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I think until there are a good number of plugins I will stick with VX ACE.

Looking around it seems to be switching from Ruby to Javascript so someone might be able to use RubyJS to port VX-Ace scripts but will have to wait and see :)

 

true enough. Once MV starts it is going to be a while before someone has to show some material to use or scripts to use. Well, what I actually would do is race and make plugins as much as I can.

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I'll likely just play around with it to see exactly what I can do in it until some good scripts come along.

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As long as they don't remove features like they use to, I'm totally fine with the direction MV is taking. JavaScript is yay, Mac support is yay, browser based play is yay, mobile support is yay.

Everything so far is yay.

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RPG maker MV, I didn't know what to think or feel about it at first to be be honest. Sure, Smartphone support is great and javascript seems nice, but there need to be more.

I love the fact that you can now choose between front and side view battles, but the slightly higher resolution already feels old. I mean seriously, 816x624? Come on, it's 2015 for crying out loud!

The new tile and sprite size seems great though. And I am actually glad that old resources like scripts and graphics won't be compatible. It might seem strange to some but I belive this will force the community to re-invent itself. More new stuff will be made because it is nessicary and this is a good thing. On the downside the RTP, as shown in the screenies so far, looks almost identical to ACE. And I'm already tired of that look and was looking forward to something new, but no. Seems like that's not going to happen.

 

This supposed video-leak looks interesting though.

http://www.rpgmaker-mv.com/in-game-video-beta-tester/

 

The way the character moves is not the standard "snap-to-grid" movement which have been the standard for so long. IF this really have changed (without the need for scripts), I might buy this on release.

Edited by Illsnidig

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Looks like built in pixel movement to me :o Those in script form have caused me many a headache when trying to interact with events. I hope it'll be handled well in MV ^-^ 

 

I was hoping for new RTP too, but not necessarily a new style, just more stuff D: ...new material to make tile edits or such :) (this girl is always thinking about resources haha)

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Build in Pixel movement and Side view battle system made me curious about that RM.

Everything looks totally great, but the only problem are scripts ~ learning everything from the very beginning...

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@ Tsarmina & Rikifive

Indeed, built in pixel movement would be huge, almost more so than the resolution (for me personally). I don't know about one single pixel movement script from Ace that worked flawless. Problems with events or problem with followers or problem with something else. Maybe there is something out there, but I never found it. -_-

I understand that people who are really good at scripting can't see much benefit in new features such as the option to choose from a front or sideview battle system. "We have been able to do that with scripts for years", they say. True enough, but it has not been easy for everyone to do so for years.
Of course, if a complete beginner can have a sideview battle system and pixel movement within 5 minutes it will not be considered as cool and fancy as it is today. It will not make your game stand out. But raising the bar for the overall standard in RPG maker games is something everybody should be happy about, I think. 

Goddamn that pixel movement better be built in! :D 


@ Soulpour777

I haven't seen that screenshot before, where did you find it? :huh:



 

Edited by Illsnidig

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The answer to that Twitter thing was already known right when the maker was announced. In fact, it's right in the OP. The names of the four actors are Harold, Therese, Marsha and Lucius which spells HTML.

 

The video linked by Illsnidig in post #179 is the same video in the OP that was posted by Archeia Nessiah showing off PLUGINS that were being tested in RMMV. So sorry to burst any bubbles, but the pixel movement thing is a plugin too. This is not speculation, this was confirmed by Archeia herself.

 

A little late, but we do have an official English announcement trailer that wasn't directly linked before (I did link the English announcement page). Will update the OP with the direct link.

Edited by Traverse

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Ahahaa - Disappointment!

JK, so... besides the resolution and multiple-device-support MV doesn't have any interesting things to offer.

*If MV would support local multiplayer by default - then I'd be impressed! =D *

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Ahahaa - Disappointment!

JK, so... besides the resolution and multiple-device-support MV doesn't have any interesting things to offer.

