Most important/favorite features/improvements in this RM for you?

A_Higher_Plane

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If you care about this new RM, what are your favorite and most important features and improvements that you are interested in?

I'll start. For me:

1)Side-view battle support. I am really looking into this one the most.

2) Javascript support- I bet I can learn this language very well and very easily as it's so widely used and has so many tutorials for it unlike Ruby especially RGSS.

3) Multiple platform support- Support on IOS, Android, tablets, smartphones, Mac, PC and HTML5. If I were to sell and market my game I can do it to a wide variety of platforms.
 

Shaz

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In no particular order:

Multiple platform support

Bigger tiles = nicer looking graphics (we'll just have to wait a while for a good selection)

That character generator!!!

Ability to edit scripts/plugins outside the editor

Adding a UI component to scripts - making configuration options plain to see and reducing the risk of the script being broken by someone who doesn't really know what they're doing
 

A_Higher_Plane

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Explain character generator and UI components more please.
 

Shaz

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Just look at the screenshots in the discussion topics.  I can't say any more than what's already in there due to NDA.
 

A_Higher_Plane

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I can't find those screenshots for both on this forum. Can you please link me to them?
 

Some Guy In A Waistcoat

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Explain character generator and UI components more please.
Essentially, there's a new character generator that's a bit more refined than the Game Character Hub - especially when it comes to portraits, judging by some of the screenshots.

The UI component is that ability for scripters to mark which parts of a script as configurable, which then gives us a window in the MV program with just those options for us to toggle/set parameters on. For those who take advantage of that, it makes it a lot easier for the newbie to configure a script without having to delve into the code themselves. 
 
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MikeMakes

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Essentially, there's a new character generator that's a bit more refined than the Game Character Hub - especially when it comes to portraits, judging by some of the screenshots.

The UI component is that ability for scripters to mark which parts of a script as configurable, which then gives us a window in the MV program with just those options for us to toggle/set parameters on. For those who take advantage of that, it makes it a lot easier for the newbie to configure a script without having to delve into the code themselves. 
So we don't have to scroll through the entire script looking for sections that says "edit x here" anymore?

The most important feature for me is mostly the mobile exporting options.
 
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A_Higher_Plane

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The UI component is that ability for scripters to mark which parts of a script as configurable, which then gives us a window in the MV program with just those options for us to toggle/set parameters on. For those who take advantage of that, it makes it a lot easier for the newbie to configure a script without having to delve into the code themselves. 
You mean you can select which part of the program to change the code of without having to look for it all over like in Ace?
 
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Shaz

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Most Ace scripts that required configuration actually had all the things that needed to be configured at the top of the script, below the descriptive text, and in a section that was usually clearly marked for that purpose.
 

Tsukihime

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Multi-platform export along with unrestricted scripting engine.


Haven't tried games published to android/iOS, but I like the browser support a lot.


And maybe OpenGL? I don't know how much of a difference that makes.
 
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watermark

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Performance on mobile devices is at the top of the list. I say this because 'multi-platform' is a very misleading term.

My team have made games in several 'multi-platform' engines: iTorque, ImpactJS, Flash.

All of these are supposedly 'multi-platform' but when you really run them on a non-PC, oh boy, you find out exactly what that means. There are bucketloads of performance issues and unknown bugs to put it lightly. Something that works perfectly on the PC just dies when it hits mobile. Also with Javascript there's lots of issues with audio playing correctly...so I really wonder how MV will fare there.

So our team's been moving to Unity as that has a proven track record of great performance. However, as many of you know, Unity is not that easy to use, and nowhere near RPG Maker when it comes to ease of use. So if MV can deliver on all it promises, it will definitely be a great competitor to Unity.
 

Sennie

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For me I think the only improvements are the following:

1. Character Generator.

2. Releasing to multi-platforms (my personal favourite thing of MV)

And that's it :) Personally I still think I am going to continue using VX Ace and will buy MV when it lowers in price sometime next year, or if it doesn't lower in price next year then I will just buy it when I don't have anything else to buy :)

Currently, VX Ace can make games and that's all I need :)

Matthew.
 

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Search in events and switches.  A God send.
 

Blackheart

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Performance on mobile devices is at the top of the list. I say this because 'multi-platform' is a very misleading term.

My team have made games in several 'multi-platform' engines: iTorque, ImpactJS, Flash.

All of these are supposedly 'multi-platform' but when you really run them on a non-PC, oh boy, you find out exactly what that means. There are bucketloads of performance issues and unknown bugs to put it lightly. Something that works perfectly on the PC just dies when it hits mobile. Also with Javascript there's lots of issues with audio playing correctly...so I really wonder how MV will fare there.

So our team's been moving to Unity as that has a proven track record of great performance. However, as many of you know, Unity is not that easy to use, and nowhere near RPG Maker when it comes to ease of use. So if MV can deliver on all it promises, it will definitely be a great competitor to Unity.
it'll be interesting to see what makes the engine "tick" on mobile devices, see how far you can go at least
 

kururuchan

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I'm just so excited about HTML5 export - I'm already planning on how I could use it to make accessible Visual Novels with walking around with MV, without limiting my market to people on Windows.
 

Niten Ichi Ryu

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A flame guy in a mech suit, and a ninja wolf!

Then increased resolution, and default SBS.
 

Liak

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Favorite Features:

- Prettier editor

- Prettier graphics

- Multi-platform support

- Character generator
 

Rikifive

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- Sideview battle system look neat so far ~ just adding some improvements and that will be awesome

- Multiple platform support (Eric the game on phone? Hell yeah!)

- (though kinda scared) scripting (more possibilities etc. right?)

- (HOPEFULLY) more power (?) - In Ace adding some windows and updates methods can lower FPS - adding simple functions can lower FPS as well. I hope the new one will be 'powerful enough for a developer'. (I'm not talking about only mine scripts, there are some out there that can drastically lower the FPS lol - and no, it's not super-ultra-awesome-stuff) An RPG game with high requirement is funny. (Even if that would be possible to make a game for phone in Ace - it barely could handle this or not at all)

Ace is just very sensitive. I'm not talking about me, but I saw these problems on other PC's and that's what everybody is telling me - to watch out for that.

- bigger resolution (that's obvious) - That's good it's possible to raise the resolution to at least 640x480 in Ace, the standard one is funny and why is it even here? Okay, okay no complaining - it'll be better now.

- I absolutely don't care about the character generator.

Yeah... That's all I think. Sorry about the 'hate', but I was always wondering about these.
 

Liak

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- I absolutely don't care about the character generator.
Characters are one of the most important elements of JRPGs. How can you not care about being able to fully customize how your characters look? :)

(And even if you're capable of drawing your own characters, the generator makes life a lot easier, doesn't it?)
 

Rikifive

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Characters are one of the most important elements of JRPGs. How can you not care about being able to fully customize how your characters look? :)

(And even if you're capable of drawing your own characters, the generator makes life a lot easier, doesn't it?)
Of course it's a good thing and it makes things easier, but I totally disliked (okay maybe hated a little) the style of characters coming from there, just that.

Though I didn't saw that much of Character Generator in MV ~ maybe the style will be a little better.
 

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