Rafael_Sol_Maker

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Okay, guys, my daily fix of complaint for today:

Main Editor

1. Naming in projects is a nightmare if you do several projects. Okay, you can "name" it, but why this don't name the project file (that game.rmmzproject file) too is beyond my comprehension. Why? Because of Windows Jumplists:
jl.png
Which one is the 'game' I want? All of those are different projects, some for different clients. Unless I hover them and wait for a windows tooltip to appear and point to the folder, I would never know, it should be trial and error.

2. As you could probably think, yes, there's no other Recent Projects list other than that. One in File Menu would be welcome. The jumplists also have limits, even if I pin some of them, I might always forget one project or another. A recent file list is one of the most basic stuff any Windows software have (unless you're using Windows Notepad, it is).

3. Better control of game executable, I said that before. It just runs the executable, if it's already running, it does nothing; if you modify something, you have to save and restart the game in the game itself (F5) or close it and start it again. It asks if you want to save the project in case you didn't saved, but doesn't restart it and could perfectly do that! For convenience, since you're already in the editor interface. Also, we don't have an effective way to stop the playtest. Sure, you can close the window, but if the game is stuck you can't do that unless you use Windows Task Manager. I mean, c'mon!

4. This one is only if they want to change the UI a bit. They could put easily the Sound Test, Event Search and Resource Manager docked in right size of the editor. So you can keep using them while mapping or doing something else. The way it is now, they're almost hidden and I find it better to use alternatives to do my tasks because they're always hidden 1 click away. I guess that would help to untie the workflow of some people.

Map Editor

1. Why you can't use a 1x1 grid while mapping I also don't understand. You have the grid there once you go to event edit mode, but why you can't use/toggle that grid or a custom one of minimal size seems like another. The custom one minimal size is always 2x2 tiles

2. While in shadow editing tool, it should disable the tileset window (gray it out) to make it clearer that you're using a tool that won't put tiles on your map. Some simple stuff that make things more polished, simpler to understand.

3. Since we're talking about suggestions, the shadows, instead of a tool, should be a separated mode, where you could use the other tools like eraser, rectangle and circle to draw them. It's a good suggestion, isn't?

4. There's Undo, but not Redo. Nitpicking too much? Well, I would prefer to have a list of the most recent modifications to track, but since I will never see one, a redo button is a good start.

----

Here it goes. More coming later!
 
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kirbwarrior

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4. There Undo, but not Redo. Nitpicking too much? Well, I would prefer to have a list of the most recent modifications to track, but since I will never see one, a redo button is a good start.
This is actually one of the biggest things I've seen be an issue, so I wouldn't call it nitpicky.
 

Milennin

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For every new RPG Maker, they should be taking notes from the most popular plugins and add in-engine functionality for those. For MZ, they should've just integrated the majority of what Yanfly made for MV. There are so many things I could list that could use improvements, but it'll just be responded to with "it's not necessary" or "too many functions confuse new users", as has happened before, so I won't.
The one suggestion I've seen made elsewhere to add an advanced version of the editor is the best counter solution i've seen to that. Keep the base editor as it is so new users don't get confused by too many things to click on, but offer more advanced options for the people who have been working with RPG Maker for years now.
 

Rafael_Sol_Maker

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Well, I would love to see more stuff to play, but considering the 'if it ain't broke, don't fix it' approach they take, that won't be that easy to see. Don't get me wrong, RM does a lot right, some upgrades were small but relevant and it is an extremely polished experience after all.

But if we can stop and think about the dichotomy between the target audience and actual users, well, I guess it is the only way we can reach somewhere. RM is for some considered just a toy, that you can with a bit of effort make something out of the box. What is nice, because making games is no easy task, they take a lot of complexity out of the equation and what is missing isn't that hard to get. The only problem is that it hold back some users a tad with its arbitrary limitations. Well, some limitations are a good thing to make stuff simpler, others are just gatekeeping.

The engine never evolved beyond being a toy, but if we consider that the new users from all the world are a bit different now (and c'mon, specially Japan, the guys I know from there are very smart people) I think that RM should re-evaluate its proposal a bit. @Frogboy framed this point masterfully, we're not in the 16-bit era anymore, we're paying homages to that era now, with much better tools to handle things.

