Negative points about MV when compared with older RMs?

jay_are

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I'm hearing many things about MV ... Like:

1. No MP3 support, needs to be OGG and is picky about how this OGG is formatted.

2. Small amount of RTP files.

3. Low quality style compared to VX / Ace.

4. Obtuse project creation: every project has to copy the whole RTP even if you will only use a few files?

5. Super slow on older PCs.

6. Resource manager gone, I think? And we need to transfer files manually.

7. The sideview battle system feels like it could be scripted better to be more neat / versatile / better organized.

8. Exporting to mobile phones is not a user friendly process at all.

Can anyone confirm that this is all correct? I havent been able to use it yet.

Edit: So I've used RPG Maker MV enough to edit this post now with my opinion on these things:

1. Audio formats: SoX Is the solution. Thanks whitesphere for recommending it! Had never heard of it.

2. RTP files: Ummm... my trial version file came with lots of music and resources (1 gb) yet my friend's trial version was very limited, and only had 500 mb? Wonder what happened there. Anyway, I'm glad I have all the files that I'm meant to have!

3. Quality of art: Only a few are a bit questionable, a lot of the RTP is great, especially that battle music!!

4 and 6: Obtuse project creation copying files: Thanks Ultima2876! You single handedly rescued RPG Maker MV for me.

5. Performance: Well, I seem to be lucky that my Core i3, AMD video card is able to run this RPG Maker with no problems at all, even on heavy maps. So thats good :)

Reminds me of how well RPG Maker 2000 has always ran in my Windows XP.

7. Sideview battle is great. Feels much nicer than 2003's though maybe it's not as customizable? Still good.

8. Seems the help file has an extensive explanation on how to go about exporting to mobile. Haven't tried it yet, but I heard it has everything one needs, so...

Bottom line:

RPG Makers should have an import tool or something that converts things to its own supported audio format so people don't have to fiddle with random programs online...

We don't mind paying $150 for an RPG Maker that really comes with all the features we need. Don't be shy, Enterbrain! We already have plenty of lower cost RPG Makers! Make one that's REALLY worth all your effort.

And that goes for the resource checker too. Why must we MANUALLY import the resources we need? Have they not thought that maybe we, the simple people, like to create games that are not more than 1 hour long sometimes? Why create a 1 hour long game that's 800 mb?

Or worse yet, why force your user to DEVELOP THEIR OWN TOOLS to import resources? RPG Maker is supposed to make our lives easier, not harder.

What's with the limits like world map not being able to go beyond 250 or something tiles? It just makes it look like technology isn't ready for widely customizable games yet.

Why can't we make lightweight games that even older machines can run smoothly? I'm sure that would broaden the horizon of cell phones able to run these games too.

In VX, we were inexplicably limited to the amount of tilesets THEY wanted us to have. Here we seem limited to the amount of weapons we can see in sideview battles.
Just ... why? Why can't they make it so each weapon has it's own file? That's going to force people to develop plugins to expand these limits.


We don't WANT to have to expand the limits of the program, we want to just have the program alone, and do everything in there. It's enough that we create graphics and music away from RPG Maker.

Now I'm going to have to create a battler graphic for each weapon I want to use if they don't fit in the limited set...

Last but not least: Please re-release Melody Raiser officially!!!! :D :D :D :D
 
 
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??????

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all correct, cept i quite like the new rtp style :)
 

Shaz

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:)  I think you are a bit confused there.

You have said "these are the negatives when compared with previous makers" and then gone on to list a number of features that previous makers didn't even HAVE.

7. SV battle system - XP, VX and Ace never had one at all, so you could only compare this with 2K/2K3 IF they had SV battle systems.  It would not be fair to compare the included MV SV battle system with external battle system scripts that others made, because they also had to be added on.

8. Same thing - MV is the first maker that even HAS an export to mobile phone option.  How can you say it's bad in comparison with previous makers when they didn't even have one?  Yeah, you've got to do some extra work, but at least you CAN do it.

3. Low quality of what?  I see everything as MUCH higher quality, so you'll need to elaborate on that.

6. imo this is a bonus.  I never used it, found it laborious to use, and people had problems when they tried to use it to short-cut setting up their resources correctly.  I, for one, am glad it's gone.

