Negative points about MV when compared with older RMs?

astracat111

Astra Cat
Veteran
Joined
Jun 16, 2015
Messages
207
Reaction score
117
First Language
English
Primarily Uses
I could list a thousand reasons Javascript is better to learn than Ruby if you live in the west, all stemming from the fact that everyone uses it.
 

jonthefox

Veteran
Veteran
Joined
Jan 3, 2015
Messages
1,435
Reaction score
596
Primarily Uses
I only really have 2 big complaints, and one minor complaint:

-really cheesy and one-dimensional art style.  have to basically overhaul the entire library of assets if i don't want to conform to it, since even the sideview battlers etc. all follow this pattern.   

-the character generator is a huge disappointment.  no variety in face or body shape.  clothing styles all very similar; really hard to depict different cultures / fashion styles / economic backgrounds.

-a little bit more default "detail" tiles would've been nice -- a few different rocks, trees, etc., i'm finding it difficult to add detail to my outdoor maps.  
 

jay_are

Veteran
Veteran
Joined
Apr 26, 2015
Messages
71
Reaction score
15
First Language
English
Primarily Uses
All right, I've tried RPG Maker MV finally!

When I made the thread, I wasn't home, so I couldn't try it.

Yes, it is dreadful that your project has to start with all the resources......................... there just must be a simpler way to manage this. Something that detects what exactly your project needs?

And yes, the art style can be "cheesy" as jonthefox said, BUT a lot of it is good. It's kinda inconsistent cause some of it looks like  VX Ace, 2000, and its own strange style.

The majority is good thankfully.

The music is amazing!

My trial came with RM 2003 enhanced music... not sure if this is part of the package when you buy the program?

I'm also thankful that this runs smoothly on my basic computer I use for Windows 7 (goes from 57 to 60 fps, when you press the F# key to show it)

Overall, i'd buy this someday. I'm hoping to see improvements. Besides the RTP loading at the start of the project, the map editor seems a little unresponsive when I create circle or square shapes rather than use the pencil tool. In older makers, I could create a circle instantly. Here, I have to wait about a second holding the mouse button for it to be effective. Kinda hard to explain.

The battles, front or sideview, are excellent!! I've always had complaints about 2003's battle system, but there's no issues here! Whoever told me that this could have been "done better" had poor judgement........

I have a much better view about this maker now. Best of luck to the developers!
 
Last edited by a moderator:

Ultima2876

Veteran
Veteran
Joined
Oct 25, 2015
Messages
185
Reaction score
234
First Language
English
Yes, it is dreadful that your project has to start with all the resources......................... there just must be a simpler way to manage this. Something that detects what exactly your project needs?
I've made a very quick tool that helps with exactly this issue. It removes all assets from your project that aren't being directly referenced, which equates to almost everything that isn't being used (the main exception for now is animations, which I'm working on!). Check it out: http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project

It takes about 30 seconds (including downloading and extracting the zip) to bring a default project from 400mb to 200ish.
 
Last edited by a moderator:

NoInkling

Veteran
Veteran
Joined
Oct 2, 2015
Messages
39
Reaction score
10
First Language
English
Primarily Uses
I could list a thousand reasons Javascript is better to learn than Ruby if you live in the west, all stemming from the fact that everyone uses it.
Exactly. And JS got popular simply because its the language the runs in our web browsers, it certainly didn't get there on its own merits as a language (although first-class functions are nice), it was really just historical reasons. Almost everything positive that can be said about JS arose out of necessity (V8, Node, ecosystem, userbase).

Using it to teach object-oriented programming? You mean learning how to shoehorn a prototypal system into a classical one, ugh.
 

Ed19

Veteran
Veteran
Joined
Dec 29, 2012
Messages
303
Reaction score
120
First Language
Empty
Primarily Uses
N/A
Lack of Resource Manager. That's all
 

Jory4001

Veteran
Veteran
Joined
Feb 16, 2014
Messages
80
Reaction score
18
First Language
English
- 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.
There is a severe lag even on very high end omputers for displaying pictures. I found it works much better to load all pictures used in a cutscene or map at the begining with opacity at 0 and just flip between them as needed instead of loading them and replacing/erasing them ine at a time. There is virtualy no lag or studder this way. And the load time can be hidden with a fade out/in or map transition.
 

