A New RPG Maker draws near! Command?

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Sato1999

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Now that you mentioned 3d, would be nice a build-in Final Fantasy Tactics 3d styled mapping, ace had a script for it(even tho a bit barebones but it was nice).
(talking about this one)
1591992741184.png
 

ramza

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I've been reading through the 20+ pages that have been posted in here since I discovered this thread yesterday and I have a couple of thoughts:

Several posts hoping that this new maker is somehow 100%, or nearly 100% backwards compatible with older projects
I should hope this would be basically impossible. If this new maker was such an incremental upgrade that your MV scripts, and events, and whatnot worked 100% out of the box simply by converting the project, there'd be no reason at all to call this a new maker, and it would've been better served as an 'update'.

People hoping this has 3D involved somehow
The screenshots pretty much show that's not going to be happening, unless it's some implementation of the babylon script (like the MV3D plugin), which would be cool. I get that some people want to move on to a 3d engine of some kind, but lets face it, if you're trying to make a 3d game, you should be using unity or something similar. This maker is designed for a novice, and can be extended with plugins, sure, but there's a certain limit where it's no longer novice friendly. I already have trouble making 2d sprite graphics, I can't imagine trying to draw new resources in 3d.

People who want JS to be replaced with C# or C++ or whatever.
I think at this point it's been basically confirmed that we're still using JS here, and thank god for that. See the above message about accessibility. If they moved to a more advanced language, like C#, it'd be a lot more difficult for novice programmers to learn, and get into for sure. I think that JS is the perfect combination of simplicity and power, and is perfect for RPGMaker in that regard.

People who want entirely new battle systems built in, with no plugins
I get it, you want a tactical system, or an ABS. Why not both? This goes back to the accessibility thing above, though. If one or both of those are included by default, it just adds extra layers of stuff to disable if you're not using it. People have been doing ABS systems since RM2K using events, and plugins really make that a lot easier nowadays. The fact is, though, that it's preferable for built-in systems in the engine to be used by the majority of users. Not everyone is making an ABS game. Not everyone wants a tactical battle system, and I don't want three tabs in my database exclusive used for ABS or TBS stuff that I have to manually delete when I make a new project to save on the 100's of MB of resources those things are probably sticking into my new project.

Things I'd personally like to see:
  • Plugins that allow modification to the database, or to the maker itself
  • Non-lame dual wielding implementation (or not, y'know, a guys gotta eat.)
  • Ability to show actor busts or sprites in front view, and show animations over them
  • Have weapon images based on the weapon (from the database), not on the wtype without a plugin
  • more robust generator/parts
I'll be keeping my eye on this though. My interest has been piqued, despite not actively working on my own project in some time.
 

Makeratore

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Lion Blade Soler

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I will admit that I wanted to see a bit more reveal on MZ, but patience is a virtue and it can't be helped that someone believed/believes that revealing details behind MZ through weekly increments instead of all at once was/is a good idea. What has been revealed so far about MZ is not bad, but the reveals that I'm looking forward to the most are the information on the MZ assets, the information on the Character Generator, and the information on the battle system. In case of the assets, I wouldn't be surprised if the assets cover all the 8 themes that were presented on MV Trinity (Fantasy, Science Fiction, Dark Fantasy, Arabian, Japanese, Chinese, Modern, and Futuristic), and if that turns out to be the case, then that would explain how MZ has more assets than previous RPG Maker programs for the PC. As for the battle system, I want to know more about it in order to determine if I should create the XP Battle System plugin for it or not.

I will say to stop people to think it will have 3D support...the answer will be no this is just ridiculous if you want 3D you are WAY better to just go with Unity which have all the tool builded to work with 3D RM is a 2D software lol
I agree with you on this one. The charm of the RPG Maker programs is that you can create old-school JRPGs (especially the ones from the 16-bit era) with the programs, and with a growing number of people interested in old-school games, this is the best time to develop quality games with old-school feel to them. For 3D game design, there are Unity and Unreal, so there's no point for Kadokawa to develop a 3D RPG Maker for the PC as there are two free game engines that can used for 3D game design.
 

