux as well. Wowowow, export to Linux? Now that sounds interesting... :9 Also, hi Seto. Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 22, 2015 If MV would allow developers to easily make local-coop games then my life would be complete. Share this post Link to post Share on other sites
woratana 5 Posted August 22, 2015 (edited) I'm really excited now that RPG Maker MV will use JS instead of old Ruby script. However, if RPG Maker MV will use HTML5 & JS to play on mobile, I'm a little bit worried about the performance. From my past experience, HTML5 games didn't run well on slow Android Edited August 22, 2015 by woratana Share this post Link to post Share on other sites
amerk 1,122 Posted August 23, 2015 Personally, I'm not all that hyped myself for getting it myself, at least from a developer's perspective, mainly because I haven't had much time to make the games I've wanted over the past couple years. But about all I ever do is play RPG Maker games, so from a gamer's perspective, this can be a great thing. I've been craving some RM games on the Android, since a large chunk of my life is on the go. 1 Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 23, 2015 Personally, I'm not all that hyped myself for getting it myself, at least from a developer's perspective, mainly because I haven't had much time to make the games I've wanted over the past couple years. But about all I ever do is play RPG Maker games, so from a gamer's perspective, this can be a great thing. I've been craving some RM games on the Android, since a large chunk of my life is on the go. Same as me, I'm completely not interested in acquiring MV, I simply don't see a point for this ATM, since it doesn't make any bigger difference. Just some little improvements, where most of them can be achieved in Ace by scripts. The only 'worth' thing so far is supporting multiple OS. Share this post Link to post Share on other sites
Animebryan 139 Posted August 23, 2015 (edited) Personally, I'm not all that hyped myself for getting it myself, at least from a developer's perspective, mainly because I haven't had much time to make the games I've wanted over the past couple years. But about all I ever do is play RPG Maker games, so from a gamer's perspective, this can be a great thing. I've been craving some RM games on the Android, since a large chunk of my life is on the go. Same as me, I'm completely not interested in acquiring MV, I simply don't see a point for this ATM, since it doesn't make any bigger difference. Just some little improvements, where most of them can be achieved in Ace by scripts. The only 'worth' thing so far is supporting multiple OS. But what about the higher resolution? That can't be done 'properly' with just scripts. Not only that, but there might be a few limitations that might of been dealt with in this new version, like better battle event conditional checks or bigger stat range (VX Ace's enemy Max HP was 999,999. You should be able to give super bosses more than that, like up to 10 mil). What I'm wondering is how much is it going to cost. If the price is too steep (I'm thinking around $120 initially) then they're not gonna get as many sales as they were hoping for. But then again, it's probably going to be released around Christmas, so they might start off with a reduced sale price at first. Anyway, I'm just interested to see a new RM that has far fewer limitations than the current one (due to 'no more hidden classes'). Edited August 23, 2015 by Animebryan Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 23, 2015 (edited) But what about the higher resolution? That can't be done 'properly' with just scripts. Not only that, but there might be a few limitations that might of been dealt with in this new version, like better battle event conditional checks or bigger stat range (VX Ace's enemy Max HP was 999,999. You should be able to give super bosses more than that, like up to 10 mil). What I'm wondering is how much is it going to cost. If the price is too steep (I'm thinking around $120 initially) then they're not gonna get as many sales as they were hoping for. But then again, it probably going to be released around Christmas, so they might start off with a reduced sale price at first. Anyway, I'm just interested to see a new RM that has far fewer limitations than the current one (due to 'no more hidden classes'). Yeah, the higher resolution sounds nice, but it's not that necessary. Personally, I don't need more than 999,999 HP ~ and I think it can be bypassed using scripts anyway. Why I'm not hyped - Having some little improvements like resolution etc. for such a big amount of money (different currency) is not encouraging. Also... I'd wait first for filled script list before buying this. For now - I have so many things prepared - I'm even kinda working on my own *let's call it* 'engine' for further UI customization in many games ~ I'm not interested in wasting so much time to have ... Well nothing - We'll see what future will bring, because RM without scripts is empty (comparing to current one). Who knows, perhaps MV after ~2 years will be a great thing? Edited August 23, 2015 by Rikifive Share this post Link to post Share on other sites
Animebryan 139 Posted August 23, 2015 (edited) But what about the higher resolution? That can't be done 'properly' with just scripts. Not only that, but there might be a few limitations that might of been dealt with in this new version, like better battle event conditional checks or bigger stat range (VX Ace's enemy Max HP was 999,999. You should be able to give super bosses more than that, like up to 10 mil). What I'm wondering is how much is it going to cost. If the price is too steep (I'm thinking around $120 initially) then they're not gonna get as many sales as they were hoping for. But then again, it probably going to be released around Christmas, so they might start off with a reduced sale price at first. Anyway, I'm just interested to see a new RM that has far fewer limitations than the current one (due to 'no more hidden classes'). Yeah, the higher resolution sounds nice, but it's not that necessary. Personally, I don't need more than 999,999 HP ~ and I think it can be bypassed using scripts anyway. Why I'm not hyped - Having some little improvements like resolution etc. for such a big amount of money (different currency) is not encouraging. Also... I'd wait first for filled script list before buying this. For now - I have so many things prepared - I'm even kinda working on my own *let's call it* 'engine' for further UI customization in many games ~ I'm not interested in wasting so much time to have ... Well nothing - We'll see what future will bring, because RM without scripts is empty (comparing to current one). Who knows, perhaps MV after ~2 years will be a great thing? Well, for the record, Yanfly announced that he was gonna start a new Plug-in system for MV (which he's probably working on right now). It also wouldn't hurt to start brushing up on javascript ahead of time. After all, RMMV isn't gonna write it's own scripts (Plug-ins) for itself, those who already know or just now learning javascript are the ones who'll set the stage for new features & such. Heck, Yanfly was already working on RGSS3 scripts back when just the Japanese version just came out, so I trust he'll be ahead of the game when it comes out. Edited September 13, 2015 by Animebryan 1 Share this post Link to post Share on other sites
Rinoazelda 287 Posted August 23, 2015 (edited) This new MV version sounds good, but the people that are currently working in their games can't convert the graphics to RMMV. It's been just 3 years since RMVXA and they stopped using Ruby to use Javascript... I guess I'll use MV for the sequel. This community will still support VX Ace after RMMV's release, right? Edited August 23, 2015 by KilerDiLeo Share this post Link to post Share on other sites