The aspect ratio really bothers me too, really the resolution should be something in the actual games menu so the player can choose rather than how it's been handled in previous entries (the developer ideally would be able to set an internal resolution which is then scaled to a player chosen...
I have never seen the lag issues in MV I hear people complain about personally, the engine was rock solid from me from day 1 (I was using an at the time almost 10 year old macbook). In my experience, MV runs better than a single Facebook tab open in chrome...
Well, now we know a little more I have some thoughts.
The logo looks awful... as in it looks like the sort of bad logo most kids who just picked up Photoshop for the first time in order to make a logo for their first RPGM game which is a 50 hour generic fantasy that never gets finished kind of...
That's an issue developer side, not an issue engine side. Optimization is something all developers should be handling themselves through playtesting, not something that should be done through deliberate limitations in the engine.
I still hope someday there's a 2 tier version of RPGM, a basic version with RTP for hobbyists and a pro version with no RTP or stock audio but with deeper tools.
Oh, I love the plugin feature generally speaking, I just hated the way it was used a crutch for so much basic functionality.
Being able to edit the editor to tailor the engine more to your own needs would be pretty dope for those with the coding chops would be great though.
All I want is the engine to not have to rely do heavily on the community for basic functionality.
I genuinely like MV, I have released 4 games with it and have one more on the way, but the fact I had to go digging for scripts to do things like customizing the UI or disabling the blurring when...
Theres an old saying, you may have heard it, its called Show dont Tell BUT all of these trailers heavily lean on title cards to explain just what the viewer is looking at. They dont feel like game trailers, they feel like a series of bullet points with random video running underneath...
This is looking super polished! Looking forward to checking this out when it releases.
Games like this tend to do better audience wise over on rpgmaker.net than they do here if you havent already submitted the project there, ill be following it over on itch!
Theres certainly been a lot of attempts at using an ABS system to try and make a game similar to Zelda over the years but I havent found one in MV or VX that really "feels" good to play, people have the basics working true, but the game feel so far I dont think anyone has really nailed, most...
I left this comment on youtube but I will leave them here too since I know your a bit more active here.
What I didnt mention is that outside of the music this game series is a solo developer project.
Yup, your only the second person to pick up on the Hootie and the Blowfish reference.
I think...
Its a tricky one in this day and age I think. The boom is certainly over. Thankfully after years of kickstarter duds there are finally some decent crowdfunded games coming out, though so far I dont know of any rpgm games that have been successfully funded and released.
I have never backed a...
Apologies for the thread placement. I cant change the title of the thread but I have edited the initial post to better reflect the question.
A full 12 months is a long time to wait for an update. The PIXI 5 point is interesting, thats a very specific piece of hardware to be waiting for.
Edit: I have been informed a more appropriate title would be have updates for MV finished?
This is just a general curiosity question but RPGMV hasnt been updated since June last year, are there no further planned updates for the engine? Patches were coming pretty frequently so the stop has been...
If I had one piece of UI feedback it would be that the text box "next" indicator doesnt visually tie in well with the text. I think if the light grey outline was replaced with the same yellow as the location title (or if it had no outline at all) and if you give it the same 1 pixel drop shadow...
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