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I've noticed a lot of the same questions popping up, and some answers are getting hard to find because the threads get buried (or are spread across multiple subforums). This is an attempt to get the important stuff all in one place. I will continue to add to this, so please post anything that I missed below. This FAQ is aimed towards things specific to MV. In other words, if the same thing was true in Ace, it probably won't be covered here (things like Eventing and general game design).
Some answers link to plug-ins. These are not necessarily "official," so use at your own risk, and always check for updates. In general I will link to plug-ins that are free for commercial use, but please check the terms. UPDATE: As MV keeps getting updated, keep in mind that some features have been added/changed since this was written. Some plug-ins may not work, etc.
GENERAL / THE PROGRAM
What's different about MV vs. Ace?
The way you use it is mostly the same (eventing is 99% the same commands), but there are a lot of great features/upgrades. This is a big question, so I recorded an hour long video (you can speed it up on youtube) showing all the new features! I've also listed the main things below, along with the video:
You may want to watch directly on youtube so you can jump around with the timecode links.
Quick List of Features:
Higher Res (48px tiles), Play in Any Res (720p, 1080p, widescreen)
Export to Win, Mac, iOS, Android, HTML5
Javascript instead of Ruby
RMMV Runs on Mac
Faster, uses CPU and GPU - OpenGL for shaders, etc.
Better Character Generator with visual parts. Creates better faces, and side-view sprites!
Mouse Support/pathfinding
"3-layer Mapping"
Side-view battle option built-in
Regions can be painted/filled
Plug-ins (customization, calls)
See the official page here: http://www.rpgmakerweb.com/products/programs/rpg-maker-mv
Should I buy the Steam version, or buy from this site?
If you buy from this site, you'll get both the stand-alone and the Steam version. More thoughts here.
How do I convert my Ace project to MV format?
There's a VX Ace to MV Converter, but keep in mind that it won't convert scripts or graphics. For graphics, you can use a plug-in to match Ace's size, but you may want to just update the graphics (see RESOURCES section for more info). You'll need to find plug-ins that match the scripts you were using.
Where's the Resource Manager? How do I get resources into my game?
Update: It was added back in MV1.1! There is a button in the toolbar.
Why is my database so empty? Where's the full database?
The full database is available as a separate download:
https://dl.dropboxusercontent.com/u/17078211/RMMV_data.rar
You can copy all the files into your project, or just the ones you need. Back up your project first. If you made changes to your database, they will be overwritten. Also note that when copying the full database folder it also resets as "Start Transparent" in DB>System>Options.
Has RPG Maker MV been updated? Where do I get it?
If you have the Steam version, it should update automatically. If you use the stand-alone, check for announcements here:
https://forums.rpgmakerweb.com/index.php?forums/rpg-maker-mv-releases.171/ -- You should find the newest release listed. It will have an upgrade file, or you can use the full installer.
Have there been any bug fixes? Where are they?
Yes, see previous question. You can also read about/download some fixes here: Updates Part 1
I updated my Steam version, and now it's broken! What do I do?
Apparently there's an issue for some people with 1.01, but you can revert to Beta 1.00.
Why is my game project so large compared to older versions of RPG Maker? My VX Ace project was 20MB, but the same MV project is over 400MB!
RPG Maker MV games always include every resource they use in the game project, since they do not rely on an external RTP. Instead, RPG Maker MV (where the program is installed--not your game project) has a folder called "NewData" that holds all of the starting resources. You can remove files from this folder if you don't want any new project to contain them (conversely, you can add files there, and every new project will have them). The biggest culprit for big games would be music and sound files, just like it was in VX Ace. See EXPORTING for more info.
My games lag! What's the deal?
Does it only happen when you use animated tiles? If so, update MV (see above). That was a bug that was fixed. If you're using the latest version, try disabling some plug-ins (to see if one in particular is causing it), check your events/common events for "always on" parallel processes, and check how many events you have running at once. If you still can't figure it out, you may have to start a new thread with your specific problem.
I have a problem with the program itself! White screen, lag, etc.
Try updating your graphics drivers.
Full screen is blurry! I don't like the anti-aliasing on the graphics. Can I fix that?
Yeah: http://forums.rpgmakerweb.com/index.php?/topic/47504-how-to-remove-blur/
The editor itself (UI) has blurry text! Ace looked sharp! Can I fix that?