It would also be nice if you asked people for the things they LIKE about MV in comparison with the previous makers.  If everyone only wants to list all the things wrong with it, it's almost like "why are we even using it?  Let's just stick with the previous makers".

Also, you say you are hearing all these things.  Have you actually tried it out yourself?  You are going to let others form your opinions and make your decision based on their preferences?
 
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Zalerinian

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I'm hearing many things about MV ... Like:

1: No MP3 support, needs to be OGG and is picky about how this OGG is formatted.

2. Small amount of RTP files.

3. Low quality style compared to VX / Ace.

4. Obtuse project creation: every project has to copy the whole RTP even if you will only use a few files?

5. Super slow on older PCs.

6. Resource manager gone, I think? And we need to transfer files manually.

7. The sideview battle system feels like it could be scripted better to be more neat / versatile / better organized.

8. Exporting to mobile phones is not a user friendly process at all.

Can anyone confirm that this is all correct? I havent been able to use it yet.
  1. This is correct, but you can get around it. The editor itself just won't be able to play the files, but the games can.
  2. Part of the RTP was moved from what new projects get copied from to a DLC folder in order to prevent new projects from taking up an absurd amount of space. There are plenty of resources included.
  3. The new style is very nice. The only thing I don't like with it is the new iconset, but that's just one thing in the list of many.
  4. Yes, this one is correct. It is up to the game developer to pick and choose what files they will be using. It's easiest to just remove all RTP content, except ones that the system requires you to have (which is the stuff in the system folder, under img), and then just add back in the resources you use.
  5. Performance has been a bit of a mystery with people. However, this is due to a variety of reasons, including old graphics drivers.
  6. Yes, but people have really overblown the effects of this. It really has not had much affect on game development.
  7. There are many great plugins already available to improve the battle system. Please, take some time to look around for them and enjoy!
  8. This is correct, however I personally think this is a good thing. This will prevent the markets from getting flooded with substandard games that just make it harder for the game developers to get a good game out to the masses. I think this is good for us in the long run, though I'm sure some people will disagree.
 

Heartbreak61

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Shift + Tab combination creates tab character rather than move the cursor to previous tab.

Finding things on RTP script is a waaaaaaay much harder (assuming you're using notepad.exe).

Edit:

I missed your last line.

Point 2, 4, 6 doesn't affect me since I usually only use random RTP files for a "dummy" before replacing it with the real resources.

Point 1 = agree

The android/iOS development is worse. From what I've read, it requires both m4a and ogg files. Haven't tried it though.

I agree with you on another points, including the graphics style.
 
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Uzuki

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1: The editor itself won't play other formats, but in game they will still play.

2. Part of the RTP files were removed so you won't have such a HUGE download every time you make a new game. It's like 876mb combined with everything.

3. That's more of a opinion then fact. IE I don't care for the Style of XP, but there are plenty of people that love it.

4. True, but you can easily remove what you're not using. Much easier then the way Ace and the other engines had it set up.

5. Well that's the price you pay when you use technology. The old is easily replaced and has hard time keeping up with new technology. Especially when dealing       with open source programs. The fixes are coming just be patient.

6. Yes, but it's not THAT serious. It's one or two extra clicks. Nothing that would take hours to do.

7. Well that's why we have the community! Lot's of people are already making helpful plugins. It takes time to make complex things like this and the engine just           came out three days ago. Give it a bit of time.

8. People really need to learn that something like that isn't as easy as pressing a button and calling it day. Plus it's easier to deal with this way. The RM name has already been tainted by the crap that's on Steam Greenlight. Mobile might be a new start for us.
 

lPaladinl

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It's not as bad as people are trying to make it out to be.

Things are different. That doesn't exactly mean that they're bad. Could maybe some things be a bit better? Yes.

RTP Quality is a subjective thing. I see no issues with what's there. I also find there there's plenty, if you take the time to load up the "DLC" folders of stuff. Is it annoying that you have to install of the RTP files in if you want to use them? Sure. But on the flipside of that, it's also less annoying to people who wanted to get rid of the RTP anyways. 

For me anyway, the way the RTP works and the way that RPG Maker handles folders for new projects and exporting is fine. I don't worry about having to do some Folder Management. I had to do that anyway for the work I plan to do for my games.
 

byronclaude

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There are many great features to RPG Maker MV...   but honestly?   ...the engine simply doesn't perform without lags, blackouts, crashes etc.

