A New RPG Maker draws near! Command?

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It actually is rather mindboggling to me that the resolution is firmly planted at 4:3, though, in 2020. Neither mobiles nor desktops, nor even possible consoles the engine may be able to export, use that resolution.

I mean it's really not hard to change the screen resolution at all, and it never has been since XP. It's just weird. And kind of a shame because it means the default UI will be designed with 4:3 in mind (again...) and won't look quite as nice in 16:9.
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 resolution). It feels really out of touch, especially now that a lot of people have 4k monitors, and its a function supported by literally every other engine on the market.
 

Bastrophian

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Im just having trouble seeing how this engine needs 8gb at the minimum... thats a big minimum. Although, thats based on my experience with MV... maybe they've changed a whole lot, so that it needs all that memory :/ . Anyway, Im glad I have machines that can run it.
 

Rafael_Sol_Maker

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So, definitely we're stuck firmly on 64 bits. Noice. 8 gigs is a lot, but probably it will run with much less than that, unless it somehow have Google Chrome built-in.

Well, we got some name, some certain things we might expect (like updating the internals, I don't want the XP/VX situation with same Ruby version again, hehe) and everything is slowly coming to its place. So far, it's fine, an incremental upgrade like expected.

I have a feeling that it would be launched late July, so, 8 weeks from now on (8 fields of incomplete text on description page, lol). It's a good bet. At least we all know that it will be third quarter, so, it won't be very close to the launch of the new consoles and games. Our wallet say thanks for that.

Some wild speculation out there, at least the more extreme ones were left behind. The new RTP/resources are brighter and much more 2kx-like, I personally approve that.

My question is only if some scripter or artist will have early access to at least some kind of specification or template, so they could create content for the launch... Could Mr. @Touchfuzzy please confirm me something in this regard? Thanks! The portuguese localization, well, good luck for us, hehehehe.

Speaking of scripters, I really admire Yanfly scripting, he is definitely a legend and I love lot of the code he made (it gives me so much trouble and headache <3, so many customization options hahaha) or even Mog, Victor or other scripters, and I also know how much a scripter is needed for making a game getting things right (it's exactly what I'm doing, lol), but you guys should at least have no concern about these guys being retired and leave these guys alone, as they deserve it.

More new scripters yet to be discovered need space to shine too, and no one should depend entirely of any of them. If you guys do a good use, everything is fine, but seeing the same plugins over and over, with almost no customization, is so tiring. That being said I hope we got some great new plugins for this R'makr.
 

bgillisp

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You'd be shocked what people use for computers. At work we still have people trying to log into the program using Netscape, then wonder why it fails.
 

TheoAllen

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My question is only if some scripter or artist will have early access to at least some kind of specification or template, so they could create content for the launch... Could Mr. @Touchfuzzy please confirm me something in this regard? Thanks! The portuguese localization, well, good luck for us, hehehehe.
Screenshot_310.jpg
 

Jomarcenter

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for people worying on the more pluging Yanfly funded a 'association' I guess? for adding more plugins and also porting all of his plugin to the MZ. so we shouldn't be worrying and let the poor fluff taking his rest he did enough for all of us.
plus more plugin maker going to be showing up in the scene. could also help in some new user learning how to code for MZ.
 

Mrs_Allykat

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Okay, drip marketing. Got it. I do hope that you clarify that the 48 tilesize is sticking around though - it will help make sure there are no lost asset pack sales. This should be the first thing noted, and the same goes for PNG and OGG.

In fact, anything Degica can do to address anything from add-ons to file formats will help keep the assets moving in the meantime. (Not that this will break MV, but a certain portion of any user base will close their pocket books up until they know that the current offerings will be functional in the future product.)

With that said, tease-info away! Speculating is half the fun! :LZScat:
 

MikePjr

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Jebus..
It just kinda shocks me.
Most computers now days come with at least 8 gigs of ram..
Maybe that's what they're basing it on?
The average amount of memory that computers can come with now days.
 

Knightmare

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There are some plugin creators who've had access to MZ in some form or fashion for quite a while now (several were consulted on the maker in general when it was in dev.)
Yanfly working for Degica and Kadokawa confirmed.
 

nio kasgami

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Moghunter lead dev confirmed, on RPGMAKER: MADOKA ZONE
lol as I like moghunter he does have a hell of a messy programming style u would actually scream in portuguese while reading his code haha

@Touchfuzzy speaking of plugin dev etc I would love to have a section where us plugin maker can discuss about the futur plugin we would love to make for MZ but I am unsure which section to go for?
 

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C'mon guys are we just going to ignore this? This has me pretty excited. Let's speculate...what are the things that everyone knew for sure wouldn't be (but will be apparently) in and would make sense in a database...hmmm...I did say Tactics option and maybe there's a tick box for it like MV had a SV Battle tick option (I know how ridiculous that sounds but I would buy it instantly.)

I might comb through the thread again to see what else it (or they) could possibly be. Would LOVE "Un-chibify character" option...

What y'all think?
The main thing I'd go off of is the specific phrasing "a database option." To me that seems to mean it's just a single option in the database, like in one of the system tabs, rather than an entire section of the database.

