RPG MAKER MV OFFICIAL PAGE

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Engr. Adiktuzmiko

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Yeah, then there's us laptop users in 3rd world countries in which most of the laptops sold here are on 1366x768 max size... I haven't yet found a laptop here with a higher screen size...


@Nio - What built in? I do think they simply used the ruby hash and arrays, possibly extended it.
 
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orochii

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Oh god, so many replies since I went to bed. Don't you sleep?

(which is funny considering we're closer to Japan if you go EAST...  So why aren't they EASTERN RPGs?  Ha ha).
Because of Europe.

1. Will there be support for Android TV devices such as the Nvidia Shield TV, The Razer Forge, The Nexus Player, and other set top box Android TV devices?
And OUYA maybe? xD.

I personally don't care for storage size, with 8TB freaking HDDs there's no reason to worry about that especially for a 2D game!   

A 3-5GB game is soo common these days for 2D. 
Downloading a 5Gb game sure is fun.

They must be joking... "Aprendé a programar"???? "Empezá"??
I don't like "voseo" either, but it is used on some countries, like Argentina and Costa Rica (despite me not using it).

You could always make multiple boxes to make the shape... So as long as they allow us to make custom-sized dynamic collision boxes, then the possibilities are well, so many. You can simply make any shape with like spamming 1x1 collision boxes.
That would cause a zillion of lag particles. For collision detection is better to use vector shapes.

So for wiki...do we go with a new one? For example, call it rmmv

http://rmmv.wikia.com/wiki/RPG_Maker_MV_Wikia

Or stick with the one for Ace?
A new one is better. For me at least, I can't take it when a page seems content-specific, and then you realize most of its content is not related in any way except a very small reference to its proposed theme.

Something like this thread.
 

Engr. Adiktuzmiko

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I personally don't care for storage size, with 8TB freaking HDDs there's no reason to worry about that especially for a 2D game!


A 3-5GB game is soo common these days for 2D.
Wow, you must have lots of money to afford a 8TB HDD and fast internet to download 3-5GB games... It must be nice, I can only dream of that.


Anyway, if you want to cover a lot more people, it's better to try to lower up the requirements. As someone said about the screen size, it was probably done as the default since that would cover a lot more customers than making the default or minimum like 720p or something bigger.


This:

Because that makes catering to the mobile phone market considerably easier.  Many smartphones sold in the budget and value segment right now do not have HD screens. Samsung Galaxy A3, released last December? 960x540. Samsung S4 mini, released just this June? Same.


Plus, the target demographic for RPG Maker is not hardcore gamers who upgrade their hardware as soon as possible. In this part of the market you have to expect ten-year-old monitors and ex-office PCs.
 
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Tsukihime

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A new one is better. For me at least, I can't take it when a page seems content-specific, and then you realize most of its content is not related in any way except a very small reference to its proposed theme.


Something like this thread.
To encourage the new one let's just starting consolidating information on it.


http://rmmv.wikia.com
 

Rukiri

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All mobile devices today "mainly phones" are released with a 16:9 aspect ratio and the resolution is generally 1920x1080, you then have phones that have 4K resolution and then there's samsung planning to release an 11K resolution on a freaking phone...   Those icons better be sharp yo at that resolution!

@Engr. Adiktuzmiko: I wish, but I just save for my components, was going to do an X99 build and even have a 5960x chip and rampage v extreme but school just blindsided me with a $7,000 extra in tuition that I thought was taken care of... I pay out of pocket and last time I checked the last payment would be in September.  They just told me they update the payments every semester "so you technically can't see the final payment".    I might just go with a Z170 build and skylake or just wait for Skylake-E next year or see what AMD Zen has to offer.   
 

Stapleton

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Looks great, higher res cool. This may have already been addressed, however couldnt find so as I read through.

If you were to increase the res, why not just increase the res? Leave the tiles alone. If you were to make it 48x48 that would mess up ALL 32x32 dlc resources, not to mention

all the other tile packs in the past.

Also artists would have to choose whether or not they wanted to make tiles for vxace and previous, or MV. That is awful.

Unless I am missing something this would limit the resources exponentially. Not really a smooth business idea to me.
 

Rukiri

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Looks great, higher res cool. This may have already been addressed, however couldnt find so as I read through.

If you were to increase the res, why not just increase the res? Leave the tiles alone. If you were to make it 48x48 that would mess up ALL 32x32 dlc resources, not to mention

all the other tile packs in the past.

Also artists would have to choose whether or not they wanted to make tiles for vxace and previous, or MV. That is awful.