It's true that MV has, let's say, extreme anti-aliasing on the text. Some people are bothered by this, but there doesn't seem to be a way to change it (plug-ins can't modify the program itself). Ace used very little anti-aliasing, so the text was much crisper. It's a personal preference sort of thing, and also may depend on your monitor.
I use a 4k/UHD monitor, and the whole program is tiny! The text, buttons, and maps are too small!
MV has not been updated to follow Windows 10 scaling on high res displays. However, you can manually fix this! Follow this tutorial to manually add a "manifest" file next to the .exe. You will also have to update your registry. Both can be easily done here:
http://www.danantonielli.com/adobe-app-scaling-on-high-dpi-displays-fix/
The tutorial is for Adobe applications, but it works with MV as well (I am using this method). Keep in mind that a Windows update may revert your registry at some point -- you'll simply have to redo that edit if so. See this post for a bit more info specifically about MV.
MAPPING
The maximum map size is too small! What gives?!
Map size was reduced to avoid performance issues on mobile. You can manually change it to exceed the limit, but be careful. Here is the method explained by Andar:
I added the "!" to my parallax background so I could use it as the bottom layer (parallax mapping), and now it's all blurry! Same thing happens with plug-ins!
This is a bug. Install the Parallax Blur Fix plug-in to fix it. Update: MV1.1 may have fixed this.
How do I save my map so I can bring it into Photoshop for parallaxing?
There's a "Save as Image" feature built-in to MV, but it shrinks the size. I believe this is a bug that will be fixed, but until then you'll have to use another method. Here is a free plug-in that will export full maps for you: Orange Mapshots
RESOURCES / ASSETS / GRAPHICS
I thought there were more tilesets and other resources?
There is a lot of additional content that came separately (some may only be available if you pre-ordered). Please check your email for other download links, and check other folders for more files. There should be a folder called "BaseResource" that contains a ton of files. They're not all added to your project automatically; you need to add those into your project manually. This is to reduce the size of the project. You should remove unused assets from your project before you export your game (see EXPORTING below for a tool).
But I think I'm still missing assets! Where are the sideview battlers Actor3_1 - 3_4?
There were a few things that were missing or incorrect. You can get SF_GothicLolita.png here (first post, scroll down).
Some aren't there intentionally, like sv_actors - Actor3_1 - 3_4.
Are there any other free resources?
Yes, Official KADOKAWA Base MV Character Sprites. These are "nude" sprites you can use as a base to create new characters.
I can't find the special folder of resources in the Base Resource file! Where is it and what is in it?
This folder was part of the original Base Resources, but was removed from the BaseResource.zip shortly after it could be downloaded, because of some concerns people had over some of the art (lots of cleavage, a girl in a bikini eating a popsicle, that sort of thing) not being suitable for all ages (this was also a legal issue involving game ratings). However, it also contained a lot of other art, such as mechs, horror enemies, samurai, and so on. The Staff has said that they will make the special folder available for download for those who want it at some point in the future. More info (thanks, Jay_NOLA!):
What are the names of the cover art characters? I'm not sure what bgm goes to each character because I don't know the names of the characters.
From Jay_NOLA:
What size do icons/sprites/side-view battlers/balloons/etc. need to be?
Archeia put up a bunch of template files just for you. I also have a Sprite Formatting tutorial you can follow to make your own (this was made for VX Ace, but it's the same in MV).
Can I (legally) use assets from older RM engines in MV? What about on mobile?
Yes, as long as you own that version of RM as well. Mobile was confirmed by a moderator, here.
Can I (practically) use Ace or older resources in MV?
Practically speaking, MV uses larger tiles/sprites, so you'll either have to convert them (see next question), or you can use a plug-in to change the grid size to match Ace. But if you do this, the editor won't display the graphics correctly (but the running game will). Baka-chan explains it well:
With the plugin made by Shaz you can change the grid size, but only for the game. The editor will still show you the 48x48px grid; that's why you need the normal 32x32px tiles in a subfolder and a upscaled version in the main tileset folder so you can see it in the editor. After you have finished your game you can delete the upscaled version since the game itself will only need the 32x32px version from the subfolder.
How can I convert Ace resources to MV format?