No other rpg maker for PC has ever given me the headache that MV has already given me (and I own them all).  So yes, it would be great to admire the positive, if the thing was even tolerable for use in the first place.

Until some great improvement in performance happens, I'm sticking with Ace.
 
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izyees

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without the resourcer manager, It cannot update itself. example, when you want to create a new character from the generator, press import and than export to the same file, when you go to database, the file is not update. I need to reopen the project to update the file.
 

Tsukihime

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1: The editor itself won't play other formats, but in game they will still play.
As far as the dev is concerned, they can't use the file in the game because the editor doesn't recognize it.

4. True, but you can easily remove what you're not using. Much easier then the way Ace and the other engines had it set up.
Hard to say. It's either


1. Start with everything, and remove things you don't need, or


2. Start with nothing, and add things you need


You could update the project template in the editor directory to avoid this, of course, but then you're back to what Ace had without any extra work.

8. People really need to learn that something like that isn't as easy as pressing a button and calling it day. Plus it's easier to deal with this way. The RM name has already been tainted by the crap that's on Steam Greenlight. Mobile might be a new start for us.
But...unity makes it that easy =/
 

KisaiTenshi

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As far as the dev is concerned, they can't use the file in the game because the editor doesn't recognize it.
That's a feature. As I've said in no less than three threads. Mpeg1 Layer 3 (aka "MP3") is supported by iOS inside a MP4(M4A) container. On all other platforms that use Chromium it is not supported because that requires a license to use the software decoder. If you don't give the editor the ability to get sued, then you're not held accountable. Why previous versions of had MP3 support likely had something to do with them using DirectShow (hence using Windows decoder.)

From the VX ACE manual:

The following table describes the features of each file format.OGG These files contain Ogg Vorbis data, an audio compression format with excellent sound quality and compression. Files with playback times three seconds or longer are automatically played by streaming them. For such files, embedding the values LOOPSTART and LOOPLENGTH as comments allows the sample position corresponding to those values to be recognized as a loop.

WMA The sound compression format used by Windows Media Player. Files are played using DirectShow.

MP3 A popular audio compression format. Files are played using DirectShow. Its features are the same as the WMA format.

WAV The standard sound format in Windows. In addition to ordinary uncompressed WAV files, the loading of Microsoft ADPCM files is also supported.

MID MIDI files played by DirectMusic Synthesizer. In the case of BGM, when there is the number 111 control change in MIDI data, it is recognized as a mark for a repeat position after playing a song to the end.
 

Siddiq

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Honestly, I can't really find that many negatives at all. I have yet to experience any lag or crashes, but that would probably vary from system to system. The only thing that could be considered a 'negative' is the fact that they now use JavaScript instead of Ruby Scripting. To me though, that is not even a problem, especially for new learners. Just by looking around, including books at my local library and online, there is a much larger wealth of material on coding in JavaScript then Ruby, RGSS3 or Ruby on Rails.

Anyway, I wasn't even aware that there were more resources that were not copied into the game directory. I should probably take a look at those. :)  But I can't seem to find this dlc folder.... But it would make sense. I thought it was weird that we had audio files titled Theme 1, Theme 2 and then a straight jump to Theme 6.... Now that I look, some battlers are also missing. Well, I didn't even notice it as I went straight and made my own characters.

Could some one please tell me if the remaining files are in the installed directory, or somewhere else please?

___________________________________________________________________________________________________________________

The maker itself has many things returning from older makers that I really liked as well.

  • A smart 3rd layer for tile sets. (It may not be as intuitive as having separate access to each layer like in RPG Maker XP), but it certainly ensures you can do certain effects in editor that would have otherwise only been done through using events as place holder tiles, or doing parallax mapping.
  • Side View Battle System, almost exactly like the old system that RPG Maker 2003 had. A decent character generator, much better then VX Ace's demonic generator, and even gives you animated side-view battler sprite sheets for it. Even the separate animations for different weapons were exactly the same type of thing as the old one. (Exception being that it actually animated the arrow flying and hitting the target in 2003, but I digress, that's a minor difference).
Then other benefits:

  • With the new plug in system, certain parts of scripts that you had to modify to change certain things, like the settings, font, text size, etc given in most Core Plugins) now have a simple interface to allow you to modify the changeable variables without screwing something up in the script.
  • New textures and higher resolution RTP looks much nicer, especially when changing the resolution, or in maximised mode. Personally, I'm really liking the new RTP.
  • Supports much more platforms. Yes, the phone integration may be cumbersome (I have yet to even look at it though), but the fact is, it is the first maker to support such things. Some errors or problems are to be expected.
There are small flaws or things here and there, but they are quite minor. MP3 support only dose not work in the editor. RTP is not the whole one to prevent size overload too. I have yet to experience any crashes or problems, but I think that's more cause of older hardware.