Unless I am missing something this would limit the resources exponentially. Not really a smooth business idea to me.
There "might" be a way to say use Tiled "including animations" instead of the built in editor but that's only if we can create a .tmx importer that is if they allow external libraries.  It's been talked about you might be able to change the tile size so you could still use 32x32 or even 16x16 tiles through a plugin but don't know if it effects the editor "that'd be sweeeeeeeeet".   
 

Ramiro

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Javascript does have closures/blocks like ruby, they are written diferent.

In javascript:

[1, 2, 3].filter(function (i) {  return i < 4; })is the same as:

[1, 2, 3].select { |i| i < 4  }in ruby

Yes, ruby is nicer, but you can use, red script, wich tryes to imitate ruby's syntax and compile into javascript

or if you reeeeeeeeeeeeally want ruby... Opal
 

Stapleton

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There "might" be a way to say use Tiled "including animations" instead of the built in editor but that's only if we can create a .tmx importer that is if they allow external libraries.  It's been talked about you might be able to change the tile size so you could still use 32x32 or even 16x16 tiles through a plugin but don't know if it effects the editor "that'd be sweeeeeeeeet".   
Even if there was a way to change 32x32 or 48x48 you are still seperating the tile resources. If they left it at 32x32 which is less blocky and altogether better in my opinion for an artist then everyone will make 32x32. The moment you add an option or make it mandatory for the new system to have 48x48 then resources would be split between 32x32 and 48x48 leaving less options for each.

When you naturally increase the res there is NO need to increase tile size. It basically puts everything back the same in terms of editting.

The only reason I can think of they are doing this is because they want or need to increase the character sprite size to be noticable on the map but they still want the simplicity of keeping that sprite confined to one tile. That would be a mistake in my opinion.
 

BloodletterQ

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I'm just hoping it's easier to remove stats or make them hidden or that plugins will be more hand-cursor ready if I'm going to create that retro RPG and want my highlighted choices to flash rather than fade in or out.
 

SamJones

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All mobile devices today "mainly phones" are released with a 16:9 aspect ratio and the resolution is generally 1920x1080, you then have phones that have 4K resolution and then there's samsung planning to release an 11K resolution on a freaking phone...   Those icons better be sharp yo at that resolution! 
1920x1080 at a tile size of 48 means you screen is 40 tiles wide. At 32 it is 60. (and 22.5, respective 33.75, tiles high)

Go ahead, make a map to those dimensions and then scale it down until it fits onto your phone screen just to see HOW small the characters and objects and events are you are expecting us to interact with.

And I re-iterate, resolution is NOT generally fullHD, especially not amongst the AFFORDABLE phones. Plus, tablets are usually not 16:9. Your claims about "all" mobile devices are looking shakier and shakier.

EA or Ubisoft might get away with expecting you to buy an expensive new device to play their latest game. Enterbrain doesn't.
 

meraxes

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I must say I'm extremely excited to see RPG Maker move to Javascript/HTML5, I had been learning it for the past several months anyway for a web design project I'm currently working on, and its adoption in RPG Maker MV gives me even more reason to master it! 

I've got to ask though, for those who have previously purchased Luna Engine, will an update be provided for an MV version, and will it be paid or free?

Also, does HTML5/Javascript in RPG Maker MV open up possibilities for online multiplayer functionality in games? Kind of like a battle mode where your party can fight another party online? Or even an MMO type RPG game?
 

Mister.Right

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I must say I'm extremely excited to see RPG Maker move to Javascript/HTML5, I had been learning it for the past several months anyway for a web design project I'm currently working on, and its adoption in RPG Maker MV gives me even more reason to master it! 

I've got to ask though, for those who have previously purchased Luna Engine, will an update be provided for an MV version, and will it be paid or free?

Also, does HTML5/Javascript in RPG Maker MV open up possibilities for online multiplayer functionality in games? Kind of like a battle mode where your party can fight another party online? Or even an MMO type RPG game?
I believe you can do that with Javascript engine Node.JS or Ajax Push Engine both will allow communication between clients and server. You just need to write script to make that happen.
 

EternalShadow

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I would hesitate to say you'd still need some sort of server and method of communication as well as updating the data sent. You'd probably also need to implement some sort of server-side language that is capable of updating said data, depending how far the JS actually goes. JS is a client-side language. So essentially, if you're working with a server-side database, well then... 
 
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MysteryMan23

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Looks great, higher res cool. This may have already been addressed, however couldnt find so as I read through.

If you were to increase the res, why not just increase the res? Leave the tiles alone. If you were to make it 48x48 that would mess up ALL 32x32 dlc resources, not to mention

all the other tile packs in the past.

Also artists would have to choose whether or not they wanted to make tiles for vxace and previous, or MV. That is awful.

