I mean, I had mv the day they released a demo game...
Not everyone wants to use MV. Some like Ace better.
I think a lot of people (myself included) have it, but just don't use it.
you guys really prefer ace better? why? mv is much more versatile! and has far fewer limitations imposed than ace had.
As far as porting, sure. But it's a laggy piece of trash that can't run events properly.
Actually, I likely would use 2k3 to make my games if I didn't want higher quality graphics and certain scripts.
lmao... 'laggy piece of trash'?? thats quite a statement tbh, considering I have not once experienced lag in any of the game projects ive worked on in mv.. The only 'lag' you would get is from using potato internet to connect to your game on some external web site.
like, if your playing mv games on a desktop, or even android i would not expect to see any lag what so ever... I'm concerned that you have
to be 100% though - i dont often use events, or mv maps, or like, most of the mv engine tbh... so yea - that might be a reason for my lack of lag
Not the games, LOL. The engine. It's really slow whenever I use it. Actually, when I first got it, it crashed so often I lost a lot of work no matter how often I saved.
Though my main beef is definitely the event thing, since I event way more than I script.
Sounds more like a hardware issue on your part because the software has been running perfectly for me, and I used it on at least 6 different computers, from high end desktop to "potato" laptop.
but... mv doesn't have z index (granted, you can use pixi addon), fiber class (granted, you can use node.js), and it's asynchronous hell. If there's a reason I jump to mv, it's because of the technology since ace runs poorly in some modern os.
@MushroomCake28 I mean, could be. But I do have a pretty normal laptop (pretty high end as well), so I don't see why that would be the case.
ahhhhh the editor gui - yea, that sux.. lol
i miss my old potato laptop - wrote almost all my ace scripts on it
z index is super easy to add into mv dude. i think the default engine actually has it now... (just checked, yea it seems to have it )
It isn't about easy or not. I added one, but you need to add it.
But anyway, where did you check it?
I just searched for .z within the sprites script.
Nah, that wasn't the one I meant. You can add an arbitrary variable in JS, so you can just add z to any kind of object. But that z does not have the same functionality as z index in RGSS.
Lol that is true. The z position in VX and VX Ace was a lot better than the stupid child system we have in MV. However, I still manage to get around that, and frankly no engine is perfect: they all have advantages and disadvantages.
They just hate the MV's balloonhead sprites.
easy enough to order children based on z value in scene base though
And like, ace also had a similar system, you just couldnt see, or control it as easily.
lmao - I legit use sprites with even more balloon headed-ness..
By example, I mean the z control.
lmao oh, sec
@?????? Holy dayum... Why haven't I thought of that earlier!!!! This legit changes everything for me hahaha. Before that I just inserted many children and use tham as viewport... this is so much better lol.
lmao... codes been in my core plugin for like 3 years bru :*
Yeah well... I rarely read other people's code, except for YEP when people ask me for a compatibility patch for my plugins.
lol yea fair enough, I dont really read through other plugins often either
That's nice. Another problem for my battle system is solved.
see! no reason to stick with ace anymore bru.. come to the dark side <3
There're other two problems I mentioned earlier. Although, I managed to make an ugly workaround. And I still hate js syntax
to be 100% fair to you - I miss ruby syntax so much... its so neat, and elegant.. so easy to read and understand. js syntax is comparison is ugly AF! but for me, brains over beauty
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