The only larger negative would be the fact that it has no built in script editor, so that all has to be done out of the program, but programs like Notepad++ are just as versatile, and even come loaded with extra features. Notepad++ goes so far as to even help you with a in built data base of commands for the various scripting language s it supports. (And it supports a lot, Ruby, Python, JavaScript, HTML5, CSS3, JQuery, etc, and plenty more). Though I guess that's more useful for creating whole new scripts then small subtle edits.

Lack of a recourse manager is also a minor annoyance, but it's not that hard to manually import anything, just an extra step.

Also, while the new icons are nice, they don't have much variety. (As in, all blades or staves look the same...), but that's how most of the icons in the RTP generally are.
 
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estriole

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for me...

Negative:

- no script editor like ACE (means external program such as sublime text)

but it's not too bad though. i can adapt to it.

- editor only support oog and webM (m4a and mp4 is not recognized). this is the main problem in my opinion.

i understand if the android / ios cannot read oog and webM. but at least they should make editor to read m4a and mp4...

- not so easy android / ios export...

i'm kinda hoping for one click -> viola apk / ipa files. when i first read about android / ios export. :D . but it's still tolerable.

(wait... previous maker don't have android export to compare this... but i still want to point it out though...)

- Javascript is more confusing than ruby to read and learn

(sorry no offense. i learn ruby lots faster than JS. it's really hard even learning to compare array in JS)

  some google search also cannot works since it requires another JS extension such as CoffeeScript, etc. not to mention some don't work because

  require version x. etc. >.<. btw please don't call me stupid :D . i said it's harder to learn it than ruby. not i cannot learn it :D .

to be fair... let's add positive

Positive:

- we can debug event while playtest... !!!

just switch back to editor. add new event. back to game. reenter map. viola the event is there.

(for plugin modification we still require to reset the game if i'm not wrong though)

- I Love the MV Character Generator and it's graphic style. I don't like ACE version graphic style.

- Built in SV battle system

- Built in Mouse.

- Default RTP have some modern tileset.
 

Skurge

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The removal of the resource manager is probably the single most dumbest thing to get rid off. A program based on creating your own game and for several versions has made it easy for us to put in our creations with ease. Why it's gone? Don't know. It sucks in my opinion. I've only recently found that you have to manually put the files in yourself via folders- but half the time the program doesn't even import it. Not even Png files. It is a massive time consumer having to switch back and forth on folders HOPING the program even recognizes any new files.It's like as if the program is confused. I know it's fresh on the market etc and there are bugs to fix. But for gods sake please return this feature.

My second complaint is the lack of options with the battle choices. We now have an engine that comes with a sideways battle option- in my opinion this was the thing that made me attracted to MV the most because-hell isn't it where the most action is? Sadly it seems to only be a tick in the box- nothing much else in variety. Compare to RPG Maker 2003 you actually had options to work on projectile graphics etc. A menu tab was even dedicated for it. I seriously don't understand why the battle functions seem to be the least paid attention of. Not everyone is a script wizard- it would be nice to have a few more options considering that this engine is the latest.

I do like the new changes to graphic sizes, and it's DLC even though it seems very minimal.. but the plugin feature is something that is good. I like the generator aswell- it's much better than Ace's.

To be honest MV so far just feels like a tiny step from VX Ace. It seems almost too dependent on scripts to make it the slightest thing entertaining. Back on XP or 2003 I felt there was more to work with ease. I don't understand why each version cuts off things which make RPGs fun to make instead of building on them.
 

whitesphere

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I'm hearing many things about MV ... Like:

1: No MP3 support, needs to be OGG and is picky about how this OGG is formatted.