Unless I am missing something this would limit the resources exponentially. Not really a smooth business idea to me.
Even if there was a way to change 32x32 or 48x48 you are still seperating the tile resources. If they left it at 32x32 which is less blocky and altogether better in my opinion for an artist then everyone will make 32x32. The moment you add an option or make it mandatory for the new system to have 48x48 then resources would be split between 32x32 and 48x48 leaving less options for each.

When you naturally increase the res there is NO need to increase tile size. It basically puts everything back the same in terms of editting.

The only reason I can think of they are doing this is because they want or need to increase the character sprite size to be noticable on the map but they still want the simplicity of keeping that sprite confined to one tile. That would be a mistake in my opinion.
Personally, I see this more as a case of expanding options for artists and game designers. Yes, sure, some artists will make 32x32 tiles while others do 48x48, but why shouldn't they have that option? For that matter, why shouldn't they have the option of making 16x16 tiles if they want? And why shouldn't game designers have the option of using different tile sizes? Let's face it, thanks to the end of hidden classes, if RPG Maker MV doesn't let you change tile sizes by default, there will be a script to let you do so.

And of course, your statement assumes that the overall pool of artists would stay the same. For all we know, it might well expand because there's options for people who don't want to be forced into making 32x32 tiles. And if that happens, the range of available resources per tile size will increase, or at least not decrease as much.

I agree, of course, that being locked to 48x48 tiles wouldn't be so good. But then, being locked to 32x32, or even 16x16 tiles isn't all that good either, if you ask me. It's all about options. And allowing for new tile sizes is by definition expanding options.
 

GrandmaDeb

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Has anyone else noticed that the tile graphics seem to have changed style somewhat?


The light sources seem less emphasized. The roof tiles are actually Lighter along the bottom edge, and the tree are brighter all along one side, not just from the top left predominantly.


The rocks are still shadowed, so it's not like there are no shadows or anything, but I think there may have been a significant style change to accommodate all of the differing platforms this maker will be seen on, maybe?


(Well, maybe some of the old roofs are lighter on the lower edge. I just didn't remember it perhaps. It seems lighter overall to me. And the trees are definitely "glowier.")





 
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Stapleton

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Personally, I see this more as a case of expanding options for artists and game designers. Yes, sure, some artists will make 32x32 tiles while others do 48x48, but why shouldn't they have that option? For that matter, why shouldn't they have the option of making 16x16 tiles if they want? And why shouldn't game designers have the option of using different tile sizes? Let's face it, thanks to the end of hidden classes, if RPG Maker MV doesn't let you change tile sizes by default, there will be a script to let you do so.

And of course, your statement assumes that the overall pool of artists would stay the same. For all we know, it might well expand because there's options for people who don't want to be forced into making 32x32 tiles. And if that happens, the range of available resources per tile size will increase, or at least not decrease as much.

I agree, of course, that being locked to 48x48 tiles wouldn't be so good. But then, being locked to 32x32, or even 16x16 tiles isn't all that good either, if you ask me. It's all about options. And allowing for new tile sizes is by definition expanding options.
Options in theory always sound good. But it isn't a good business idea in reality.

Those whom rely on resource packs or art from people would have fewer options to choose from. Since some artists would be drawing 48x48 and others 32x32. 

Also 48x48 will always result in a more blocky look. Id never want to be confined to 48x48 it makes no sense. It is also much harder for an artist, at least in my case when drawing tiles to tile in 48x48 then 32x32

especially if there is auto-tiles.
 

AwesomeCool

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I agree with Stapleton.

The more choices for something, the more spread out everything becomes.  If People make 16x16, 32x32 and 48x48 stuff, then there is no way to use them together.  Which would be annoying, to say the least.
 

meraxes

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I believe you can do that with Javascript engine Node.JS or Ajax Push Engine both will allow communication between clients and server. You just need to write script to make that happen.
Node.JS is definitely something I'm interested in tinkering with because of its powerful networking applications, if RPG Maker MV somehow supported it directly or indirectly, that would be awesome!

I would hesitate to say you'd still need some sort of server and method of communication as well as updating the data sent. You'd probably also need to implement some sort of server-side language that is capable of updating said data, depending how far the JS actually goes. JS is a client-side language. So essentially, if you're working with a server-side database, well then... 
Yeah it seems it would be very involved as regards servers and communication protocols, but I would be willing to put in the work if it was something that was actually possible in MV. I'm not really looking to do anything really fancy, I'm just thinking of including some kind of extra mode in my game where you could take your party and battle other people online or locally, similar to the newer Pokemon handheld games or Golden Sun's GBA link battle mode. 
 
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