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Alright - let me have 'em.  What are the most frequently-asked questions about MV?  I will post as many answers as I can in this post.  If the answer is "we can't say due to NDA" I will post that too.  Please be patient with me while we get this off the ground - I have a lot of other "real" work that I need to do as well.


Engine

Q: What can I do in MV that I can't do in Ace?


A: Excluding anything that requires plugins (otherwise the list would be endless):


higher resolution


run on multiple platforms


deploy to multiple platforms


better character generator


event searcher


bigger database


extra map layer (2 B-E tiles on top of each other)


choice between side view & front view battles


... more stuff that hasn't been officially revealed yet


Q: What can I do in Ace that I can't do in MV?


A: ...


...


...


not coming up with anything so far, sorry.


Q: Will there be a trial version or a Lite version?


A: There has been no information on this yet. We'll let you know as soon as we find out.
Preorder

Q: What's the difference between ordering on RM Web and on Steam?


A: Ordering from RM Web will give you a steam key and a non-steam key. Ordering on Steam will only give you a steam key. All of the preorder bonuses are the same.


Q: If I order from RM Web and get a steam key and a non-steam key, can I sell one of them or give it away?


A: No. It is one license, one key, that will activate both programs. You are not buying two programs.


Q: What are the preorder bonuses and will they be available after the preorder?


A: Cover Art Characters; Essentials Set; Plugins; Ace -> MV Converter


The Essentials Set will be available for purchase after the preorder ends. I don't know when, or for how much.


I don't know if the Cover Art Characters set will be available for purchase after the preorder ends. Archeia?


The plugins will be available for separate download, for free, as will the converter.
Platforms/Installation

Q: What platforms can I install this on?


A: PC or Mac


Q: Do I need a Mac to create an iOS build?


A: Yes


Q: Can I run this on Linux?


A: Honestly, we don't know - we haven't been able to test it. If you have a Windows emulator you should be able to. If it runs on a Mac there is a better chance it will run on Linux. But we just can't say for sure that it will - we'll have to wait until someone in the community actually tries and and lets us know how they go.


Q: Can I run this on my old computer?


A: The minimum specifications listed for all RPG Maker versions is what the engine SHOULD run on. This does not mean it WON'T run on computers with older operating systems or lower specifications. The further from the minimum specs you go, the more problems you could expect to see. Again, you'll just have to try it.


Q: Can I install on multiple computers?


A: You can install on up to 2 computers, as long as they both belong to you or to family members living in the same house. If two family members both want to create commercial games, each must have their own license.
Scripts/Plugins

Q: What is the language used?


A: JavaScript. Not Java, not Ruby.


Q: What are the plugins?


A: Yanfly Battle Engine Core + Action Sequence Packs 1, 2 and 3


Yanfly Message Core


Battle Mode Changer


Change Tile Size


8 Dir Movement


Skip Title Screen


No Autoshadows


Bestiary


Ace -> MV Converter (this is an Ace script, not an MV plugin)


Yanfly's Skill Core


Victory Aftermath


HP Skill Cost


Luna Engine Lite


HP Consume Skill


Simple Message Sideview


Battle Results Popup


(tell me which ones I miss, as I'm bound to)


Q: Will there still be incompatibility issues with plugins, like there were with scripts?


A: Yes, because behind the scenes, plugins are really just scripts with a fancy front-end. Script incompatibilities were due to the ways scripts were written by their authors, and that doesn't change just because the scripts are added to the game differently or are written in a new language.


Q: Will I still have to start a new game after adding new plugins?


A: Yes, just like you do with Ace. If a script or plugin sets up new variables as part of the initialization process, and doesn't cater for the possibility of a save file being used where that initialization hasn't run, there could still be the same issues.
Converting

Q: Can I convert my Ace project?


A: Sort of. Using the converter, you can convert all your .rvdata2 files to .json format for use in MV. You can manually copy over your resources. You can use the Change Tile Size plugin to make MV play using your resources straight out of Ace. Or you can resize all of your resources to MV's specifications. Any scripts or script calls will need to be converted manually. You can go here to see more about the converter or to ask questions about it.


Q: Can I convert my VX project?


A: At the moment there is no converter, but hopefully one will be written shortly after MV's release.


Q: Can I convert my XP project?


A: At the moment there is no converter. This will only happen if a member of the community writes one.
Resources

Q: What are the resource specifications?


A: Battlebacks: 1000x740


Tileset: 48x48


Icons: 32x32


Faces: 144x144


Character: 48x48


SV Battlers: 64x64


Bubbles: 48x48


Iconset: 32x32


States: 96x96


Weapons: 96x64


Windowskin: 192x192


Q: Can I use Ace/VX/XP resources in MV?


A: If you own a valid license for MV and for another RPG Maker, you can use resources from one in the other. As always, you may need to reformat or resize them.


Q: Will the RTP be available separately?


A: RTP = Run Time Package, and is a separate package that can be downloaded by people who don't have the engine so they can play your games. MV's resources are part of the engine and will be automatically available in your project. There is no separate RTP to download. This means when you distribute your game, all the necessary resources will be included and players will not have to download/install anything extra to play it.

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