Because the size difference is 1.5x (not an even number), it's difficult to do cleanly. Fortunately, there are some people who have been making tools to help you out and do the conversion for you, using lots of fancy techniques: MVFU
The character generator exports each character separately! How do I combine faces, sprites, etc.?
It's a bit unintuitive at first. When you're ready to export, click on the appropriate button (e.g., Face Image...), then click "import" to get your existing face sheet to pop up. Now click where you want the NEW face to go (e.g., 3rd spot). Now you can click Export to save the whole sheet. Same process for the other types (Walk Character, etc.).
How do I add to the character generator?
It's a bit tricky. See here:
http://forums.rpgmakerweb.com/index.php?/topic/46840-adding-graphical-assets-to-the-generator/
BATTLES
How do I enable side-view battles?
Go to Database -> System tab, then under Options you should check the box marked "Use Side-view Battle".
The side-view enemies are static and boring! Can I animate them? Can I use characters from the generator?
Yes! Yanfly has created a free plug-in that does all of that and more: Animated Sideview Enemies. Be sure to watch the video.
EVENTING
How do I use events to create [some quest, cutscene, feature]?
As mentioned, MV is 99% the same as Ace in terms of eventing. If you can't find an MV tutorial, look for an Ace tutorial--it will still be relevant. Just remember that if scripts are used, you'll have to find an MV plug-in instead. I have a bunch of video tutorials for Ace, including a beginner series.
Where is the Select Key Item command? What are Hidden Items?
This is one of the minor changes made in MV. "Select Key Item" is now "Select Item", and you can choose between regular items, key items, and two groups of hidden items. They all work the same way that Key Items did in Ace. Hidden Items are what they sound like--they are hidden from the player (they don't show up in the item list), and are only shown if the "Select Item (hidden item)" command is used. How you use this is up to you. You could make a quest log, achievement system, and so on. I made a video showing three uses, along with the code: Ideas for the "Select Item" Command
SCRIPTING / PLUG-INS
I'm missing some plug-ins! Where's "skip title" and "8 directional movement"?
They're here: http://forums.rpgmakerweb.com/index.php?/topic/46479-missing-plugins-download/
How do I edit scripts (plug-ins)? There's no editor!
Use whatever editor you'd like (Notepad, Notepad++, SublimeText, TextPad, etc.). This is actually really nice because you can keep the file open, use color coding, autocomplete, and other features. You can edit, save, then hit F5 in the playtest window to refresh the game and test. In order for the plug-in description to update, you have to double-click on it and hit OK in the manager.
I tried an Ace script call and it didn't work! How do I gain gold/items/weapons or do other things with a script call?
MV uses Javascript instead of Ruby, so all the calls are different.
Google Doc list here
Can you explain what is meant by "official" plugins, "quasi-official" and "semi-official" plugins? Several Japanese MV Maker sites, blog posts, etc. including the main Japanese MV sites refers to the plugins that come with MV as being "official" while others that come with MV are not.
From Jay_NOLA:
EXPORTING
How do I remove unused files from my final game?
Update: MV1.1 has a tool for this. Old Answer: Here's a tool by Ultima called MVstripper that does it for you (but it doesn't remove everything so read more). It's a good idea to remove the unused files to reduce your game size. Just be careful, because your game could freeze if it can't find a file it needs (easy to fix, but not if you've already sent out your game to everyone).
MOBILE
MV lets me click a button to export to iOS, and then I can submit to the Appstore, right?
Sort of. It's more involved than that and there are extra steps you'll need to take after exporting. Please read the manual for instructions, or check the MV Tutorials for more help. If there's a good video/tutorial, I'll link it here eventually.
Can I put ads in my mobile game? I want to make money!
You can, but RMMV doesn't have any options for that, so you'll have to learn how to do it yourself. It's too complicated (or changes too often) to be built into the program, unfortunately. Check the MV Tutorials and you might find something. If there's a good video/tutorial, I'll link it here eventually.
- See the next post for some additional trivia questions -
--
Some answers link to plug-ins. These are not necessarily "official," so use at your own risk, and always check for updates. In general I will link to plug-ins that are free for commercial use, but please check the terms. UPDATE: As MV keeps getting updated, keep in mind that some features have been added/changed since this was written. Some plug-ins may not work, etc.
GENERAL / THE PROGRAM
What's different about MV vs. Ace?
