RPG MAKER MV OFFICIAL PAGE

Status
Not open for further replies.

JosephSeraph

White Mage
Restaff
Joined
Mar 7, 2014
Messages
1,186
Reaction score
1,444
First Language
Portuguese
Even if you make a 400x400 character they still occupy one 32x32 tile.

Sure, you can make characters taller or shorter than 32x32, you can make them go a little wider... but using the default rpg maker engine, a character = 1 tile.

That's 16x16 for 2k/3 and 32x32 for XP/VX/VXA.
 

SamJones

Autorun
Veteran
Joined
Jul 12, 2015
Messages
113
Reaction score
47
First Language
English
Primarily Uses
RMMV
Even if you make a 400x400 character they still occupy one 32x32 tile.

Sure, you can make characters taller or shorter than 32x32, you can make them go a little wider... but using the default rpg maker engine, a character = 1 tile.

That's 16x16 for 2k/3 and 32x32 for XP/VX/VXA.
You might want to elaborate that for easier understanding.

It is not how large the character looks on the screen that's the problem if I understand you correctly, it is the interaction with the game logic that is the issue here. For determining collisions, interacting with events, passability etc. the character is tracked solely by the tile it occupies. The SINGLE TILE it occupies in the game logic. Whether the sprite representing it on the screen, fits into it or spreads over twenty tiles in either direction.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
This is not really the thread to discuss that.
 

MysteryMan23

Veteran
Veteran
Joined
Apr 2, 2012
Messages
111
Reaction score
29
First Language
English
Primarily Uses
RMMV
Anyways, I'm glad for one thing: they seem to have finally added hardware acceleration. At least, presumably, given the whole thing about needing OpenGL. I wonder if that also means we can use shaders? Hm...that would be useful, certainly.
 

Rukiri

I like to make Action-RPGs
Veteran
Joined
Jan 20, 2014
Messages
843
Reaction score
513
First Language
English
Primarily Uses
Other
Anyways, I'm glad for one thing: they seem to have finally added hardware acceleration. At least, presumably, given the whole thing about needing OpenGL. I wonder if that also means we can use shaders? Hm...that would be useful, certainly.
You can use openGL and it still can be software rendered, a good example of this is mid-late 90s PC games.  They were using Direct X "both software and hardware rendered", so the engine could still hugely be software rendered which would suck...   I remember when you tried to do a major battle system with 2k/3 and it'd just slow down "runs fine today thanks to better hardware". 
 

Ramiro

Now with an army of Mecha-Ralphs!
Veteran
Joined
Aug 5, 2015
Messages
858
Reaction score
364
First Language
Spanish
You can use openGL and it still can be software rendered, a good example of this is mid-late 90s PC games.  They were using Direct X "both software and hardware rendered", so the engine could still hugely be software rendered which would suck...   I remember when you tried to do a major battle system with 2k/3 and it'd just slow down "runs fine today thanks to better hardware". 
This only happens if you dont have an actual video card without openGL support, yes the software will be emulated.

You cannot decide wich video card you will use by default, and openGL is rendered "how it seems the best way"

This will be acelerated, even in the html version...
 

Rukiri

I like to make Action-RPGs
Veteran
Joined
Jan 20, 2014
Messages
843
Reaction score
513
First Language
English
Primarily Uses
Other
I want actual proof, and yes you can force software openGL rendering, I've done it with sfml and sdl ages ago.   

RPG Maker has always been software rendered even in the year 2011 "when accelerated 3D and 2D cards shouldn't be an issue" 
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
You won't get actual proof until someone who's already using it comes and says so (which they won't, because they're all under NDA), or until it's announced on one of the sites somewhere, or until it's released. Don't expect proof from anyone in this thread ;)
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,848
First Language
English
I wonder how the browser games will handle data transferring when assets are loaded.


It would be terrible if


1. You need the RTP installed, or


2. The entire RTP + other assets are downloaded before you can start playing
 

GrandmaDeb

Modern Exteriors Posted!
Veteran
Joined
Apr 25, 2012
Messages
4,467
Reaction score
2,942
Primarily Uses
I wonder how the browser games will handle data transferring when assets are loaded.


It would be terrible if


1. You need the RTP installed, or


2. The entire RTP + other assets are downloaded before you can start playing
I thought I read that the RTP would no longer be a separate install. I mean, when you download a phone app, you do not use a separate data install for the graphics, so it makes sense.


/me looks for that information...


*************************


edit


*************************


ahh well it says


"RTP is now integrated in the engine to save the users trouble."


so "users" probably means game makers, not game players, so I do not know anything.


(no shock.)
 
Last edited by a moderator:

JosephSeraph

White Mage
Restaff
Joined
Mar 7, 2014
Messages
1,186
Reaction score
1,444
First Language
Portuguese
I think it probably compiles intelligently instead of dumping everything into the exe like rm's always done
 
Last edited by a moderator:

Mister.Right

Veteran
Veteran
Joined
Mar 7, 2015
Messages
249
Reaction score
83
Primarily Uses
I wonder how the browser games will handle data transferring when assets are loaded.

It would be terrible if

1. You need the RTP installed, or

2. The entire RTP + other assets are downloaded before you can start playing
JSON and $.ajax  I think. That is how Javascript handles data. There are already many HTML5,JS game engines out there capable do better than that. Also many APIs to handle render, physic...etc are open source. You expect to write less code than previous VX thus reduce time to develop plug-in.
 
