Archeia

RPG Maker MV v1.3.4 Update

123 posts in this topic

On 27/12/2016 at 3:49 PM, Lecode said:

Yes that would be great is MV supports ES6, really. Is it planned ?

 

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5 hours ago, Lecode said:

@Jonforum: Saw that but you need to use "use strict". It's causing a lot of issues.

 

Issues like what? If it's throwing errors, then it's pretty much trying to warn you that you're doing something dangerous.

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5 hours ago, Zalerinian said:

 

Issues like what? If it's throwing errors, then it's pretty much trying to warn you that you're doing something dangerous.

yeah it's not throwing any issue here neither.

on a side note

we can forget ES6 will be use in MV because most features aren't yet implemented in Browser

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@nio kasgami Modern browsers support about 95+ % of all ES6 features. What nade you think most features were not supported? The problem is mobile devices and outdated browsers, if you want to reach all platforms and a wider audience you need to transpile your code to ES5. I would love to see ES6 in MV too, it would be a great next step and when browsers finally support ES6 modules, plugins will be a whole new story.

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24 minutes ago, LTN Games said:

@nio kasgami Modern browsers support about 95+ % of all ES6 features. What nade you think most features were not supported? The problem is mobile devices and outdated browsers, if you want to reach all platforms and a wider audience you need to transpile your code to ES5. I would love to see ES6 in MV too, it would be a great next step and when browsers finally support ES6 modules, plugins will be a whole new story.

I highly doubt that browser will ever support the ES6 modules evers but that's another story.

 

Plugin will be mostly editing ES5 because you technically can't edit a class without using the prototype ways.

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ES5 is fine. It's a little lengthier than ES2015 without all the syntax sugars, but it's perfectly fine for gamedev.

Perhaps in the next RM iteration.

Edited by Hudell

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Wow, that's full of reds for mobile

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3 hours ago, LTN Games said:

@nio kasgami Modern browsers support about 95+ % of all ES6 features. What nade you think most features were not supported? The problem is mobile devices and outdated browsers, if you want to reach all platforms and a wider audience you need to transpile your code to ES5. I would love to see ES6 in MV too, it would be a great next step and when browsers finally support ES6 modules, plugins will be a whole new story.

 

Supporting modern browsers in anything is not typically a problem, but you very rarely make anything exclusively for the newest line of products (be it graphics cards for native games, or web browsers for MV). There's always going to be backward compatibility involved because you can't expect everyone to shell out money in order to be able to play your game. Sure, updating a web browser is free, but that still doesn't mean people will do it. People are notorious for not updating things. Look at Java, for example. How often do people just close the update prompt window instead of just updating it to make it go away? And making the user perform more steps to be able to use your product is a quick and easy way to lose audience interest fairly fast. 

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Supporting legacy browser is not exactly an issue with MV, as games come bundled with their own - compatible - browser. However, I would not consider rewrite of MV to ES6 to be worthwhile at this point.

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2 hours ago, Zalerinian said:

 

Supporting modern browsers in anything is not typically a problem, but you very rarely make anything exclusively for the newest line of products (be it graphics cards for native games, or web browsers for MV). There's always going to be backward compatibility involved because you can't expect everyone to shell out money in order to be able to play your game. Sure, updating a web browser is free, but that still doesn't mean people will do it. People are notorious for not updating things. Look at Java, for example. How often do people just close the update prompt window instead of just updating it to make it go away? And making the user perform more steps to be able to use your product is a quick and easy way to lose audience interest fairly fast. 

This is precisely why i mentioned transpiling. I dont expect many people to have latest browsers and technology. I only mentioned ES6 compatability because Nio thought most browsers dont support it when in fact most browsers including a few older versions support over 90% of ES6, the largest problem is mobile browsers and support. It would be awesome to start using all features, I could care less if MV rewrites it or not because I can start writing ES6 either way and it still work find as long as i transpile and dont use modules.

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I'd rather have code I can understand in ES5 than the crap that comes out of a transpiler.

Kyuukon and Hudell like this

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13 minutes ago, Zalerinian said:

I'd rather have code I can understand in ES5 than the crap that comes out of a transpiler.

Lol it is definitly ugly, you will always have the main ES6 file though , just when its ready to be released and you want full compatability you can transpile it. Right now though most features work with nwjs so you dont need to transpile it for testing and even if you did sourcemaps will have you covered. I only wrote one plugin with ES6 and it was pretty fun but as you mentioned its easier and more manageable to have readable ES5 code. 

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7 hours ago, LTN Games said:

Lol it is definitly ugly, you will always have the main ES6 file though , just when its ready to be released and you want full compatability you can transpile it. Right now though most features work with nwjs so you dont need to transpile it for testing and even if you did sourcemaps will have you covered. I only wrote one plugin with ES6 and it was pretty fun but as you mentioned its easier and more manageable to have readable ES5 code. 

peoples are lazy and want to have straight forward for when it's about game dev and I can say ES5 transpiled code is annoying and peoples doesn't want to have to install or learn how to compile their code.

 

you will see how peoples are lazy.

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On 07/01/2017 at 3:42 PM, Zalerinian said:

 

Issues like what? If it's throwing errors, then it's pretty much trying to warn you that you're doing something dangerous.

Oh, nothing serious. JShint was yelling that stuff like $gameMap wasn't defined. Searched how to exclude

RM objects for a while but found nothing so I just gave up to use strict mode x).

 

On 10/01/2017 at 0:28 PM, Archeia said:

That's so unfortunate. I would love to use ES6 arrow functions.

Edited by Lecode

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Any word on the updates with the Child generator options? How about the music/graphic errors?

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7 hours ago, RCDeschene said:

Any word on the updates with the Child generator options? How about the music/graphic errors?

Child Generator is DLC if that's what you're asking.

I don't know what you mean by music/graphic errors.

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On 12/25/2016 at 1:05 AM, nio kasgami said:

Seriously? so the "elf ears" for adult is more important than Sound lags/ Memory leaks bugs? 

.........

you should really try to understand the prioritization of game software dev in general.

 

 

This^

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4 hours ago, RCDeschene said:

This^

 

I asked and this is an intentional design choice. Now it's upto KDKW if they want to enable it.

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Yes, I know. But if I'm hearing that there's audio and memory bugs, I want to know that's being worked on.

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8 hours ago, RCDeschene said:

Yes, I know. But if I'm hearing that there's audio and memory bugs, I want to know that's being worked on.

 

The üroblem here is, while there are some bugs left, most of the reports on bugs turn out to be user errors or things that are not in the responsibility of the engine.

.

For example the memory leaks - all the engine's memory leaks are fixed (the last fix is available as a community fix, it was forgotten to include it in a past update but it should either be in now or be added shortly officially). All remaining memory leaks after that fix is in turned out to be caused by plugins, and in those cases it's the plugin writer that needs to fix them, the engine (and Degica) can't fix bugs created by plugins.

 

On the music bugs - I estimate there's 50/50 - there are some real bugs, but a lot of the reported problems are cause by wrong music files or by the fact that any internet-deployable game needs asynchronous loading of its resources (which will cause delays in music files that are larger, simply due to download times) or similiar things.

 

And hearing about "unspecified errors from some unknown internet source" (a source that might be old/outdated or wrong or not valid) after a lot of work went into the program to fix those bugs, is not nice to the developers who put in that work.

 

If you, specifically, encounter a problem, then follow the bug report procedures (which require you to reproduce the error in a default project without plugins) to report it.

That will tell all (including yourself) if you did find an unknown bug (might be possible, no software is ever perfect) or if that was something cause from other sources or a misunderstanding on how the programs work or whatever.

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