Touchfuzzy

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Interesting screenshots. Where did you get them? :p
EDIT: Nevermind, I found them on the Steam page! Am I blind? XD
I made them yesterday to duplicate what the JP screenshots showed, because I realized somehow we had forgotten to put up any EN screenshots >_>.
 

K2loid

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Imagine if MZ had dropped with even an indication of the huge updates. "Here's a layer function, see how powerful it makes the editor next Thursday! Here's a System2, see what we've added to it next Thursday!" It's next to no new information, but it's a lot more to get excited by.

What about a schedule? Was it ever stated what kind of info we'll get next Thursday? I'd like to know what I should be preparing to be wowed by every week. I was excited about the engine itself being announced, but now I'm a bit listless, especially with how empty the first one ended up being.

I think that's why the reaction has been so overwhelmingly pessimistic to the point I can't scroll a single place without seeing nothing but open antagonism and & "well I hope"; drip feed is all well and good, but we aren't really given any frame of reference on what to expect.

The sheer amount of discussion that's like "Well, it has the same UI, so they probably didn't add anything important" completely ignoring the Wows they need Prepared is really funny, but still sad.
 

MikePjr

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Interesting screenshots. Where did you get them? :p
EDIT: Nevermind, I found them on the Steam page! Am I blind? XD
I made them yesterday to duplicate what the JP screenshots showed, because I realized somehow we had forgotten to put up any EN screenshots >_>.
Yeah, sorry.. didn't know if anyone had noticed. So figured i'd just post them here.
Not everyone is gonna pay attention to the steam page constantly.
But it does totally confirm little things like the layer tab.
 

Kich

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As someone who wants flexibility and power of choice when it comes to level design and art, I'm hoping we can customize tile size and grid (or at least be able to easily choose from some built-in options). In many cases 48x48 is too much, not to mention that making or altering design decisions because of this limitation is not a good thing.

I'm also hoping we get native fullscreen and resolution options. And if so, pixel upscaling options (200%, 300%) would be ideal — yet for that part I'm inclined to think I'll probably have to wait for a plugin or hire a developer.
 

Prescott

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It is really weird that the default resolution is 4:3 but the RAM requirement is 8GB, that's a bit of a disconnect lol.
 

Roninator2

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Well 20+ pages since I looked last. Comments flying every which way.
There is a lot of hope and high expectations, so we'll see. I like a few things so far that has been mentioned.
you can actually get windows 10 for free even to this day. the upgrade to windows 10 thing from microsoft is still active even to this day.
You are going to have to tell me how that's done. The promo was for one year.
4 actual mapping layers, not including event layer.
This is definitely a good thing. A least people can do more if they wanted too.
There is now a System 2 tab
Yippee.
each default hero's name spells something different for each maker (VX: RUBYLOVE, ACE: ENTERBRAIN, MV: HTML)
I never caught onto that. Holy S***.

I still don't know why the makers are called their names, XP, VX, VX Ace, MV, MZ. Although XP makes sense when it came out near the same time as windows xp right? And I saw a post that explained that MZ is MADOKA ZONE. Whatever Madoka is.
 

Oscar92player

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It is really weird that the default resolution is 4:3 but the RAM requirement is 8GB, that's a bit of a disconnect lol.
That is called "aspect ratio", when you are talking about 4:3 or 16:9. Resolution is when you talk about 720p, 1080p, or 1366x768, to give you some examples.

As for the RAM... it looks like HTML5 is as well optimized as I remember (Sarcasm Mode ON)...
 

The Stranger

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I still don't know why the makers are called their names, XP, VX, VX Ace, MV, MZ. Although XP makes sense when it came out near the same time as windows xp right?
That's what I've always thought.
 

Restart

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If MogHunter is involved this means we are getting his masterpiece "oppai plugin" built-in B)
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.

It fits
 

Shaz

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I still don't know why the makers are called their names, XP, VX, VX Ace, MV, MZ. Although XP makes sense when it came out near the same time as windows xp right?
XP = Windows XP
VX = Windows Vista
VX Ace = Windows Vista on steroids
MV = Mobile Version
MZ = ? I think what you said was just someone making a joke. Don't believe it's been announced yet.
 
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