So I am working on a big DLC package for my game.... and it will add a new intro and extend the ending of the base game, while of course adding additional content to the game... Yeah, that should work! lol
Hello everyone! It's not easy to set up STEAM integration into RPG Maker MV. Who doesn't want to setup STEAM achievements, call players by their STEAM name, OR check to see if they have DLC installed (these are the things I set up in my game, I'm sure there is more you can do) However, the...
If you were living in an illusion/hologram... what are some of the ways that you, as a player, would be able to tell? (OR what kind of cool game mechanics would you implement in this scenario to help the player slowly find out)
The reason why I am creating this thread is because I feel this is a VERY important aspect of RPG Maker games that is overlooked by most devs and players alike. This is my SECOND big discovery, my first discovery being "Massively improving RPG Maker Game performance by updating the NW.js" (Link...
I'm working on the guide to help ALL MV (and possibly MZ, haven't checked yet) GREATLY Improve the performance of their game by easily updated their NW.js version. Should be done shorty..... its super easy once you know how.
Community Service Announcement:
I updated RPG Maker MV to NW.js Version 49.2 (Even higher then RPG Maker MZ)
Now the performance is amazing! (even for integrated GPUs, let me explain)
Just an FYI for all developers, if people are saying that your game runs a bit slow, you should tell them to make sure the correct GPU is running the game.
Observation Log 1 on the planet of "RPGMAKERWEB": Local RMXP community seems to have very few survivors. Their script tech-level is in the early Stone Age(about the same as 66RPG in 2007).
Some cats/wolves/squirrels are spotted, they are likely friendly. :3
Keep working on establishing more meaningful contacts.
May try to use the "I Come in Peace" protocol if encounter any hostiles.
Using hiddenone's QTE tutorial I've been able to setup a simple fishing system. Instead of just the pointer moving, the goal moves as well. Holding the action button scrolls the pointer and pressing the down arrow key hooks the fish. The speed of both is variable as well as the number of successful hooks needed for a catch.
When someone helps you solve a problem, it's good to report the thread so it can be closed, but it's also nice to go back and post in the thread to let them know their suggestion actually worked. And, you know, to say thanks for helping.