The way you use it is mostly the same (eventing is 99% the same commands), but there are a lot of great features/upgrades. This is a big question, so I recorded an hour long video (you can speed it up on youtube) showing all the new features! I've also listed the main things below, along with the video:
You may want to watch directly on youtube so you can jump around with the timecode links.
Quick List of Features:
Higher Res (48px tiles), Play in Any Res (720p, 1080p, widescreen)
Export to Win, Mac, iOS, Android, HTML5
Javascript instead of Ruby
RMMV Runs on Mac
Faster, uses CPU and GPU - OpenGL for shaders, etc.
Better Character Generator with visual parts. Creates better faces, and side-view sprites!
Mouse Support/pathfinding
"3-layer Mapping"
Side-view battle option built-in
Regions can be painted/filled
Plug-ins (customization, calls)
See the official page here: http://www.rpgmakerweb.com/products/programs/rpg-maker-mv
Should I buy the Steam version, or buy from this site?
If you buy from this site, you'll get both the stand-alone and the Steam version. More thoughts here.
How do I convert my Ace project to MV format?
There's a VX Ace to MV Converter, but keep in mind that it won't convert scripts or graphics. For graphics, you can use a plug-in to match Ace's size, but you may want to just update the graphics (see RESOURCES section for more info). You'll need to find plug-ins that match the scripts you were using.
Where's the Resource Manager? How do I get resources into my game?
Update: It was added back in MV1.1! There is a button in the toolbar.
Why is my database so empty? Where's the full database?
The full database is available as a separate download:
https://dl.dropboxusercontent.com/u/17078211/RMMV_data.rar
You can copy all the files into your project, or just the ones you need. Back up your project first. If you made changes to your database, they will be overwritten. Also note that when copying the full database folder it also resets as "Start Transparent" in DB>System>Options.
Has RPG Maker MV been updated? Where do I get it?
If you have the Steam version, it should update automatically. If you use the stand-alone, check for announcements here:
https://forums.rpgmakerweb.com/index.php?forums/rpg-maker-mv-releases.171/ -- You should find the newest release listed. It will have an upgrade file, or you can use the full installer.
Have there been any bug fixes? Where are they?
Yes, see previous question. You can also read about/download some fixes here: Updates Part 1
I updated my Steam version, and now it's broken! What do I do?
Apparently there's an issue for some people with 1.01, but you can revert to Beta 1.00.
Why is my game project so large compared to older versions of RPG Maker? My VX Ace project was 20MB, but the same MV project is over 400MB!
RPG Maker MV games always include every resource they use in the game project, since they do not rely on an external RTP. Instead, RPG Maker MV (where the program is installed--not your game project) has a folder called "NewData" that holds all of the starting resources. You can remove files from this folder if you don't want any new project to contain them (conversely, you can add files there, and every new project will have them). The biggest culprit for big games would be music and sound files, just like it was in VX Ace. See EXPORTING for more info.
My games lag! What's the deal?
Does it only happen when you use animated tiles? If so, update MV (see above). That was a bug that was fixed. If you're using the latest version, try disabling some plug-ins (to see if one in particular is causing it), check your events/common events for "always on" parallel processes, and check how many events you have running at once. If you still can't figure it out, you may have to start a new thread with your specific problem.
I have a problem with the program itself! White screen, lag, etc.
Try updating your graphics drivers.
Full screen is blurry! I don't like the anti-aliasing on the graphics. Can I fix that?
Yeah: http://forums.rpgmakerweb.com/index.php?/topic/47504-how-to-remove-blur/
The editor itself (UI) has blurry text! Ace looked sharp! Can I fix that?
It's true that MV has, let's say, extreme anti-aliasing on the text. Some people are bothered by this, but there doesn't seem to be a way to change it (plug-ins can't modify the program itself). Ace used very little anti-aliasing, so the text was much crisper. It's a personal preference sort of thing, and also may depend on your monitor.
I use a 4k/UHD monitor, and the whole program is tiny! The text, buttons, and maps are too small!
MV has not been updated to follow Windows 10 scaling on high res displays. However, you can manually fix this! Follow this tutorial to manually add a "manifest" file next to the .exe. You will also have to update your registry. Both can be easily done here:
http://www.danantonielli.com/adobe-app-scaling-on-high-dpi-displays-fix/
The tutorial is for Adobe applications, but it works with MV as well (I am using this method). Keep in mind that a Windows update may revert your registry at some point -- you'll simply have to redo that edit if so. See this post for a bit more info specifically about MV.