Vegnarus

Veteran
Veteran
Joined
Jan 15, 2015
Messages
103
Reaction score
23
I also missed the multicopy thing but it seems we can use the classic shift-select function which is even smoother and less clunky. And as for new projects taking forever to create or including files you don't need, here's a trick for some of you guys if you don't know it:

When creating a new project, the program simply copies what is in the NewData folder in RPGMV which is typically in Program Files or wherever you installed it.

If you want to remove the excess files, just backup that folder and name it something else like "DLC" or "Base Resources" and delete the audio and images that you don't want from the NewData folder. Do not mess with the data folder or the system folder in img. (along with other images or files that might cause an error if excluded) 

Some things are basic and are needed by the program so carefully remove what you don't want. After that, when you create a new project, the editor won't take an eternity to create it and the files copied will be just the ones you left in the NewData folder.
 

zharth

Veteran
Veteran
Joined
Feb 11, 2014
Messages
39
Reaction score
13
First Language
English
Primarily Uses
-really cheesy and one-dimensional art style.  have to basically overhaul the entire library of assets if i don't want to conform to it, since even the sideview battlers etc. all follow this pattern.   

-the character generator is a huge disappointment.  no variety in face or body shape.  clothing styles all very similar; really hard to depict different cultures / fashion styles / economic backgrounds.
I'm glad I'm not the only one who feels this way. The only major complaint I have about MV so far is that I really don't like the art style - compared to VX Ace, it's too soft and rounded and cartoony. And while everybody is praising the Character Generator for being so awesome, I really don't like it. The CG in VX Ace took some getting used to, but I like it a lot better than the one in MV. Like you, I feel that there's not enough variety in faces or clothing styles. It all looks very samey.
 

TheHarmp

Non-Profit Mephobiac
Veteran
Joined
Jan 16, 2014
Messages
62
Reaction score
92
First Language
Dutch
Primarily Uses
The main things that bother me are the Battle Weapons, and how they're no longer simply the icons (I was planning on making a ton of different ones.)
And there's no moving platforms yet. Now that wasn't in any of the older ones either I think, but there were scripts for it. (I guess I'll have to hope and wait for that)
And as said a few times above here, the character style is too cartoony, even the evil and monster characters look huggable.
 

jay_are

Veteran
Veteran
Joined
Apr 26, 2015
Messages
71
Reaction score
15
First Language
English
Primarily Uses
I've made a very quick tool that helps with exactly this issue. It removes all assets from your project that aren't being directly referenced, which equates to almost everything that isn't being used (the main exception for now is animations, which I'm working on!). Check it out: http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project

It takes about 30 seconds (including downloading and extracting the zip) to bring a default project from 400mb to 200ish.
You're a hero!!! I'll check this tool out soon.
 

Ultima2876

Veteran
Veteran
Joined
Oct 25, 2015
Messages
185
Reaction score
234
First Language
English
You're a hero!!! I'll check this tool out soon.
Let me know how you get on! I'm planning an update soon that does better filesize reduction (by stripping referenced but unused animations), makes it look a bit nicer and fixes a minor bug.
 

KisaiTenshi

Veteran
Veteran
Joined
Oct 24, 2015
Messages
310
Reaction score
124
Let me know how you get on! I'm planning an update soon that does better filesize reduction (by stripping referenced but unused animations), makes it look a bit nicer and fixes a minor bug.
You know what you should do... is have it cross-reference updated files (Eg check modification date/SHA-1 checksum) between NewData and the project so that files that are updated by steam optionally be updated if the version in project is older and unchanged from stock. Like this is a little more complicated than what your software tool was designed for, but I think having it go "check for newer project assets" could be done.
 

