Ha! I'm a dummy. I saw his alt channel earlier and when I clicked on it, it said "This channel doesn't have any content", so I figured it was just a placeholder for something and I moved on. Just went back and clicked "videos" and everything is there. Thank you!@HalcyonDaze
I assume you don't know about his other channel?
My hope was tileset size options.. another software from Kadokawa.. i can't say the name of it here.. but another software they've made lets you choose what tile size your project uses from a settings section for said project.We probably won't get it, but I would definitely like to see a more retro / classic /pixelated RPG look to the sprites and art. I find the Chibi look way too bright / HD / goofy for a serious JRPG.
4) Normal sized heads, my brother laughs at it and says its hydrocephalusThere’s a lot of opportunity on the character generator. I’d like to see the following...
1) Greatly expand on the number of poses generated for both battles and map sprites. Facial expressions for shocked, angry, happy, sad, laughing, etc... actions like jumping, climbing, crouching, and so forth.
2) More poses for battlers. Left and right hand attacks, jumps, spins, kicks, uppercuts, flips, throws, casting animations, a variety of sword motions for different slash styles, thrusts, and so on. Also, dual wield support for weapon animations so dual wielding doesn’t look like two attacks with the same hand.
3) Armor that changes your character’s appearance if equipped, though this may be too memory intensive. (I realize this is possible through plugins right now, but not to the extent you can mix and match say an armor and a helmet).
Sprite overlay function where you can assign a spritesheet overlay to items + animation calls where you can overlay a character's facial expression onto their spriteThere’s a lot of opportunity on the character generator. I’d like to see the following...
1) Greatly expand on the number of poses generated for both battles and map sprites. Facial expressions for shocked, angry, happy, sad, laughing, etc... actions like jumping, climbing, crouching, and so forth.
2) More poses for battlers. Left and right hand attacks, jumps, spins, kicks, uppercuts, flips, throws, casting animations, a variety of sword motions for different slash styles, thrusts, and so on. Also, dual wield support for weapon animations so dual wielding doesn’t look like two attacks with the same hand.
3) Armor that changes your character’s appearance if equipped, though this may be too memory intensive. (I realize this is possible through plugins right now, but not to the extent you can mix and match say an armor and a helmet).
O_O .... run to cape closet! Oh boy, I hope I'll be a good legend!New legends will likely rise ^^
Can you point me to any engine that's more out-of-the-box feature rich than RPG Maker? Because I honestly don't know. The "industry standard" afaik isn't to force-integrate a quest system in every new project, but rather to strip most features and only cover baseline routines like displaying graphics and playing audio. (Unity, Unreal, GameMaker, Love, Construct2/3, etc etc etc)If 80% of your users request and use a "Quest Journal" plugin... INDUSTRY STANDARD.
As has been stated several times in this thread, this is impossible. The engine HAS been written from scratch, with knowledge carried over from the previous iteration; or at least that's what has happened every time since. You can't keep patching a program forever, you have to scrap and rebuild at some point.If it's just an overhaul of that stuff, then I expect it to be an update to the existing program rather than an entirely new paid product.
A complete rebuild of the framework is not a "slight improvement".It is simply asinine to create a product that is a "slight improvement" over the last one and try to sell it at "full price". Though, I guess there are enough stupid customers that companies like Apple can get away with it year after year.
exactly - the people here just don't think it through.Bloat is a failure of the developer, not a failure of the engine.
I can't believe anyone would ever think otherwise.
You say press turn but i've yet to see one in MV. Despite press turn being peak JRPG battle system for me, I'm not an adept programer lol. I only seen one from VXAce and that one costed money.ATB is definitely not used by nowhere near 80% of the user base, considering how popular the CTB and Press Turn systems are. It's insane to consider adding it as default functionality. We'd have to think about an engine that supports DTB, CTB, ATB, Press Turn, all out of the box written within the same context and all cross-compatible. We'd have to force every plugin creator to accomodate these systems when developing new things, as well. That's... Far from industry standard. And every genre-maker I know of is a lot less feature rich than RPG Maker.
you're right, this would not bloat the code - the problem is on another side.the tools to set our own tile grid size
I would hope it would just use pixel scaling like GMS, Godot & Unity do. Then it wouldn't matter what size the tileset assets are.you're right, this would not bloat the code - the problem is on another side.
multiple grid sizes would either require multiple RTP for each size, or they would require a resize algorithm that would always loose quality compared to the default grid size.
Just look up the many topics from people who tried (and failed) to resize Ace-tiles to MV without too much quality loss.
If they allow multiple grid sizes by default, they would get that mess multiplied and there would be many people getting problems with that.
What they could do is something like they did with the Patch-EULA for RM2K - giving options while clearly stating that those options are not supported.
In this case, giving only one size of RTP and having all projects default to that grid size, but allowing the editor to use other grid sizes through unsupported changes (like requiring a manual edit of an inifile, but not giving the option in the editor itself).
That is the only way how they could make such an option available without causing more support problems than anything else.