MAPPING
The maximum map size is too small! What gives?!
Map size was reduced to avoid performance issues on mobile. You can manually change it to exceed the limit, but be careful. Here is the method explained by Andar:
You open your map in a text editor, search for the settings of height and width, change the numbers there and save. Finished.
However, be warned: do not change the map properties after that modification!
Everything you need to set in the map properties has to be set before that change, because confirming any change in map properties after that will reset the map to regular maximum size, erasing everything outside that limit.
However, be warned: do not change the map properties after that modification!
Everything you need to set in the map properties has to be set before that change, because confirming any change in map properties after that will reset the map to regular maximum size, erasing everything outside that limit.
I added the "!" to my parallax background so I could use it as the bottom layer (parallax mapping), and now it's all blurry! Same thing happens with plug-ins!
This is a bug. Install the Parallax Blur Fix plug-in to fix it. Update: MV1.1 may have fixed this.
How do I save my map so I can bring it into Photoshop for parallaxing?
There's a "Save as Image" feature built-in to MV, but it shrinks the size. I believe this is a bug that will be fixed, but until then you'll have to use another method. Here is a free plug-in that will export full maps for you: Orange Mapshots
RESOURCES / ASSETS / GRAPHICS
I thought there were more tilesets and other resources?
There is a lot of additional content that came separately (some may only be available if you pre-ordered). Please check your email for other download links, and check other folders for more files. There should be a folder called "BaseResource" that contains a ton of files. They're not all added to your project automatically; you need to add those into your project manually. This is to reduce the size of the project. You should remove unused assets from your project before you export your game (see EXPORTING below for a tool).
But I think I'm still missing assets! Where are the sideview battlers Actor3_1 - 3_4?
There were a few things that were missing or incorrect. You can get SF_GothicLolita.png here (first post, scroll down).
Some aren't there intentionally, like sv_actors - Actor3_1 - 3_4.
Are there any other free resources?
Yes, Official KADOKAWA Base MV Character Sprites. These are "nude" sprites you can use as a base to create new characters.
I can't find the special folder of resources in the Base Resource file! Where is it and what is in it?
This folder was part of the original Base Resources, but was removed from the BaseResource.zip shortly after it could be downloaded, because of some concerns people had over some of the art (lots of cleavage, a girl in a bikini eating a popsicle, that sort of thing) not being suitable for all ages (this was also a legal issue involving game ratings). However, it also contained a lot of other art, such as mechs, horror enemies, samurai, and so on. The Staff has said that they will make the special folder available for download for those who want it at some point in the future. More info (thanks, Jay_NOLA!):
As it was pulled quickly only some people have it while many don't as part of the Base Resources. The zip with them is 667 MB and the zip with them removed is 556 MB. The resources in it consisted of 1041 pngs that were broken up as follows:
657 Character pictures
These are split in to 2 different folders titled "character1" & "character2". Each of these folders has a sub folder for the different resolutions.
The folder "character1" has 31 characters in 3 different resolutions. (93 pngs total)
The folder "character2" has 188 characters in 3 different resolutions. (564 pngs total)
342 Enemies pictures (battlers) (The Japanese site incorrectly says 341.)
Splt into "enemies1", "enemies2", and "enemies3" folders with sub folders in each for the 3 different resolutions.
The folder "enemies1" has 46 battlers in 3 different resolutions. (138 pngs total) These are mostly mecha and small number of female sci-fi characters.)
The folder "enemies2" has 15 battlers in 3 different resolutions. (45 pngs total) These are modern horror battlers. (zombies, creepy business men, weird mutated animals. etc.)
The folder "enemies3" has 53 battlers in 3 different resolutions. (159 pngs total) These are samurai battlers for historic based games set during the Sengoku period.)
42 Backgrounds
In 1 folder titled "background01" that has 42 backgrounds in it. The backgrounds are modern ones, specifically Japanese city based in most cases.
657 Character pictures
These are split in to 2 different folders titled "character1" & "character2". Each of these folders has a sub folder for the different resolutions.