CriticalGames

Veteran
Veteran
Joined
Aug 8, 2014
Messages
220
Reaction score
65
First Language
English
Primarily Uses
There is a severe lag even on very high end omputers for displaying pictures. I found it works much better to load all pictures used in a cutscene or map at the begining with opacity at 0 and just flip between them as needed instead of loading them and replacing/erasing them ine at a time. There is virtualy no lag or studder this way. And the load time can be hidden with a fade out/in or map transition.
That's a really great idea - thanks! I do wonder why there is so much lag for pictures, though (I don't recall it ever being a problem in the past)...At least there's a workaround =)
 

Ultima2876

Veteran
Veteran
Joined
Oct 25, 2015
Messages
185
Reaction score
234
First Language
English
You know what you should do... is have it cross-reference updated files (Eg check modification date/SHA-1 checksum) between NewData and the project so that files that are updated by steam optionally be updated if the version in project is older and unchanged from stock. Like this is a little more complicated than what your software tool was designed for, but I think having it go "check for newer project assets" could be done.
Yeah, that's probably a little out of scope for the project - all I want really is to have a simple tool I can quickly run before uploading my project. However, since it's open source I'd be happy for someone else to take this sort of thing on in future. I need to get a github set up for it really.
 

Sapphire Luna

Villager
Member
Joined
Oct 24, 2015
Messages
18
Reaction score
2
What I dislike the most is the lack of layers for tilesets. I can make a whole house and then decide I want to change the carpet on the floor, but then drawing a new carpet will overwrite all the objects above and I have to redo everything.

I also think the tilesets look really flat, especially compared to XP's tilesets which were more 3D-ish.
 

Fernyfer775

Veteran
Veteran
Joined
Oct 6, 2013
Messages
1,317
Reaction score
818
First Language
English
My only real gripe is all this hype about being able to port to android/ios, but when you do, the game runs laggy as hell and you have to be super stingy with file size.

 My phone can run pretty much any top end game on the android market, so the phone isn't the problem.

I think unless something is changed (I wouldn't even know what to be honest since I'm not all that savvy at this kind of thing), the whole porting to mobile devices is out for me, and many others.
 

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
2,520
Reaction score
1,655
First Language
English
Primarily Uses
RMMV
Compared to VX Ace, there isn't much of a list to make. It's superior to VX Ace in pretty much every single way. Just a shame they stuck to the same style of graphics, would've been nice to get something different for a change.

Compared to 2K(3) there are several things that I'm missing in MV, mostly when it comes to the eventing and database options (this was already flawed in VX Ace, and they certainly didn't improve much with MV). Just simple things like being able to choose from all the variable settings (greater than, smaller than, equal to etc) under event conditions. Or being able to flip face sets in dialogue. Having an option to flash sprites.  An option for camera/target shake in combat animations. Better EXP curves. The list goes on and on. Just small things, but they do add up. Still, however much I like RM2K(3), I think MV is the superior program.
 
Last edited by a moderator:

KisaiTenshi

Veteran
Veteran
Joined
Oct 24, 2015
Messages
310
Reaction score
124
My only real gripe is all this hype about being able to port to android/ios, but when you do, the game runs laggy as hell and you have to be super stingy with file size.

 My phone can run pretty much any top end game on the android market, so the phone isn't the problem.

I think unless something is changed (I wouldn't even know what to be honest since I'm not all that savvy at this kind of thing), the whole porting to mobile devices is out for me, and many others.
It works fine on iOS devices. Space is always a premium on a mobile device. (Like i can run it on my iPhone 6S with no problem.)

Mobile devices, especially Android are a crapshoot, and most Android devices are underpowered and don't support WebGL.
 

jay_are

Veteran
Veteran
Joined
Apr 26, 2015
Messages
71
Reaction score
15
First Language
English
Primarily Uses
Let me know how you get on! I'm planning an update soon that does better filesize reduction (by stripping referenced but unused animations), makes it look a bit nicer and fixes a minor bug.
Used it, worked wonders! I was able to strip my project down to 50 mb!

(Of course, by almost using nothing, i deleted most enemies, tilesets, etc)

But I noticed something. The Title folder still has all Titlescreens. Why is this?

Another thing I noticed, the battlebacks. Where is RPG Maker MV telling the program that i'm using those battlebacks? I see all terrains set to 0, and I don't know where else to check.

Other than that though, really glad about this tool. Thanks!!

I have another problem entirely though.......... and this is a major complaint about the program unless I'm misinterpreting things.

I don't know where the program decides that weapon graphic to use in sideview battles. AND it seems limited to like 36 unique looking weapons for an entire game?
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

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 :)

Forum statistics

Threads
106,018
Messages
1,018,358
Members
137,803
Latest member
andrewcole
Top