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Touchfuzzy

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Hello RPG Makers!

We would like to thank you for your patience. The highly-anticipated v1.5.0 update is finally live! In this update, you will be able to select different tile sizes and have a smoother experience with all the other fixes. As always, we appreciate your support! We hope you are enjoying it so far.

Download Link:
Download here!

New Features​

  • Added a new feature to change tileset size starting from "16", "24", "32", and "48."
  • Added the ability to copy/paste tileset settings on a page-by-page basis.
  • Added "Toggle Skip" function to disable event commands for specified range.
  • Added a new feature to the shadow pen. When holding down Shift, it will turn to rectangle mode.
  • The maximum number of major database items can be increased up to 9999. Previously, you can only go up to 2000.

Bug Fixes​

  • Updated Effekseer version to v1.62d. This fixes a minor bug.
  • Added "Switch" template (for example: levers, buttons, etc.) to Easy Event Creation.
  • When making an event using Easy Event Creation, you can now give it a name.
  • Fixed issue with NW.js window remaining after closing battle test.
  • Fixed an error in combat where enemy characters whose images are set to "None" would cause a crash.
  • Fixed an issue where repeatedly opening and closing the "Select Image" window could force the editor to close.
  • Fixed an issue with "Fade: None" in "Move Location" that would cause a momentary rendering glitch.
  • Fixed a bug in the tutorial.
  • Updated "official" plug-ins:
    * PluginCommonBase.js
    * TextScriptBase.js
  • Updated the following launch plug-ins:
    * BattleVoiceMZ.js
    * EffekseerForRPGMakerMZ_Ex.js
    * ScreenZoom.js
    * SimpleMsgSideViewMZ.js
    * SimplePassiveSkillMZ.js,
    * SubMembersAttendBattle.js
    * SVActorPositionMZ.js
    * TinyGetInfoWndMZ.js
    * WeatherOnBattle.js
  • Removed "CommonEventStepRegion.js" from v1.5.0 because some functions do not work. For RPG Maker MZ 1.5.0 and beyond, please use "RegionBase.js" instead.
  • Updated some events in dlc "RemakeMapResourcePack".

How to update your project(s)​

  • Create a backup of your project or only its data and js folders. Updating can sometimes cause your project to break so this is for the safety of your hard work!
  • Update your project by going to the Main Tool Bar -> Game -> Update Corescript option.
62974c38bdc2eb92a8761e88_231654061e5d79959bb5829e5427f6ecebebb9f1.png
Latest Corescript version: 1.5.0

 
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MikePjr

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I'm hoping someone might do a demonstration of how this works.
This might make me consider MZ.
I remember trying MZ early on and just feeling like it wasn't worth getting at the time.
It didn't feel like there was enough new features.
I was also getting sick of the higher res assets.. i prefer doing classic low res pixel art.
And i remember being frustrated by having to constantly resize my assets to make them look pixelated.
If this solves that annoyance, i'll probably get MZ
It's a bit annoying and it breaks up the workflow having to stop and make the assets and then resize them just right to have them work back on MV.
It was just pretty annoying.
And i even went back to using RPG Maker 2000 and 2003 just so i could easily have the retro look i wanted.
 

Ingwer

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I'm hoping someone might do a demonstration of how this works.
This might make me consider MZ.
I remember trying MZ early on and just feeling like it wasn't worth getting at the time.
It didn't feel like there was enough new features.
I was also getting sick of the higher res assets.. i prefer doing classic low res pixel art.
And i remember being frustrated by having to constantly resize my assets to make them look pixelated.
If this solves that annoyance, i'll probably get MZ
It's a bit annoying and it breaks up the workflow having to stop and make the assets and then resize them just right to have them work back on MV.
It was just pretty annoying.
And i even went back to using RPG Maker 2000 and 2003 just so i could easily have the retro look i wanted.
From what I've seen in the preview images, you can simply change the tileset size from the Database/System2 tab.
I doubt it will change anything inside the editor, as this normally isn't the case. But someone may correct me on that.

Which it basically only should do is minimize the dimension in which your character moves around. That means before if adding tileset parts smaller than 48x48 would have been visible. Adding smaller sizes now works by making the character move within a smaller grid. That's at least how I would guess it.

Also, keep in mind that the size is not variable. 48x48 is still the upper limit and can be reduced to 16x16 in fixed values mentioned in the changelog.

I will update my software though and check it out. I also like the other changes and fixes - it is actually quite some stuff this time around. Especially the option to skip parts of an event should help testing stuff by a longshot.

I just hope it didn't mess anything else up like back with 1.4 *fingers crossed*

Anyway, thanks for the update and your hard work!
 

Tea++

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I've been testing it for a bit now, and I have to say, it's pretty fantastic! I use parallax mapping and it's soooo useful for collision. I switched to 24x24 to get more precise collision and made a tileset that I will later turn blank to use it on my maps.
1654137621479.png
1654137641224.png

If you wanted even more precise collision you could use 16x16 the same way.
 

MikePjr

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From what I've seen in the preview images, you can simply change the tileset size from the Database/System2 tab.
I doubt it will change anything inside the editor, as this normally isn't the case. But someone may correct me on that.

Which it basically only should do is minimize the dimension in which your character moves around. That means before if adding tileset parts smaller than 48x48 would have been visible. Adding smaller sizes now works by making the character move within a smaller grid. That's at least how I would guess it.

Also, keep in mind that the size is not variable. 48x48 is still the upper limit and can be reduced to 16x16 in fixed values mentioned in the changelog.

I will update my software though and check it out. I also like the other changes and fixes - it is actually quite some stuff this time around. Especially the option to skip parts of an event should help testing stuff by a longshot.

