RPG MAKER MV PREORDER PAGE IS LIVE!

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Milennin

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All maps in the same size would work in a game like the old school Zeldas, where you had 1 map for each full screen.


On-topic: Like seeing the enemy AI plugin. Looks a bit complicated, but will try it out for sure. Definitely a must-have for boss fights.


Also, that monster AI video was funny. Loved the intro battle with the dialogue. :D
 
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Esrever

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*ahem*

I can confirm that there is a character set, face, and side-view battler for RPG Maker 2000's "Alex", located in SF_Actor3, alongside the PR mascot for Acquire.

EDIT: We also see an appearance from a default RPG Maker 2000 enemy. It is labeled as SF_DarkLord2000.
 
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MikePjr

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After watching one of Yanfly's Newest videos, i'm pretty happy to learn that there are WAY more regions to use that you had in ace.

That's one thing i would have had loved to have known early on when information was being revealed.

Yet i don't think anyone talked about it.
 

felsenstern

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After watching one of Yanfly's Newest videos, i'm pretty happy to learn that there are WAY more regions to use that you had in ace.

That's one thing i would have had loved to have known early on when information was being revealed.

Yet i don't think anyone talked about it.
Hehe, I feel the same. I wonder all the time about the mouse support and if MV will offer functions like in Visual Novels and Point and Click Adventures. But no matter we will know all those things in 3 days ;-)
 

Yanfly

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I'm pleased to see Regions and Common Events coming in, but I noticed what seems to be a big difference between this new plug in and Shaz's script for Ace.

The video says that "all 255 regions" are available to be linked to a common event.  In Shaz's version it's all regions per map not all regions in total.  I use regions and common events a lot as it saves a huge amount of time and helps prevent lag - for example having the ability to transfer from a wide area of the map edge instead of just a couple of tiles.  I could see me running out of regions, especially as some of them would be being used for other things besides common events.

Hmm, maybe a hint to Yanfly to mod this plug in?
Just added:

Map Notetags:

<Region x Event: y>

If the player steps onto a tile marked by Region x, it will run the common event y. This will override the default settings marked in the editor specifically for that map.

 

(。 ◕ ‿‿ ◕ 。)
 

Kes

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Just added:

Map Notetags:

<Region x Event: y>

If the player steps onto a tile marked by Region x, it will run the common event y. This will override the default settings marked in the editor specifically for that map.

 

(。 ◕ ‿‿ ◕ 。)
You, sir, are a scholar and a gentleman.  Thank you.

Your awesomeness rating has now hit the stellar mark.
 

Jeneeus Guruman

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Since my concern is getting out of the topic, I'll instead tell what I think about Enemy AI....

And it's awesome!

Around 99% of the things I wanted for AI is there. The 1% is actually about the AI level. Can this be replaced by other stuff like variables and some battler's stats rather than fixed numbers?
 

ScoopJohn

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Yep, they are. The plugin counter in the upper right corner says x/37, and that's exactly the number of plugins you get as a pre-order bonus. :)
I tought i don't have to preorder for the plugins .-.
 

Yanfly

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Since my concern is getting out of the topic, I'll instead tell what I think about Enemy AI....

And it's awesome!

Around 99% of the things I wanted for AI is there. The 1% is actually about the AI level. Can this be replaced by other stuff like variables and some battler's stats rather than fixed numbers?
Hmmm. Elaborate a bit further?
 

Esrever

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I tought i don't have to preorder for the plugins .-.
Some of the plugins made available through pre-order purchase will be freely available for download by their respective authors. Some of these plugins may wind up as a premium paid plugin (yay alliteration!), The pre-order just guarantees you the thirty-seven plugins that are being demonstrated in these videos.
 

Liak

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Hmmm. Elaborate a bit further?
My guess would be he's talking about a stat called "Intelligence". The more intelligent the enemy, the higher the AI ranking/stat/number. And this stat/variable can obviously be changed through eventing/states.
 

ScoopJohn

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Some of the plugins made available through pre-order purchase will be freely available for download by their respective authors. Some of these plugins may wind up as a premium paid plugin (yay alliteration!), The pre-order just guarantees you the thirty-seven plugins that are being demonstrated in these videos.
I know who made the plugins for the series:

  • Yanfly: I know they're free for sure.
  • Shaz: His plugins look good, infact i might tell they might be free or not.
  • Yami: Same as Yanfly.
  • Japanese creators: They're small scriptlets, so i doubt they would be free.
  • Luna Engine Lite: I doubt this won't be free.
In my theory almost every plugin shown in the series might be free.
 

Andar

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I tought i don't have to preorder for the plugins .-.
You don't have to - the confusion was because Degica needed time to get the terms from all scripters and couldn't make a promise when the preorder page got online.
But somewhere Touchfuzzy stated later that all of them will be free on launch for everyone.
 

Sal-O-Mac

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There's an easy solution to this if all of your maps are the same size. You can create only one common event to handle all map transfers.

(1) Determine which direction to travel by looking at the direction your character is facing

(2) Use the direction and current map ID to determine the Destination Map (suggested method below)

(3) Setup a variable for Destination X and Destination Y

(4) Keep your current X if you're going N/S, or your current Y if you're going E/W

(5) Assign the other variable depending on which direction you are traveling

(6) Transfer using the Dest M, Dest X, and Dest Y.

Viola! You have a single region common event capable of managing all simple transfers between equal-sized maps.

Bonus: Step 2 can be accomplished different ways, but the easiest for me is to set aside a special variable for DestN, DestE, DestS, and DestW. Make a parallel process on every map to assign the ID's of all adjacent maps, then erase itself. Each time you enter a new map, it'll set the destinations for the four cardinal directions. Now you have those map ID's easily accessible for the transfer. Use your character direction to assign the appropriate one to Dest M and you're all set.
With this plugin then, it looks like it's going to be possible to finally do a legit Zelda - type map scroll when moving to another map without making a crap-ton of events!... NICE!

Those new face sets are adorable btw. I kinda want to pinch there cheeks
 

ScoopJohn

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You don't have to - the confusion was because Degica needed time to get the terms from all scripters and couldn't make a promise when the preorder page got online.

But somewhere Touchfuzzy stated later that all of them will be free on launch for everyone.
Oh, that's good, but will it come by default in MV or it will be available on a separate download?
 

Ralpf

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MV still has the event commands for finding which region you are on, right?
 

Makeratore

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finally preorder... almost forgot :D
estriole, are you gonna port some of your scripts into MV? *__* Because I really like your work and I'm sure I will need to use, for example, Build and Decor Series scripts. :D
 
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