RPG Maker MV/MZ Extended Generator - Version 0.68 - Update on the 10th April 2021

Vassim74

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Ah, I didn't realize there's an advance mode. Maybe I'm missing something, but it doesn't appear to let me manage my resources (it's greyed out) nor manage my templates.
 

Schlangan

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Both modes are working separately from each other, as the advanced mode offers more options. Hence, resources are not shared between both modes, I had too many compatibility issues when trying to use a single resource folder for both modes.

I'm afraid you'll have to reimport everything if you want to switch from MV to advanced mode :x
 

Animator111

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It seems to be a very interesting project! Brings back memories of games like Shining Force and Defenders Of Oasis.... :)
 

George Halstead

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@Schlangan friend by the images on your OP you have some nice generator parts. Would you share the RGXE's with us ?
 

Schlangan

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All the parts in the first picture are from RPG Maker default files, I just changed the colors with my software ;)
 

Landazar

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This is really good tool, really. I could suggest you add these features:
- autosave project (rxgc file)
- batch export
- read resources from RPGMV installation without duplicating them
- a little bigger font (Tahoma: 10 would be fair enough)
 

Schlangan

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Hello @Landazar, here are a few comments about your suggestions :

- Autosave should be feasible I guess. I don't know what time fore autosaving would be the most adequate though.
- Concerning batch export, what exactly do you want to batch for the exportation ?
- I actually have an idea to prevent resource duplication, but I need to check a few things before it is ready.
- I fear that an increase fo the font will reduce the available space. I'll try to see what I can do with that, perhaps adding some settings where the user can select the font.
 

Landazar

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Hi :)
- Autosave - by default I personaly would set to 45 seconds, but also - as a programmer - I'd like to see a TextBox allowing user to set his own AutoSave value but with limitations. To low value will cause HDD for unnecesary work and to high value actually will be like it won't be auto save at all...

- Batch Export - I mean this. For now user must separatly export face, sv_image, sprite and damage_sprite, why not export them all at once? (maybe right away for their destined folders?)

- I checked registry for installation path of RPGMV and I didn't found any (yet) - sorry. I'm after night shift (4 left) and I'm little dizzy.
Therefore I recommend to use a TextBox for define resource path.

- Before I got RPGMV in my hands I started writing my game from absolute zero in Delphi 7 (YES! We have 2018 year and I'm programming in Delphi 7! From 2002!!) and default font properties are... not good looking. Here is ScreenShot of my Tool, wich creates mobs table I created for my game. (Remember... If you don't have software strictly for game dev, you write your own) and This is Tahoma: 10 font, and you probably used MS Sans Serif: 8, right? Anyway, here is how Tahoma: 10 looks in Apps.
Clipboard03.png
 

JohnDoeNews

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First thing I noticed (just opened it, and saw it before I did anything else):

It says: ...click on File -> Imports default MV resources.
This must be: ...click on Resources -> Imports default MV resources.

I found it pretty quick, no problems. It is not a complaint, just a note. I guess it is easy to fix.

Would like to say something positive too, but I havn't seen anything at all, yet. I'm gonna do that now, I am sure it will be great. :p
 

_Shadow_

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" Index out of bounds bugs, not yet fully understood."
I will PM you.
 

yomielf

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How do i export multiple face expressions at the same time for use in the game? I mean same character but many faces like smile/surprised etc. When i export it lets me only 1 face option per export, or can i combine them later or something
 

Shinma

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@DigiElf You export the different expressions and combine them in photo editing software such as Photoshop, GIMP, etc.
 

DungeonInc

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Sorry if this has already been figured out, but I think I might've found one of the reasons for the index error. See, I was putting things in the main generator folder to see if I didn't have to go through the extra steps of importing a separate custom one. When it asked if I wanted to overwrite a bunch of files with similar names and I kept them both, the issue happened on all the custom images. There were spaces on the 'duplicate' file names, hence why they would come up as the same file but with a (2) next to it, possibly with the spaces included.

That's just my two cents though, sorry if this was already figured out.
 

clitvin

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A couple things, can you please add a select/deselect all for the parts filter in the managing wizard, as it takes forever to deselect all the pieces when looking for only certain parts and then it automatically selects everything again as soon as you are done editing one piece.

Also one bug i noticed is that when you import any parts that has more then 4 parts/colors the editor crashes with an index error if you try to equip that piece.
 

Schlangan

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Interesting, I'll take a look at that.
 

Nightshade

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just got a warning about an attack D: from the fileshare site your using. can you upload it to another one like mega D:
 

Marquise*

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Usually Mega is the one that triggers my anti-virus.
 

Schlangan

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The attack warning is probably because an exe file is downloaded (as the direct program works), and usually antiviruses do not like direct exe files.
 

Nightshade

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it said something about random letters , to long to name was downloading, it blocked and deleted it then the file too but yeah i pass ><
 

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