RPG MAKER MV PREORDER PAGE IS LIVE!

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Archeia

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@Archeia - That is not more simple, it actually makes it more complex.
I will reiterate what they said that most of the bugs that is listed in core is something that doesn't happen unless you actually break out of what RM is trying to do. If you want in-depth explanation then skype me :p

Because this is clogging up the thread.
 
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ScoopJohn

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Archeia, is retro-sized game resolution possible (like the screen limits on the SNES, NES, etc.)?
 

DeusEx

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Honestly, I think some people want to go a bit too high with the resolution. I seriously think that no one should be going over 720p with it. Because 1. even with 48x48 pixel tiles, going to 1080p is going to show a huge portion of the map. and 2. anyone who doesn't have a monitor to support that resolution can never play your game.

Seriously, my laptop only has a 1366x768 screen. If you go full 1080p, I'll not be able to play your game (well, technically my tablet could play it).
I am talking about resolutions like 1024*768 or 1280*1024. It's very "old" resolutions. 

I just can not understand why the capabilitiys provided by Yanfly's Engine (@NameofYourGod bless him!) not go as part of RPGmaker engine itself by default. 

It like situation with SideView battle system in VX/Ace. Every week someone (include myself) posted request about SideView battle system (and 10+ messages like "hey, I have a bug!" after this) and and only now, in MV, we have it as part of engine (like in older versions of RPGMaker).

Again, please dont get me wrong. I am already preorder MV and I am VERY happy about it. 

But I think better ask question if it exist. (sorry for my poor English),
 
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Banquo

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Archeia, is retro-sized game resolution possible (like the screen limits on the SNES, NES, etc.)?
Technically, sure. With Yanfly Core Engine you should be able to pick your desired resolution.

But perhaps you'd rather find a way to use SNES-sized graphics with MVs resolution, maybe upscaling them to 48x48? The retro look would be the same.
 

ScoopJohn

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Technically, sure. With Yanfly Core Engine you should be able to pick your desired resolution.

But perhaps you'd rather find a way to use SNES-sized graphics with MVs resolution, maybe upscaling them to 48x48? The retro look would be the same.
We can scale down to 16x16....

However i feel that when i move the resolution way back down the windows will look like a mess.
 

Banquo

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Not sure what you mean.

You can upscale the 16x16 SNES-graphics to 48x48 and use them in MV, with MVs default window size and the default number of tiles on screen.

To be clear, you upscale the tiles in a seperate graphic software, not with a plugin.
 

Liak

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This is pretty off-topic, but if you consider a retro look, please make sure the system texts are also pixelated. It looks so ugly when everything's pixelated but the text.
 

ScoopJohn

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Not sure what you mean.

You can upscale the 16x16 SNES-graphics to 48x48 and use them in MV, with MVs default window size and the default number of tiles on screen.

To be clear, you upscale the tiles in a seperate graphic software, not with a plugin.
I said i don't like big resolutions... :(

Here's a mockup of what i would like to expect in MV:

 
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Banquo

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Clearly Yanflys Core Engine can decrease the window size to the desired resolution, but it doesn't work on the size of the tiles. So 48x48 tiles still be 48x48, even at a NES resolution.

If I understand correctly, Archeia used TileD a while ago to create a map for MV with the Ace RTP, i.e. with 32x32 tiles. So if you use TileD with your retro 16x16 tiles, you can make the maps and import them (how isn't clear) into MV. The tiles stay at 16x16.

Now the Core Engine can reduce the screens resolution. But I don't know about events, if they'd still be 48x48...

Anyway I'm certain this will be possible to do, especially with Javascript and no hidden classes. It'll just take some time before we know how.
 

Seriel

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Hey, has anyone else notices that this topic is tagged "Awesome" ????

/me goes and tags all of her topics "awesome"
Yeah I noticed that when this topic was made. I was like "Lol, I suppose it is awesome!"
 

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I'm interested in making a game with a 240x256 NES resolution now...

Get here faster MV. ;_;
 

AwesomeCool

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@Kirikaz - yep.  

I don't see any reason to use MV over VX ACE in that case (It probably would be better to use VX Ace for that due to the hundreds upon hundreds of scripts already for it).
 

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@Kirikaz - yep.  

I don't see any reason to use MV over VX ACE in that case (It probably would be better to use VX Ace for that due to the hundreds upon hundreds of scripts already for it).
But MV runs faster :)

Once MV comes out and I release my "(not so) secret" project, there won't be any reason to use any other maker (well, unless you can't afford MV)
 

Seacliff

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@Kirikaz - yep.  

I don't see any reason to use MV over VX ACE in that case (It probably would be better to use VX Ace for that due to the hundreds upon hundreds of scripts already for it).
Oh, I forgot Ace can already go smaller without a dll.

Note-to-self, don't make a post right after waking up.
 

ScoopJohn

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@Kirikaz - yep.  

I don't see any reason to use MV over VX ACE in that case (It probably would be better to use VX Ace for that due to the hundreds upon hundreds of scripts already for it).
There was that Game Boy Retro Pack before which was announced as it is only the one that has a much smaller resolution, however, nobody has been just expecting on this anymore..  ;_;

Thought 16x16 can't be possible in VX Ace, the reason why i want to pass to MV is that i want to see how really powerful is at everything.
 
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BloodletterQ

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I just hope for a retro game that the menu highlighting flashes like in RM2K/2K3 rather than fading in and out. Also hoping appropriate resources to be provided.
 

Seriel

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Finally watched those MV videos.

I want MV. Now. No sooner. :o

Gimme gimme gimme gimme gimme gimme gimme.

*stares at calendar*

;_;
 

Rukiri

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I just came back from October 23rd, it was raining, cold, but apparently I had a Surface PRO 4 running MV and Rollercoaster Tycoon World beta.
 
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