1. It's not Enterbrain, it's Kadokawa.
2. It's not technically export to mobile phone. It is technically a web game. The exe file is just a browser. Using this technique, you can create PC/Web/Mobile because it is optimized for all of these things. If you want to optimize for mobile, then, of course, you need to customize it.
Theo, MV was created with the purpose that "hey, now you can export and play the game on mobile too, that's why we included touch support (in js default files)".
What unfortunate is they didn't think of multiple touch support, which is like the basic feature when it comes to mobile games. It's been forever since we get the last update but if they're making a new update, I hope they'll think about that because that should've been in the core and not... from a plugin.
1. No, MV was created with the purpose "Well, you all wanted to port your game in mobile, so here's a barebone of it". It was never adjusted to mobile, it just creates a possibility to port to mobile. As I said, it is technically a web game.
2. Multitouch was unnecessary. See, the basic building block. You touch where to move on the map. You touch the menu. When is it necessary to require multiple touches?
3. I don't understand the requirement from an external plugin is a bad idea. It is a game engine, you're likely to customize anything anyway. It is not a game mod where the game needs external mods to get fixed. You're a gamedev, customize everything. If we start demanding everything to be a core, we might as well as start to demand mv3d as a core as well.
4. The bad thing is when you can not customize everything. It was one of the big reasons why people moved from Ace to MV. MV offers more possibility (if you're creative and skilled enough), while in Ace, you hit a hard roadblock because the dll file is prohibited to hack.
Yeah, while it technically does port, it has terrible performance on mobile. You basically can't use most plug-ins or even too complicated eventing on mobile or the game will run slow as a turtle. That doesn't mean you can't do mobile RM games, just have to think more about it.
2. It is unnecessary if you're creating a very simple basic game.
3. It's not a bad idea, but the basic should be in the core. RPG Maker was never meant to be a 3D engine so that example is just ding dong. Multiple touch IS a barebone. Single touch was half of it.
2. MV without plugin IS basic and there was never need multiple touches. What part of MV (without plugins) that requires multiple touches?
3. See answer above.
Well, if you wanna see what can be done on mobile and have an iOS device, we did make a MV mobile game a while ago here: https://rpgmaker.net/games/9342/. It's free.
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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2. It's not technically export to mobile phone. It is technically a web game. The exe file is just a browser. Using this technique, you can create PC/Web/Mobile because it is optimized for all of these things. If you want to optimize for mobile, then, of course, you need to customize it.