RPG MAKER MV PREORDER PAGE IS LIVE!

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∊η∊ηra

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In a nutshell, because you won't have to be a hardcore sprite artist to make animated sprites, individually drawing out each frame of animation. Spriter lets you use individual parts of a sprite (head, torso, limbs), connect those parts with joints, and create and record animations on the fly, just by moving the parts in Spriter.

In theory, you could also export all the pieces of a character you make in MV, reassemble them in Spriter, and make more animations for your characters...
Thanks Yurixy and Golemancer for filling me in. Now I can see what all the hype is about lol. Can't wait.
 

nio kasgami

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I will stop for 2D lives.....it's writen with JSON format :/ so OBVIOUSLY you can use it
 

MikeMakes

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So you don't export  animation sprite frames (e.g. png files) created in Spriter Pro and insert it into the game graphics folders?
 
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Siskan

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I don't really see how Spriter Pro and Live2D could ever be compared. The only thing they have in common is animation.

Spriter Pro offers jumping-jack type animations which will only come accross as a lazy shortcuts, especially if you work with pixel art where there will always be some terribly ugly pixel distortions on top of the unnatural animation. Handmade frames is the way to go.

Live2D on the other hand... When I first read about it I was extremely excited. The possibilities of turning some true 2D art into animated characters which look even better than 3D models is truly remarkable. Only within its current limitations however. But as we can hear in the video posted earlier, that's hopefully about to change.
 
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tati light

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So you don't export  animation sprite frames (e.g. png files) created in Spriter Pro and insert it into the game graphics folders?
You can do that, but that requires a huge amount of CPU, Memory and Disk Space, while an implemented API will be able to handle heavier animations with lesser GPU/CPU requirements.
 

midnyte64

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I have to ask, if I preorder RPG Maker MV on this site, why does it ask for a shipping address, I was under the impression that it was digital only. Some clarification would be useful.
 

EternalShadow

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I have to ask, if I preorder RPG Maker MV on this site, why does it ask for a shipping address, I was under the impression that it was digital only. Some clarification would be useful.
Billing.
 

erikmidnatt

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I have to ask, if I preorder RPG Maker MV on this site, why does it ask for a shipping address, I was under the impression that it was digital only. Some clarification would be useful.
Digital only, probably used for billing purposes.
 

Touchfuzzy

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Billing, plus if we ever have to confirm your identity to replace your key.
 

midnyte64

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I also seen on the preorder page that 1 key lets you activate both steam and non steam versions? Does that also apply to those that preorder through steam?
 

Zalerinian

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I also seen on the preorder page that 1 key lets you activate both steam and non steam versions? Does that also apply to those that preorder through steam?
no.
 

slimmmeiske2

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No, it doesn't. That's a perk only for those who order through this site.

Edit: ninja'd!
 
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cygnus

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Question. Is it possible to modify the number of accessory slots? I'm trying to think of an easy way to create an "ability" system. (Equip accessory = have abilities equipped; unequip, lose abilities).

I don't want my characters to learn abilities permanently. I'd prefer it if they could have a fixed number of abilities (which gives them a certain character archetype), and then have four "free slots" for other abilities. I want them to permanently keep four sets of skills (some of which are passive skills, always active), and then have the four "free slots."

I think that accessories would be the best way to approach this. Does anyone know how many accessory slots a character can have?
 
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Andar

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As displayed by the screenshot on facebook weeks ago, the equipment system is no longer on a fixed number of slots, you can make as many slots as you want.
 

midnyte64

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Thanks to everyone who has helpped answer my questions.
 

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Question. Is it possible to modify the number of accessory slots? I'm trying to think of an easy way to create an "ability" system. (Equip accessory = have abilities equipped; unequip, lose abilities).

I don't want my characters to learn abilities permanently. I'd prefer it if they could have a fixed number of abilities (which gives them a certain character archetype), and then have four "free slots" for other abilities. I want them to permanently keep four sets of skills (some of which are passive skills, always active), and then have the four "free slots."

I think that accessories would be the best way to approach this. Does anyone know how many accessory slots a character can have?
Yes you can. You can modify equipment slots to however many you want and potentially create a psuedo-materia system out of it for temporary skill learning.
 

erikmidnatt

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I see a few things from each of the action sequence packs that will be useful for me. Exciting. One thing I haven't seen in the action functions is the ability to scale a target over a set amount of frames. Between the camera movement and target movement options scaling would be a great and useful feature.
 

Hoppy

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A rarely asked question: Can normal weapons be capable of multiple hits (and the maximum number of hits)?  I have a weapon type list mapped out and all but a few hit twice or more (max 16).
 

Andar

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A rarely asked question: Can normal weapons be capable of multiple hits (and the maximum number of hits)?  I have a weapon type list mapped out and all but a few hit twice or more (max 16).
Several different answers for that one.
No one really knows what features will be available, but Ace had a feature for multiple hits that could be added to weapons.


It only worked with default attack (was coded in the engine that way), but the way it was handled could be changed by scripts.


So it will be possible in MV as well, but we can't tell how the default works or if you'll need a plugin for what you want.
 
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