2. Small amount of RTP files.

3. Low quality style compared to VX / Ace.

4. Obtuse project creation: every project has to copy the whole RTP even if you will only use a few files?

5. Super slow on older PCs.

6. Resource manager gone, I think? And we need to transfer files manually.

7. The sideview battle system feels like it could be scripted better to be more neat / versatile / better organized.

8. Exporting to mobile phones is not a user friendly process at all.

Can anyone confirm that this is all correct? I havent been able to use it yet.
1. A free tool like sox will convert between MP3 and the M4A/OGG file formats.

2. All of the RTP is available, but not automatically imported.  As it is, the base project is 400 MB, zipped.  I have no problem with this.

3. The art style is a bit different than Ace.  I don't think it's lower quality.  It just looks more like Final Fantasy.

4. In order to support export to mobile --- which is THE most requested feature for Ace, for many years --- you HAVE to either have the complete project be fully standalone or completely rely on loading resources on demand from the cloud.   And the latter WILL earn you a LOT of hate from mobile users who see, say, 400 MB of data loaded over their limited data accounts.

5. There are definite performance issues with MV on older PCs.  Some of these are bugs.

6. I created a prototype, unofficial Resource Manager, written in Java, in a day.   It does the bare-bones file copying and so on. I posted it to the "No Resource Manager?" thread.   So I don't consider this a problem.

7. The side view battle works well out of the box, and there are a lot of plug-ins already available to change how it works.  I don't see this as a problem.

8. Personally, I'm very glad the "Export to Mobile" isn't super easy.  The RPG Maker name is already a huge minus on the PC, because the ease of making a game inspired a lot of people to try to make a game in literally a week and sell it.   Some people took their first ever RPG Maker game, wrapped it up and tried selling it to "make their money back".  After enough people bought these pieces of crap, the RPG Maker name and the distinctive look of the RTP, became very stigmatized.

Hopefully, the slightly more difficult process will keep the poor quality RPG Maker games off the Android and iOS Stores.  If someone can't be bothered to walk through the "How to export to mobile" help, and ask this very helpful forum for help, and work through the process, there's no way they should be publishing a game.

And, in comparison to previous RPG Maker games, which DID NOT allow export to mobile, officially (there was a single VX Ace game that was manually ported to Android), it's infinitely easier because it was flat out impossible to run a VX Ace game on Android or iOS.

@jay_are

Sox is available for free download here:  http://sourceforge.net/projects/sox/

I thought about adding a "check for used resources" option to my unofficial, prototype Resource Manager.  To say it would be tricky is an understatement.  Sure, I can easily open all of the Javascript files and do a search, and maybe load each Map, in turn and check every single Event and command for resources used.    So, it sounds easy to do, but in practice, it's trickier than you might think.

My biggest concern is it would be highly likely to want to delete something that is actually in use in some fashion.  And, nothing is less fun than removing an "unused" Resource which is really still being used and finding it breaks the game in some strange way.  I had loads of fun when I removed resources manually in VX Ace projects, and then my game broke in strange ways.

A quick sanity check shows the Image data is 200 MB or so, in size, and the Audio is 171 MB in size.   So the actual runtime components aren't too big.  

Technically, plug-ins are just Javascript with a special format to their comment block.  But I agree 100% that, from an end-user perspective, they're a lot easier to work with because of the nice UI which presents them and lets the developer easily set values.
 
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jay_are

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Thank you very much for the answers!

So, it would be handy, or essential to have a tool called SoX, to handle music? I can deal with this :)

As for the resource manager... Base project is around 400 mb?! What were they thinking?

Is it not a ton better to have a built in tool that will look into the game data and decide what files are being used in the game, right before exporting / finishing?

In RM2k days, there were tools like this, and it was convenient as heck, but they were made by the fans. Why not have something like this built in, so many years later?

As for the difficulty to export to mobile, having the advantage of not flooding the market sounds good, but they will find away anyway!

Older makers advertised that games could be sold for PC, and it is very easy to export. If this maker advertises Mobile export, then it should be just as easy.

The plugins idea sounds nice. I sadly never liked to script at all, so this is a big positive.
 

CriticalGames

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While I don't want to come across as too negative (I really, really, really want to love MV), I could write a lot on this subject. In fairness, most were problems introduced with VX. But a few key issues I've found compared to past RPG Makers are:

- Tilesets have a limited size and configuration, and are split up into 9 components - making the whole process much more complicated and time consuming. In RPG Maker XP, you just had a single, unlimited size tileset - nice and simple.