The folder "character1" has 31 characters in 3 different resolutions. (93 pngs total)
The folder "character2" has 188 characters in 3 different resolutions. (564 pngs total)
342 Enemies pictures (battlers) (The Japanese site incorrectly says 341.)
Splt into "enemies1", "enemies2", and "enemies3" folders with sub folders in each for the 3 different resolutions.
The folder "enemies1" has 46 battlers in 3 different resolutions. (138 pngs total) These are mostly mecha and small number of female sci-fi characters.)
The folder "enemies2" has 15 battlers in 3 different resolutions. (45 pngs total) These are modern horror battlers. (zombies, creepy business men, weird mutated animals. etc.)
The folder "enemies3" has 53 battlers in 3 different resolutions. (159 pngs total) These are samurai battlers for historic based games set during the Sengoku period.)
42 Backgrounds
In 1 folder titled "background01" that has 42 backgrounds in it. The backgrounds are modern ones, specifically Japanese city based in most cases.
What are the names of the cover art characters? I'm not sure what bgm goes to each character because I don't know the names of the characters.
From Jay_NOLA:
The Japanese MV site has these 4 pictures that show the names in Japanese and English for each character next to a picture of the character.




What size do icons/sprites/side-view battlers/balloons/etc. need to be?
Archeia put up a bunch of template files just for you. I also have a Sprite Formatting tutorial you can follow to make your own (this was made for VX Ace, but it's the same in MV).
Can I (legally) use assets from older RM engines in MV? What about on mobile?
Yes, as long as you own that version of RM as well. Mobile was confirmed by a moderator, here.
Can I (practically) use Ace or older resources in MV?
Practically speaking, MV uses larger tiles/sprites, so you'll either have to convert them (see next question), or you can use a plug-in to change the grid size to match Ace. But if you do this, the editor won't display the graphics correctly (but the running game will). Baka-chan explains it well:
With the plugin made by Shaz you can change the grid size, but only for the game. The editor will still show you the 48x48px grid; that's why you need the normal 32x32px tiles in a subfolder and a upscaled version in the main tileset folder so you can see it in the editor. After you have finished your game you can delete the upscaled version since the game itself will only need the 32x32px version from the subfolder.
How can I convert Ace resources to MV format?
Because the size difference is 1.5x (not an even number), it's difficult to do cleanly. Fortunately, there are some people who have been making tools to help you out and do the conversion for you, using lots of fancy techniques: MVFU
The character generator exports each character separately! How do I combine faces, sprites, etc.?
It's a bit unintuitive at first. When you're ready to export, click on the appropriate button (e.g., Face Image...), then click "import" to get your existing face sheet to pop up. Now click where you want the NEW face to go (e.g., 3rd spot). Now you can click Export to save the whole sheet. Same process for the other types (Walk Character, etc.).
How do I add to the character generator?
It's a bit tricky. See here:
http://forums.rpgmakerweb.com/index.php?/topic/46840-adding-graphical-assets-to-the-generator/
BATTLES
How do I enable side-view battles?
Go to Database -> System tab, then under Options you should check the box marked "Use Side-view Battle".
The side-view enemies are static and boring! Can I animate them? Can I use characters from the generator?
Yes! Yanfly has created a free plug-in that does all of that and more: Animated Sideview Enemies. Be sure to watch the video.
EVENTING
How do I use events to create [some quest, cutscene, feature]?
As mentioned, MV is 99% the same as Ace in terms of eventing. If you can't find an MV tutorial, look for an Ace tutorial--it will still be relevant. Just remember that if scripts are used, you'll have to find an MV plug-in instead. I have a bunch of video tutorials for Ace, including a beginner series.
Where is the Select Key Item command? What are Hidden Items?
This is one of the minor changes made in MV. "Select Key Item" is now "Select Item", and you can choose between regular items, key items, and two groups of hidden items. They all work the same way that Key Items did in Ace. Hidden Items are what they sound like--they are hidden from the player (they don't show up in the item list), and are only shown if the "Select Item (hidden item)" command is used. How you use this is up to you. You could make a quest log, achievement system, and so on. I made a video showing three uses, along with the code: Ideas for the "Select Item" Command
SCRIPTING / PLUG-INS
I'm missing some plug-ins! Where's "skip title" and "8 directional movement"?