*If MV would support local multiplayer by default - then I'd be impressed! =D *

 

It does, but surely needs something magic from JavaScript. But by default, I guess they are limiting the features because the more things you add on it will make it more expensive.

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Aww.. that's to bad. I was hoping that they finally had realized that their snap-to-grid movement was an outdated relic of the past. Even 16-bit RPG's had pixel movement 20 years ago. :( I was a little sceptic since if it was a feature it would probably have been announced. Oh well, even if Traverse DID burst my bubble I rather know sooner than later so thanks for the heads up. ^_^ 

If you'll excuse me, I'm going to go cry in a corner now...

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Seems the official RPGMaker Facebook page is starting a marathon of RMMV teasers for this week, one per day (source: Touchfuzzy). The first preview image is already up.

 

In other news, it appears there's an erased tweet from the official RPGMaker twitter account that was accidentally put up early. Something about preorders. Touchfuzzy promises it will "go up later in the week", so if anybody's hyped enough to pre-order, be excited I guess.

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Aww.. that's to bad. I was hoping that they finally had realized that their snap-to-grid movement was an outdated relic of the past. Even 16-bit RPG's had pixel movement 20 years ago. :( I was a little sceptic since if it was a feature it would probably have been announced. Oh well, even if Traverse DID burst my bubble I rather know sooner than later so thanks for the heads up. ^_^ 

 

If you'll excuse me, I'm going to go cry in a corner now...

 

Yes, it was a missed opportunity to incorporate features of parallax mapping right into the editor itself. At the very least, being able select from a range of map grid options would have been better than nothing at all, because you'd still have a bit more freedom in how you lay your pieces. My main complaint is usually how the counters and the add-ons don't usually line up right against other objects or walls, and you either have to use what's there by default, mess with the tilesets in another program, or resort to parallax mapping in another program, and then apply scripts to lock everything into place or add an overlay.

 

Another feature I'd have liked is an in-editor tileset maker than gives us a blank tileset in the editor and the ability to copy and paste from other sets, without having to go to Photoshop for them. Nothing huge or big by any means, but something to add a bit more convenience.

 

Now, I do hear we'll have some freedom with what we want compared to the strict limitations of the older programs, so it may be possible to easily add a plug-in script to provide some additional features, but typically when it comes to changing the way the editor works, it's a hit and miss and Shaz has already pointed out it may still not be possible to do some things without violating terms as a result of source code issues.

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It's pre-order day!

 

All the important information's come through now.

 

Official release day is October 23rd, formally confirmed. Anybody who pre-orders before then gets a 10% discount. Pre-order price is $71.99 which as already discussed means the full retail price is closer to $80. Pre-ordering also comes with a set of "bonus" resources. While the site itself isn't too clear, the official resource staff have clarified.

 

The bonus resources are:

1. Cover Art Package (graphical resources of all MV cover art characters including faces and battle sprites).

2. Essentials Set (additional graphical resources by Degica including tilesets and facesets and music by indie composer Murray Atkinson)

3. A set of 37+ undisclosed plugins by various scripters (including Yanfly Engine P and Luna Engine Lite).

4. A RMVXAce to RMMV Project Converter (that cannot convert scripts - it will convert maps, events and databases ONLY).

 

There is now also a game web demo available for inspection on the pre-order page. This gives us a clear view of the RTP tileset for MV and possibly some of the "bonus" material including - the custom Ralph sprite is NOT included in with the maker or the bonuses.

 

Unknown whether or not this is exclusive to pre-orders, but the page also states "One key lets you activate the Steam and Non-Steam Version". Whether this means you get a choice of which to activate, or can activate both upon purchase is unknown.

Edited by Traverse

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http://www.rpgmakerweb.com/c/cart

 

Actually, at that price, I'm very very tempted.

 

 

Yup, I did it!

Clicked the link, saw nothing but empty cart nonsense. How much is MV?

 

 

Wow, fail link, sorry about that :) Have updated.

 

22 more days to go.

Edited by draykorinee

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