Today making games might not be mainstream but is a much more common, we have several communities and software around, for all ages, all difficulty levels of usage. Youtube videos cover pretty much everything. I guess the audience now is better informed, already know how to deal with more software complexity than 15 years ago, also information is much more widespread. Instead of only a hobby tool, RM has the potential to be a serious contender in 2D arena. (I mean... They're trying with Pixel Game Maker, right?)

Now if they want to cater to this audience, well, it is up to them. There's still a huge gap between RM and other "serious" engines and it's good that the community tries to fill the blanks. But it's only the tool that is holding us back now.
 
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Zeriab

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Interesting topic :3

1. Naming in projects is a nightmare if you do several projects. Okay, you can "name" it, but why this don't name the project file (that game.rmmzproject file) too is beyond my comprehension. Why? Because of Windows Jumplists:
View attachment 186241
Which one is the 'game' I want? All of those are different projects, some for different clients. Unless I hover them and wait for a windows tooltip to appear and point to the folder, I would never know, it should be trial and error.
Not to discount from your suggestion, but I want to let you know that you can rename the project file. This workaround is something you can do today:
1618644475807.png

P.s. the game.rmmzprojects are throwaway projects.


I am not sure I like the idea of the rmmzproject file being renamed whenever you change the title of the game. I do think it will fit well when creating a new project
1618644797117.png




Regarding tilesize I would suggest going with an option where you can specify a square tilesize in multiples of 8 or 16. That would give us some more freedom and it will provide an extra reason to buy pre-MV makers to get access their resources.


*hugs*
- Zeriab
 

Rafael_Sol_Maker

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@Zeriab

Hello there! Thanks for the answer! Yes, you pointed the exact reason, why it doesn't (re)name the file automatically is beyond me. It's still leftovers from RM2Kx where you could only open a project if everything is in place with the exact name.

It's bizarre. I know I can rename it myself, but this only adds more salt to the wound, things like this sum up. At this point I'm almost believing that only an (small but notable) overhaul would take this bad taste from my mouth, hahahaha.

Later today I hope to bring new points here to the discussion. Maybe if we can get a good list endorsed by some influent guys, they might consider looking into the stuff, I don't know. But worth a try.
 

Archeia

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If you want to do a proper suggestion then please follow this format:
 

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I have to agree to mostly what @Rafael_Sol_Maker mentions in the post about things that can be improved in RPG Maker as a tool to create games, but I also understand that probably the target audience might not really need all of the things you mentioned or the devs in Japan might not believe they are needed...because of Japanese working culture shenaningans...but that's not part of the discussion of this post.

In my opinion, they way the tool is right now is kind of ok, don't get me wrong it still has plenty of room for improvement but I think it tries to stick too much towards tradition and rarely takes risks in their design approach.

Even when MZ was announced to be released, there were several things I said that, in my opinion, should kind of basically be standard right now, and some of them existed in RPG Maker 2000 and 2003 and I remember somebody said that some of those features were removed because 2003 was considered a flop.

Here is the list of things I agree

No templates for new projects.
Totally agree, don't have to be infinite options, but two or three would be awesome.

There’s a lot of other stuff that is hard coded in engine
Hard coded options - I agree that there are a lot, for example, colors and stuff for the gauges or stuff like that, there should be an option to at least change it from database or something.

- Remove that annoying squares ◆◆◆ and : where it's unneeded;
- Make branches and sub-branches selectable, so you can see the scope of them clearly;
- Make branches and sub-branches collapsible, the classical [+] button;
OMG if only this three things were part of the eventing window, that would make a lot of difference. Also, i like your mockup of the event screen, but, I would keep the notes where they are currently but bigger and the buttons for new, paste, copy event pages move to the far right and make them slightly smaller to make the Notes TextArea a little bigger

Event commands list is a joke. We’re in 2020+1 and all we got is a huge list of buttons in 3 tabs, separated by some separators.
I agree, actually it be better if the tabs were categories and not just numbered. For example Message Tab, Game Progression Tab, Flow Control Tab, Party tab, etc. This is one of those instances that it seems they follow tradition rather than taking a risk in really classifying the tabs for the Event Commands.