- There are no individually accessible layers - everything is done automatically, which (in my experience) leads to more frustration than it does ease of use. RM2K3 allowed you to toggle between layers, and RMXP gave you three to use in any way that you wish. That is a much more versatile, and in my opinion, much more simple to use approach.

- Autotiles have a very limited configuration, and can only have 3 frames of animation; no more, no less. Additionally, they are smaller in size (only 2 tiles wide, and 3 tiles high) - awkwardly so, I'm finding. In RPG Maker XP, you could have essentially as many frames of animation as you wanted, and it allowed you enough space to do complex borders (e.g. a railing around a pool of water).

- Due to the way that RPG Maker MV loads Pictures, there seems to be a small delay when switching to a new picture, or loading a new one over the top of an old one. It's a small thing, but can make complicated cutscenes a bit more fiddly.

- Speaking of cutscenes, there's no longer a 'Wait Until Move's Completion' command in the Event Commands Menu (once again, it was in RMXP). There's a checkbox in the 'Set Movement Route' command, but it's significantly more limited in how you can apply it.

- Finally, this is one of my (if not the) BIGGEST issues. In RPG Maker XP, if you used the 'Set Move Route' command, you can use Change Graphic to make an event animate. This was a very simple process, as you can choose individual frames of animation. However, in MV, you can only choose entire character sets - not individual frames of animation. This is a technique I use constantly in development, and I am sincerely dreading this process in MV...

I could go on, but those are some of the problems I've run into that were not issues in the past. RPG Maker MV has some great new additions like multi-platform support, improved resolution, better performance, plugins, etc. - they're big enough changes that I feel like I have no choice but to use MV from now on. But it still makes so many of VX's mistakes! It honestly makes me sad - I feel like Enterbrain don't take their own editor seriously as a development tool (I know, Javascript and Plugins are wonderful from this perspective, but it doesn't mean you limit or remove things from the editor). I can't imagine a program Unity losing pieces of functionality like RPG Maker has over the past 10 years (actually, 12 - eventing was made less powerful in the jump from 2K3 to XP).

I am desperately hoping that the developers will listen to community feedback, and update MV based on that feedback. Bug fixes are a great start, and I commend the RPG Maker forum team for the great work they've been doing to help on this front. I just hope we see tweaks and improvements made too - and sooner, rather than later =)

Okay, rant over =P
 

Mouser

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To me the biggest change is moving the engine from C to Javascript.

The plus is gives almost total control over the engine to the developer.

The minus is that Javascript will not / does not / and cannot perform as well as native C code.

I call that an overall plus though. (I also call getting off Ruby a plus, too).

The only real negative 'compared to earlier makers' is a limitation on map sizes. Personally, I think 256x256 is a BIG map. As people have said, there aren't many finished games out there that have huge (400x400+) maps in them. Was it a restriction for mobile? I'm sure in part. But that's part of the price to pay for being able to make games for mobile platforms. A little creativity here will go a long way.

Stuff like using an external IDE for writing scripts and no resource manager is very small to me.  The 'built in' text editor in Ace wasn't all that great to begin with. Now I just use whichever one I want, configured with all the options that I like, and I'm good to go. I have to switch from one window to another - big deal, it's better than being completely locked to the 'script' window like in prior RPG makers. Now I can keep my script open and play in the editor at the same time.

File formats is another necessity. The only real alternative to what they did would be to force you to choose when you create a project if you're developing it for mobile or not. If you are, then the engine would need to impose all the limits we have now. The problem with that is it's more work for the dev team on their side, and a lot more customer support problems when people would inevitably try to force PC games through the mobile process and complain when they didn't work.

I hate to be the bearer of bad news to some people but PC gaming is pretty much dead. AAA titles like Fallout 4 make money, well established franchises make money, and those HOPA and small games make money - and even those have increased production costs _drastically_ over the last few years (oh, and you can play most of them on mobile - and most of the first two play on consoles). Your game doesn't have full voice over and cinematics? Strictly bargain bin material, then.

I'm learning to work within the framework I've been given here and am finding many more possibilities than limitations.

It could be a case of people simply finding what they're looking for.
 

downphoenix

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Loss of Resource Manager is actually a boon. Adding files to your game is a simple drag/drop into the appropriate folder in your game, plus you can launch your game's folder within the program for easy access.
 

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Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

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