I'm thinking it might be freeform/pixel movement. A lot of people seem to dismiss that as impossible, and say it should just be left up to plugin makers (which makes it a perfect candidate), but honestly I think it makes sense as a built-in option because:
  1. It's highly requested.
  2. It's a good QoL feature for players, as most people who aren't used to RPG maker games or really oldschool JRPGs would be more used to moving freely in topdown games rather than on a grid.
  3. It's a pain in the butt for plugin makers to implement properly if the engine code isn't designed to allow for it.
  4. It's a feature that would only be at its best if integrated with other editor features. For example, in pixel movement mode, the path editor could change so that you draw lines and curves for NPCs to follow instead of a series of grid movements.

Im just having trouble seeing how this engine needs 8gb at the minimum... thats a big minimum. Although, thats based on my experience with MV... maybe they've changed a whole lot, so that it needs all that memory :/ . Anyway, Im glad I have machines that can run it.
Jebus..
It just kinda shocks me.
Most computers now days come with at least 8 gigs of ram..
Maybe that's what they're basing it on?
The average amount of memory that computers can come with now days.
We can't be sure if it's the case with MZ, but in my experience minimum requirements tend to be rather exaggerated these days. My computer's run games with minimum requirements well above my specs perfectly fine before - albeit with some noticeable lag at times and really bad load times (weakest part in my system since is an HDD and not an SSD.)

Also, unless you're massively overloading your game with gfx assets, there's no way you'd need 8 GB. I can't imagine what kind of unoptimized hell software requires twice as much ram as the size of the entire software package plus a ton of bundled-in assets.

If your system could run MV without any problems, then I'd bet should be able to run MZ alright too. Might have some problems if your system could barely handle MV though, but that's just my guess.

RIP to those still using a 32 bit system in 2020 though.
 

nio kasgami

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@AmericanKirby and many people forget that's not the GAME who need this requirement it's the ENGINE that we use to built on it's not related to the game you will build. it's the game engine itself that will require 8GB (which is probably will just take 4 gb at max ) to run properly.

so don't worry lol RARE are game that require to run like 100 GB of rams lol
 

Jrrkein

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I guess new engine we won't be seeing any new plugins from Yanfly or other great scripters out there, but I don't give up too soon yet and hope for better scripter
 

Rukiri

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Hopefully editor plugins will be real so someone can finally correct kadakowas mistake and and we can have a proper tile editor.

Looks like I'll still be using tiled since kadakowa doesn't listen.

I'm more interested in the programming aspect, is pixi5 fully open or a limited version? Is the engine fully open, or we limited in some way?

We need a particle system like... really its 2020 and every 2d toolkit at this point has one, even game maker lol.

Also, grid free movement should be default but not likely without a plugin and hopefully movement can honestly be changed by a simple variable change but well will see.

IS MZ A MISTAKE? WHAT ARE THE NEW FEATURES? WILL I STOP INNER MONOLOGING? FIND OUT NEXT TIME ON DRAGON BALL ZZZZZZZZ!!
 

Puffer

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Jebus..
It just kinda shocks me.
Most computers now days come with at least 8 gigs of ram..
Maybe that's what they're basing it on?
The average amount of memory that computers can come with now days.
Here some context for you. GMS 2 require 2GB minium, Construct 3 can run litterally anything that support webgl. Godot work perfectly fine with 4GB. And all the engines mentioned above can pretty outnumbered RPG Maker MZ easily interm of what it can do.
I know that system requirement tent to be exaggerated a bit but still, 8GB is way too overkill. And it better be exaggerated honestly, otherwise MV would have some serious optimization problem. Why would a 2D engine simple like MZ require as much as 8GB to even start with? That should be the minium for Unity or UE4, not MZ
 

Knightmare

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The main thing I'd go off of is the specific phrasing "a database option." To me that seems to mean it's just a single option in the database, like in one of the system tabs, rather than an entire section of the database.

I'm thinking it might be freeform/pixel movement. A lot of people seem to dismiss that as impossible, and say it should just be left up to plugin makers (which makes it a perfect candidate), but honestly I think it makes sense as a built-in option because:
  1. It's highly requested.
  2. It's a good QoL feature for players, as most people who aren't used to RPG maker games or really oldschool JRPGs would be more used to moving freely in topdown games rather than on a grid.
  3. It's a pain in the butt for plugin makers to implement properly if the engine code isn't designed to allow for it.
  4. It's a feature that would only be at its best if integrated with other editor features. For example, in pixel movement mode, the path editor could change so that you draw lines and curves for NPCs to follow instead of a series of grid movements.
Those are some very good points and makes the most sense out of everything named that was universally dismissed. The only other thing I can think of would be some sort of pseudo-3D. Maybe an option like that Plugin for MV called like MV3D or something, where you can click the box and it will make a 3D or first person type effect when playing the game. They did do a poll about if people wanted a Dungeon Crawler 1st person maze type setup and nothing really came of it. Your idea makes way more sense though.
 

Touchfuzzy

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I will say that the specific thing I'm referencing is A. Something that has been mentioned multiple times in the thread and B. in the System 2 tab in the database and isn't just an "on/off" switch, and C. Gets rid of the need for a plugin that is very very commonly used for MV.
 
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