Touch controls are a joke.
Enable/Disable Touch UI - Since introduction to Touch UI in MV, I always believed that having the ability to enable or disable if the Touch UI will be part of the game should also be a standard feature to have in the game editor, and with MZ, to have the option to remove the Touch UI buttons in menus and on map or just simply disable the Touch options and just remove the call to Menu Touch UI that displays in the map and have the rest in the menus there.


Here are my lists of things you don't mention but would be really useful. Some of them were removed from older versions and never reintroduced for whatever reason but many famous plugin creators actually make them and have them set as default.

Full screen on game launch - It existed in 2000 and 2003, for whatever reason is removed since XP but the most weird thing for me is that in MV and MZ the code for that is basically already there, there isn't really an option for the user to enable or disable or have it in the options menu. Come on, it's basically already there, it takes 2 hours to add it, really.
Now, I get it, for mobile and tablet development....technically this isn't really used since in mobile and tablet all apps are basically windows and the OS kind of already does the trick, but...well, the sofware is also trying to be for PC and Mac and the OS doesn't work exaclty the same as in mobile and tablet...not even MacOS for iPad or iPhone

Shutdown option - The shutdown or exit game option that existed in 2000 and 2003. Again, I undersand that for mobile and tablets this is also kind of redundant but....again, having as an option to add is not really that difficult.

Main Menu Commands Order - This is something that existed in 2000 and 2003 and then was summarily removed. Currently you can select which menu commands are shown in the Main Menu but not the order. I would also suggest that you could set them starting as visible or not, but that would be extra.

Battle Menu commands order and options: Again, this existed in 2000 and 2003 and then completely removed and never returned for whatever reason. This could be done probably by class or by character but in 2000 and 2003 was by class.

All in all, RPG Maker have a lot of room for improvement but also I undersand that is mostly a developing tool aimed for amateurs rather than for experts and a very good begginers tool. I think some of the features removed were mostly done for corporate reasons and not really for development reasons and haven't been reintroduced because of the same reasons.
 

Rafael_Sol_Maker

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Thanks, @Archeia I just posted here as form of gather and dump all feedback at once so later we could do some more formal request. It's a lot to sink, I don't want to fill dozens of suggestions without filtering everything. Sorry for the pejorative tone sometimes, it's hard to not vent the frustrations. Since you got a little more contacts than us, mere mortal people, I hope we could do a more cohesive revamp project proposal and send them, preferably community-voted, so we have more people here to back the ideas. If you got the power and will to do something like that, please let's know and work on this subject. I know that you guys are always trying a lot and probably a lot happens on the backstage, but if there's something as community we can help, just let's do it then.

@Winshifter great ideas, despite someone could simply come and say, "oh, there's already a plugin/script for that", what as we know, defeats the purpose of bringing QoL updates to the editor and software experience as a whole. But I do appreciate a lot your suggestions, they're part of the mindset I'm trying to bring here. They were already present in past iterations and there is no technical limitation that stop them from coming back. If something, the engine should be sustainable so we can do simple things (like a shutdown option, lol) without the need of anything else, that's part of the proposal of the software, to make complete RPGs (albeit the limitations). Even if they make available a large quantity of official plugins themselves, bundled with the default pack in order to cover the gaps, well, that never will be the same.

Well, guys, I always have some ideas from time to time, but I've been busy a lot lately working on commissions for members of the community (after recovering myself, I also was sick), I expect to bring some more suggestions down the line. Thanks, everyone.
 

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From myself, I will only write what functionality should be added in my humble opinion:
  1. Ability to manage events in every possible way through the list of events.
  2. Return the editor for MV animations as additional. For MZ left support for these animations for compatibility, but it became more difficult to use them because you cannot watch the animation itself. And you will have to set up in MV with transfer to MZ. (https://forums.rpgmakerweb.com/inde...-mv-sprite-sheet-animations-in-editor.130072/)
  3. Add the ability to call commands for MV plugins. And in general, this command in mz still remains, but it is impossible to add it. I understand that most MV plugins on MZ do not work, but I have at least 10 pieces of plugins that work fine on MZ, but the only problem is that the plugin commands can no longer be called. Only if you still have this command from the transferred MV map. It is available in two, but it cannot be added.
  4. Add the ability to pack all resources into 1 file because this function will solve at least 2 fairly common problems with site hosting. Namely (https://forums.rpgmakerweb.com/inde...-archiving-graphics-audio-into-1-file.132281/):
    1. Special characters at the beginning of the file name. For example $ or!
    2. The number of files. Some hostings limit the number of files. And the only way out is to look for another hosting. Of which, in turn, there are very few.
 

