- Joined
- Jun 10, 2020
- Messages
- 22
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- 30
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- English
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- RMMV
Hugely excited for this. Hopefully we're getting some big improvements here and not just an MV Ace or whatever. While I quite liked MV, the plugin system left something to be desired. Javascript is quite a messy language to work with and the MV codebase wasn't very well documented, so trying to hack together plugins for my game didn't go so well.
Also, when it comes to using other people's plugins, the options for non-coders to use these plugins kinda... well, they suck. You can change some global settings for the plugins in the plugin manager, and you can use the notes box. Am I the only one who thinks that's just silly and hacky as all hell? Using the NOTES BOX of all things for interfacing with plugins? Let's be honest here, MV plugins were just scripts in a wig. If there's one pipedream feature I think legitimately needs to be in RPGMaker it's the ability for scripts/plugins to modify and add panels to the editor UI. You know, so they work like actual plugins do in any other piece of software that supports plugins.
Another thing I'd really like to see is just some general QoL features. Like seeing routes on the map editor like in Trinity instead of having to count tiles.
Honestly, what I really want though is for the mapping system to be redesigned altogether to become more like TileD or like Gamemaker's room editor. Basically I'm imagining something like this:
Also, when it comes to using other people's plugins, the options for non-coders to use these plugins kinda... well, they suck. You can change some global settings for the plugins in the plugin manager, and you can use the notes box. Am I the only one who thinks that's just silly and hacky as all hell? Using the NOTES BOX of all things for interfacing with plugins? Let's be honest here, MV plugins were just scripts in a wig. If there's one pipedream feature I think legitimately needs to be in RPGMaker it's the ability for scripts/plugins to modify and add panels to the editor UI. You know, so they work like actual plugins do in any other piece of software that supports plugins.
Another thing I'd really like to see is just some general QoL features. Like seeing routes on the map editor like in Trinity instead of having to count tiles.
Yeah, I have the feeling it's gonna be this. People have been clamoring to go back to XP's mapping system for a while.I honestly think that the mapping system is going to become 3 layers + doodads.
Honestly, what I really want though is for the mapping system to be redesigned altogether to become more like TileD or like Gamemaker's room editor. Basically I'm imagining something like this:
- You can have as many or as few layers in a room as you want.
- The order of the layers determines their depth, like in an image editor like photoshop.
- 4 kinds of layers: tile layers, image layers, freeform layers, and event layers.
- Tile layers are pretty self explanatory: you draw tiles from a tileset on them. They can have collision or no collision, and they can be visible or invisible. Invisible tile layers with collision on would be useful for parallax mapping for example.
- One tileset per tile layer. Want to use tiles from more that one set? Use multiple layers. Relatively simple and lets you use as many tilesets in a room as you want.
- Autotileing and tile animation are no longer hardcoded and there's editors in the tileset editor specifically for these along with collisions, etc.
- Image layers would be the replacement for parallax and foreground images.
- Freeform layers would allow you to draw a bunch of tiles and/or small images that are not aligned to the tile grid. This would be the equivalent of Gamemaker's "Asset Layer." Like doodads basically. Obviously these have no collision.
- For simplicity's sake, there is one and only one event layer in any given room, and is treated as a layer only for the sake of determining its depth relative to other layers, so you can have tile and image layers above it to do effects like fog, etc. (I guess if you had multiple event layers you could do things like over/under bridges but I have no idea how you would deal with collision in that case sooo...)
- Both image and tile layers can be set to repeat, move horizontally and/or vertically, have parallax, etc. with the caveat that tile layers that use these features cannot also have collision, for obvious reasons. Or maybe just keep these features exclusive to image layers for simplicity's sake, idk.
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