Last edited by a moderator:

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
365
First Language
Spanish
Legend of Mana in 816x624
Legend of Mana is beautiful no matter what technical errors the developer commits <3.

You might want to elaborate that for easier understanding.

It is not how large the character looks on the screen that's the problem if I understand you correctly, it is the interaction with the game logic that is the issue here. For determining collisions, interacting with events, passability etc. the character is tracked solely by the tile it occupies. The SINGLE TILE it occupies in the game logic. Whether the sprite representing it on the screen, fits into it or spreads over twenty tiles in either direction.
Just wanted to say that you will probably be able to change how collisions work by plugins/script.

Or you can throw some extra invisible blocking tiles so your bigger characters don't appear as trespassing walls so much.

Maaaaaaaan. I wish for a trial. You NDA'd people sure are happy. How jealous am I... Sons of submariners.
 

Rukiri

I like to make Action-RPGs
Veteran
Joined
Jan 20, 2014
Messages
843
Reaction score
513
First Language
English
Primarily Uses
Other
Legend of Mana is beautiful no matter what technical errors the developer commits <3.
Yea it is!  

Controllable tile size and resolution should be pretty easy this time around, which is good.  
 
Joined
Mar 9, 2013
Messages
355
Reaction score
89
First Language
Spanish
Primarily Uses
N/A
Mmmm... I guess that would be possible do a script that detects the non-transparent areas of the PNG images and automatically creates the collision areas ignoring the transparencies, that would save a lot of time to everyone that uses a pixel movement system, and would be even more precise.

As far I know, such script doesn't exist yet. If that's so, then, why no one has made a collision system which ignore the transparency of the images and uses the colors as collision areas? Such script would be absolutely perfect for any pixel movement system.

The only problem that can cause such script is for example when the character uses a huge cape bigger than it's body which shouldn't count as collision area, or when you want to do possible walk below a big monster's wings (for example, a Dragon), but for these special exceptions, such amazing script would have the option to define manually the collision areas, or for less complications, you can compose for example the Dragon using two charsets, being the first one the body being 100% collisionable, and the second one the wings which is defined inside the script/usingcomments/nameprefix/sufix/anything as an exception (doesn't have any collision area).

I know that scripting is not easy (this plus my bad memory is the reason why I don't learn scripting), but hard doesn't means impossible, there are a lot of amazing scripts like light effects (khas, which is being even more improved), screen effects (zeus), and more things which in the past could be considered as impossible or unfeasible. If someone is motivated enough to challenge himself/herself, and considers that posses enough scripting knowledge, will do such collision system for the new or even older RPG Makers.

EDIT: I had the collision system idea right now.

EDIT2: Just to clarify, I meant that maybe there's not a collision script like the one I thought right now, I know that there's already some collision system, but as far I know there isn't any script like what I'm saying.
 
Last edited by a moderator:

Hudell

Dog Lord
Veteran
Joined
Oct 2, 2014
Messages
3,546
Reaction score
3,717
First Language
Java's Crypt
Primarily Uses
RMMZ
Mmmm... I guess that would be possible do a script that detects the non-transparent areas of the PNG images and automatically creates the collision areas ignoring the transparencies, that would save a lot of time to everyone that uses a pixel movement system, and would be even more precise.

As far I know, such script doesn't exist yet. If that's so, then, why no one has made a collision system which ignore the transparency of the images and uses the colors as collision areas? Such script would be absolutely perfect for any pixel movement system.

The only problem that can cause such script is for example when the character uses a huge cape bigger than it's body which shouldn't count as collision area, or when you want to do possible walk below a big monster's wings (for example, a Dragon), but for these special exceptions, such amazing script would have the option to define manually the collision areas, or for less complications, you can compose for example the Dragon using two charsets, being the first one the body being 100% collisionable, and the second one the wings which is defined inside the script/usingcomments/nameprefix/sufix/anything as an exception (doesn't have any collision area).

I know that scripting is not easy (this plus my bad memory is the reason why I don't learn scripting), but hard doesn't means impossible, there are a lot of amazing scripts like light effects (khas, which is being even more improved), screen effects (zeus), and more things which in the past could be considered as impossible or unfeasible. If someone is motivated enough to challenge himself/herself, and considers that posses enough scripting knowledge, will do such collision system for the new or even older RPG Makers.

EDIT: I had the collision system idea right now.
I think tsukihime has an script that is kind of like that. Someone talked about it on a thread and I was waiting for a reply there to make sure it was compatible with my movement script, but I guess that thread is long gone now.
 
Last edited by a moderator:

♥SOURCE♥

Too sexy for your party.
Veteran
Joined
Mar 14, 2012
Messages
693
Reaction score
411
Primarily Uses
As far I know, such script doesn't exist yet. If that's so, then, why no one has made a collision system which ignore the transparency of the images and uses the colors as collision areas? Such script would be absolutely perfect for any pixel movement system.
  1. Most community members don't have the knowledge to do it.
  2. It's a terrible idea.
If someone offers you that feature, run as fast as possible in the opposite direction.
 
Joined
Mar 9, 2013
Messages
355
Reaction score
89
First Language
Spanish
Primarily Uses
N/A
  1. Most community members don't have the knowledge to do it.
  2. It's a terrible idea.
If someone offers you that feature, run as fast as possible in the opposite direction.
Why? And I hope that my post won't heavely derail the topic.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
It would lag like crazy.


Maybe that's why none of the scripters have done it yet - they know what the effect will be.
 
Status
Not open for further replies.

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
106,017
Messages
1,018,356
Members
137,802
Latest member
rencarbali
Top