auradev

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7. This one isn’t very important, but anyway! Event commands list is a joke. We’re in 2020+1 and all we got is a huge list of buttons in 3 tabs, separated by some separators. No icons, nothing is clear, unless you know by (muscle) memory, you’ll have trouble finding the command you want. Solution: A better UI here would be welcome here.
This is actually one of my biggest issues. I would absolutely welcome a search bar where I just type in "event location" and then it filters me the options and only shows me that one. I spend soooo much time searching for the right command and usually it's faster to copy paste it from another event than to search for it in the tabbed event command list. This is a huge waste of time and productiviy for me.

In general I would welcome more search bars where I can quick find things. The event searcher is a good start at least...
 

Alexandr_7

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I'm afraid all these ideas, if they will be implemented already in the next RPG Maker
 

estriole

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I did not ask much... only two...
1) return the old animation system as an OPTIONAL rather than forcing us to use efekseer...
2) easy built-in one button click to export to android apk / ios ipa without needing extra steps like installing any other program....

especially number 2... when i bought MV... it promise for android export... and i'm quite disappointed by the current export method... and worse... MZ did not improve even a little bit on that...
 

Archeia

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I did not ask much... only two...
1) return the old animation system as an OPTIONAL rather than forcing us to use efekseer...
2) easy built-in one button click to export to android apk / ios ipa without needing extra steps like installing any other program....

especially number 2... when i bought MV... it promise for android export... and i'm quite disappointed by the current export method... and worse... MZ did not improve even a little bit on that...

Blame Google EULA for Android
 

Alexandr_7

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I did not ask much... only two...
1) return the old animation system as an OPTIONAL rather than forcing us to use efekseer...
2) easy built-in one button click to export to android apk / ios ipa without needing extra steps like installing any other program....

especially number 2... when i bought MV... it promise for android export... and i'm quite disappointed by the current export method... and worse... MZ did not improve even a little bit on that...
1. Oh yeah. it would be good to return but as an additional one. Still, efekseer is far superior to MV animation, but the program is not easy and you need to know how to work in it.
2. Not. This will not be added. They asked for a long time to add and the developers have already answered that they cannot afford to create an APK due to the lack of any agreements with Google!
 

Rafael_Sol_Maker

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Agreed with the ones specially for features that were already there like old fashioned plugin commands and animations.

For the former, well, I pretty much love the new plugin commands, but compatibility is a must, because some guys do plugins compatible with both versions (MZ and MV), and there's no need to segregate them right now. Rewrite plugins for the new pattern isn't cool specially for older plugins and authors that aren't writing code anymore. For the latter...Technically you can use them but need MV editor in order to edit them efficiently.

Another one that I just stumbled upon right now, that I always always forget (I'm always on code editor anyway LOL). Resource Manager can't Import/Export plugins. Nor the Plugin Manager. Any excuse for this? Doesn't this partially defeats the purpose of having 'em?
 

Alexandr_7

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Agreed with the ones specially for features that were already there like old fashioned plugin commands and animations.

For the former, well, I pretty much love the new plugin commands, but compatibility is a must, because some guys do plugins compatible with both versions (MZ and MV), and there's no need to segregate them right now. Rewrite plugins for the new pattern isn't cool specially for older plugins and authors that aren't writing code anymore. For the latter...Technically you can use them but need MV editor in order to edit them efficiently.

Another one that I just stumbled upon right now, that I always always forget (I'm always on code editor anyway LOL). Resource Manager can't Import/Export plugins. Nor the Plugin Manager. Any excuse for this? Doesn't this partially defeats the purpose of having 'em?
The funny thing is that the old plugin commands are still in the engine itself. I'm not talking about the JS core. I'm talking about the editor. They are in the editor. But you cannot add them through the editor.
 

auradev

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Resource Manager can't Import/Export plugins. Nor the Plugin Manager.
People actually use the resource manager instead of copy&pasting the resources into the folder?
 

Alexandr_7

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People actually use the resource manager instead of copy&pasting the resources into the folder?
I don't use the resource manager at all, but KADOKAWA just copied and pasted the resource manager from VX Ace
 

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