They're here: http://forums.rpgmakerweb.com/index.php?/topic/46479-missing-plugins-download/
How do I edit scripts (plug-ins)? There's no editor!
Use whatever editor you'd like (Notepad, Notepad++, SublimeText, TextPad, etc.). This is actually really nice because you can keep the file open, use color coding, autocomplete, and other features. You can edit, save, then hit F5 in the playtest window to refresh the game and test. In order for the plug-in description to update, you have to double-click on it and hit OK in the manager.
I tried an Ace script call and it didn't work! How do I gain gold/items/weapons or do other things with a script call?
MV uses Javascript instead of Ruby, so all the calls are different.
Google Doc list here
Can you explain what is meant by "official" plugins, "quasi-official" and "semi-official" plugins? Several Japanese MV Maker sites, blog posts, etc. including the main Japanese MV sites refers to the plugins that come with MV as being "official" while others that come with MV are not.
From Jay_NOLA:
The Japanese RPG Maker MV comes with 37 plugins. These are all found in the KadokawaPlugins.zip file that is in the downloads for the English release of MV.
Only 7 of the plugins that come with MV are "official" ones that KADOKAWA supports. All the other plugins are "quasi-official" or "semi-official", and many of these "non-official ones" are used in the Japanese MV sample games.
Using the seven "official plugins" are covered in the RPG Maker MV Help section.
The 7 "official plugins" are by default copied into the plugins folder of any new project.
The seven "official plugins" are:
AltMenuScreen.js
AltSaveScreen.js
EnemyBook.js
ItemBook.js
SimpleMsgSideView.js
TitleCommandPosition.js
WeaponSkill.js
Caution is to be exercised in using "quasi-official" plugins, for in principle the are supported by users and have no official documentation in RPG Maker MV covering the use of them.
"Semi-Official" plugins are "quasi-official" plugins that have been given some support in the form of being explaining what they do or showing how to use in an official tutorial on the official Japanese MV site. They still must be used with the same cautions that apply to all other "Quasi-official" plugins though.
Note, that some Japanese websites use refer to all the non-official plugins as being both "semi-official" or "quasi-official" and ignore the exact differences between the two, and just use the terms interchangeably.
Only 7 of the plugins that come with MV are "official" ones that KADOKAWA supports. All the other plugins are "quasi-official" or "semi-official", and many of these "non-official ones" are used in the Japanese MV sample games.
Using the seven "official plugins" are covered in the RPG Maker MV Help section.
The 7 "official plugins" are by default copied into the plugins folder of any new project.
The seven "official plugins" are:
AltMenuScreen.js
AltSaveScreen.js
EnemyBook.js
ItemBook.js
SimpleMsgSideView.js
TitleCommandPosition.js
WeaponSkill.js
Caution is to be exercised in using "quasi-official" plugins, for in principle the are supported by users and have no official documentation in RPG Maker MV covering the use of them.
"Semi-Official" plugins are "quasi-official" plugins that have been given some support in the form of being explaining what they do or showing how to use in an official tutorial on the official Japanese MV site. They still must be used with the same cautions that apply to all other "Quasi-official" plugins though.
Note, that some Japanese websites use refer to all the non-official plugins as being both "semi-official" or "quasi-official" and ignore the exact differences between the two, and just use the terms interchangeably.
EXPORTING
How do I remove unused files from my final game?
Update: MV1.1 has a tool for this. Old Answer: Here's a tool by Ultima called MVstripper that does it for you (but it doesn't remove everything so read more). It's a good idea to remove the unused files to reduce your game size. Just be careful, because your game could freeze if it can't find a file it needs (easy to fix, but not if you've already sent out your game to everyone).
MOBILE
MV lets me click a button to export to iOS, and then I can submit to the Appstore, right?
Sort of. It's more involved than that and there are extra steps you'll need to take after exporting. Please read the manual for instructions, or check the MV Tutorials for more help. If there's a good video/tutorial, I'll link it here eventually.
Can I put ads in my mobile game? I want to make money!
You can, but RMMV doesn't have any options for that, so you'll have to learn how to do it yourself. It's too complicated (or changes too often) to be built into the program, unfortunately. Check the MV Tutorials and you might find something. If there's a good video/tutorial, I'll link it here eventually.
- See the next post for some additional trivia questions -
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