A New RPG Maker draws near! Command?

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Horrible optimization is usually frowned upon for good reason, especially considering the lag issues MV still has. If MZ really requires 8GB to run well, then it seems the lag issues will only get worse. And really, what right does a game that looks like the PS1 can run it, require so much RAM? :/
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...
 

Shaz

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more powerful for experienced developers
I've been racking my brain trying to think of how MZ would be more powerful for experienced developers. A new JS version/standards doesn't excite me.

Seems a bit of a pipe dream, but could it possibly have editor plugins? That is something people have been asking for as long as MV was around - not sure about earlier engines.


I'm going to assume that I'm not going to get in trouble for basically saying "There are more options that I can't talk about yet"
So ... uh ... feel like posting any other screenshots that show us more options you can't talk about yet? I won't tell if you won't tell ;)
 

Seacliff

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Stuff Touch has been saying has me more excited than any of the revealed screenshots.

That said, I rather have baby steps in a generally good direction than reinventing the wheel again. VX -> VX Ace is the only time I can think of where RPG Maker got an objective improvement. This might be the second if it's what it promises to be.

Meanwhile XP -> VX was very controversial. And to a lesser extent there's still a lot of criticism from the jump to VX Ace -> MV with the changes it brought.

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...
When MV came out it ran pretty poorly on my Laptop. Granted, It wasn't exactly a great laptop, with 4GB and a Quadro 1000M gpu. I didn't have any problems with any PC I got after that.
 

nio kasgami

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@Shaz if you are worried about the new version of js don't worry it's still the same just less typing.

Also I know you more familiar with Ruby well it will go with approach more similar to ruby (i.e having actuall class body definition)
but you can still go to good old ES5 prototype standard ES6 is just eye candy JS
 

ImaginaryVillain

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In my experience if something new is feature rich, the company announcing it has to cram each announcement with as much as possible just to fit it all. Two weeks, and two essentially empty updates doesn't seem promising. Seems more like the marketing fluff. Here's to hoping Degica just has a terrible marketing department. :kaoswt:
 

The Stranger

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@ImaginaryVillain Perhaps it's so good, and they're so confident in their product, that they don't need advertisement and marketing. All you need to know is that when you buy RPG Maker MZ you can, in fact, make RPGs. You can test your games too! How cool's that? 'Nough said. :p
 
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Yeah, I'm going to remain cautiously optimistic. I was just thinking the other day that it would be cool if we got to see what they have in store for the future of RPG Maker sometime soon, but I didn't expect another one to show up at this point.

I was hoping for something mindblowing, like a leap to 3D or some sort of in-engine community features or something. But the way it's being revealed makes it seem much more lukewarm and more like a way to fund other projects by generating some revenue with minimal effort. But we'll see haha.
 

xDRAGOONx

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I think what many of us are failing to recognize is that the point of RPG Maker has long been one of inclusivity for beginning and advanced users alike. I'll gladly sit through the unveiling of everything that may apply to a first-time user to get to that which might be of importance to me and the level that I am currently at.
 
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I think what many of us are failing to recognize is that the point of RPG Maker has long been one of inclusivity for beginning and advanced users alike. I'll gladly sit through the unveiling of everything that may apply to a first-time user to get to that which might be of importance to me and the level that I am currently at.
Right, but I think most of the skepticism is coming from lack of anything new, regardless of scope/skill level, been shown or at least teased. Maybe MZ is more like a VX Ace situation than a whole new evolution of RPG Maker, but it feels like the wording in the advertisements makes it out to be a grand new RM but it's coming across as more of a substantial update to MV.
 
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jonthefox

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I think the extra layer is gonna be a game changer. I've always hated having to stuff everything onto A5, and how changing the autotile messes everything up. Really excited for this, and the other features that might be coming.
 

CrasheR

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I hope it won't be VX - VX Ace all over again. I won't buy it, if it's just updated MV.
1. Widescreen resolution support,
2. 64x64 tile or back to 32x32 - 48x48 a was mistake (They already said all sprites from MV will work in MZ which is sad, cuz it means 48x48 again...)
3. In program plugin editor,
4. More event commands - like "Stop Every/Event Movement". It would help a lot with custom event menus etc,
5. Pixel Movement.
6. More self switches,
7. self variables.
8. More control over event speed.
9. XP layers system - with 3 map layers and at least 3 stars layers.

This is what we need. And these are just a few things I wrote quickly from my head.
 

TheoAllen

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Please, full compatibility with MV... The possibility of export a full project, with all plugins and same functions. only add-ons and perfomance tweaks. I think the MV have a powerfull engine, and now, we can run 3D objects with Pixy and Babylon.JS, it's very good if the MZ have the same Javascript engine.
impossible.
 

Shojobo

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So uh, did anyone else notice that the steam page mentions professions? I'm not sure if they mean classes by that but in the database they're called classes.
Could this mean built in support for professions such as gathering and crafting then?

1591917541337.png
 

HalcyonDaze

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I hope it won't be VX - VX Ace all over again. I won't buy it, if it's just updated MV.
1. Widescreen resolution support,
2. 64x64 tile or back to 32x32 - 48x48 a was mistake (They already said all sprites from MV will work in MZ which is sad, cuz it means 48x48 again...)
3. In program plugin editor,
4. More event commands - like "Stop Every/Event Movement". It would help a lot with custom event menus etc,
5. Pixel Movement.
6. More self switches,
7. self variables.
8. More control over event speed.
9. XP layers system - with 3 map layers and at least 3 stars layers.

This is what we need. And these are just a few things I wrote quickly from my head.
XP's mapping system (4 layers + events) is all but confirmed. And I'd assume more self switches/variables are a given. Don't give up hope just yet. :wink:
 

xDRAGOONx

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So uh, did anyone else notice that the steam page mentions professions? I'm not sure if they mean classes by that but in the database they're called classes.
Could this mean built in support for professions such as gathering and crafting then?

View attachment 147354
I did notice that but I never went back to reread it.
 

The Stranger

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So uh, did anyone else notice that the steam page mentions professions? I'm not sure if they mean classes by that but in the database they're called classes.
Could this mean built in support for professions such as gathering and crafting then?
I think it just means classes. The whole thing is weirdly worded; I'm guessing it's all a translation from Japanese.
 

Andar

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the translations of the japanese terms have changed between the makers depending on who did the translation. for example traits or features between Ace and MV.

And if you read other parts of the descriptions, the tilesets are called map chips in another sentence of it.
So yes, there is a good chance that the terminology changed again, especially if kodakawa has selected someone else to do the translations.
 

CrasheR

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XP's mapping system (4 layers + events) is all but confirmed. And I'd assume more self switches/variables are a given. Don't give up hope just yet. :wink:
I hope they will add some old/new good features, but from RM 2003 (oryginal release) they only remove stuff. Lolz.

XP lost some things from 2k3, but they added Ruby, VX had a lot of stuff cut out, VX Ace have a little of XP stuff back, but mapping system is bad, MV is practically just updated VX Ace. We need some revolution or no new program at all. :/
 

The Stranger

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Yeah, I haven't seen map chip being used since RM2K3. There are other parts of the product description that make sense, but which just sound weird:

In addition to combining assets, you can produce countless visual patterns for your characters using this function, which also allows you to change colors.
 
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