I just hope it didn't mess anything else up like back with 1.4 *fingers crossed*

Anyway, thanks for the update and your hard work!
I figured it was just stretching out the smaller tilsets and you still had other assets looking higher res on top of the low res tilsets.
I was thinking i'd have to manually adjust the other assets to retain the retro look.
Though i wouldn't doubt it if someone just makes a plugin that stretches out and makes other assets compatible with the pixel visuals for the tilsets.
 

Ingwer

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I've been testing it for a bit now, and I have to say, it's pretty fantastic! I use parallax mapping and it's soooo useful for collision. I switched to 24x24 to get more precise collision and made a tileset that I will later turn blank to use it on my maps.
View attachment 227925
View attachment 227926

If you wanted even more precise collision you could use 16x16 the same way.
So it seems from an artists view it works great, which is nice!

I can't say the same from a technical standpoint though. Either I'm doing something completely wrong here, or the way it is handled is...off.
First of, it indeed does change the tileset size in the editor. But in order to reflect the change, the whole map in the editor gets minimized proportionally. Which means if you use half the size, your map view automatically is reduced to half.
The way the lower resolutions were handled in older iterations was to obviously zoom in more to reflect the more pixelated graphics. You can zoom in with MZ of course, but nowhere enough before you reach the unchanged maximum limit. This may be enough for 32x32 for example, but the lowest options become quite a mini-show to work with.

The characters also seem to become slower the smaller a type you use. The map is also not zoomed in, so it looks quite tiny even if you reduce the window size.

Now I get that I am actually very bad if it comes to...artistic dimensions. So the ingame part could just being me not understanding the concept. I did reduce the size of the default world tileset to match 24x24, though. So if I reduce the window to some of the engines older dimensions, it makes sense of it being tiny. But either I have a strange sense of nostalgia or they were never THAT small.

It just seems to me that instead of properly changing how the engine handles the older sizes, it just resized the view point. I see how you can work around that for your game itself with the right methods (or again, I just didn't do it right) - but the map editor really seems weird to work with like that.
 

Kenen

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Woah! I had no idea this was in the works.

The option to change the tileset size is exciting! I don't consider myself a good mapper, but I'm excited to see what other people in the community do with this now that it's a standard feature.

Fixed issue with NW.js window remaining after closing battle test.

I have run into nw.js not closing a lot lately while writing plugins, so I appreciate that this was on the team's radar and is something that got looked at.
 

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So it seems from an artists view it works great, which is nice!

I can't say the same from a technical standpoint though. Either I'm doing something completely wrong here, or the way it is handled is...off.
First of, it indeed does change the tileset size in the editor. But in order to reflect the change, the whole map in the editor gets minimized proportionally. Which means if you use half the size, your map view automatically is reduced to half.
The way the lower resolutions were handled in older iterations was to obviously zoom in more to reflect the more pixelated graphics. You can zoom in with MZ of course, but nowhere enough before you reach the unchanged maximum limit. This may be enough for 32x32 for example, but the lowest options become quite a mini-show to work with.

The characters also seem to become slower the smaller a type you use. The map is also not zoomed in, so it looks quite tiny even if you reduce the window size.

Now I get that I am actually very bad if it comes to...artistic dimensions. So the ingame part could just being me not understanding the concept. I did reduce the size of the default world tileset to match 24x24, though. So if I reduce the window to some of the engines older dimensions, it makes sense of it being tiny. But either I have a strange sense of nostalgia or they were never THAT small.

It just seems to me that instead of properly changing how the engine handles the older sizes, it just resized the view point. I see how you can work around that for your game itself with the right methods (or again, I just didn't do it right) - but the map editor really seems weird to work with like that.
I don't have the software, but it sounds like you have to adjust the screen size/resolution to match the assets.
If it works the way i'm thinking it works, you just have to adjust the window size/resolution, and when you go full screen it should stretch?
So rather than 640 x 480 you'd change the res to 320 x 240.
 

Touchfuzzy

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I'm going to try to show off some stuff with the tile size, copy paste tileset passabilities stuff, and all that from 1.5 in the Making Things in MZ stream next week. (Will not have a stream tomorrow, due to personal reasons).
 

Ingwer

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I don't have the software, but it sounds like you have to adjust the screen size/resolution to match the assets.
If it works the way i'm thinking it works, you just have to adjust the window size/resolution, and when you go full screen it should stretch?
So rather than 640 x 480 you'd change the res to 320 x 240.
I did change the resolution, but I do admit that already switching between the different options made me mix things up...

So let's try this again, this time with a picture:TilesetTest.png

This is 320x240 and a tileset and charset size of 16x16. From what a quick search gave me this is how RPG Maker 2k/3 is set up.
I guess it does look similar to how it was back then. You obviously need to make corresponding graphics instead of just resizing everything to 33% like I did.

I still can't shake the feeling that everything is tinier, though. Like the characters and rocks should be more zoomed in. But maybe I just messed up again.

On a side note: The game also has quite the messed up interface, even though I've changed the dimensions accordingly. Am I forgetting something?
If not, it seems to be a bit tricky out of the box - but it did only promise to change tile sizes. So it was expected that you have to change up the rest by other means, I suppose.

I also tried out the other new additions and they seem to work smoothly. Again, really liking the skip feature. There also seems to be an option to test the exact event part from the editor - which I assume is new as well? Really handy!
 

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I did change the resolution, but I do admit that already switching between the different options made me mix things up...

So let's try this again, this time with a picture:View attachment 227930

This is 320x240 and a tileset and charset size of 16x16. From what a quick search gave me this is how RPG Maker 2k/3 is set up.
I guess it does look similar to how it was back then. You obviously need to make corresponding graphics instead of just resizing everything to 33% like I did.

I still can't shake the feeling that everything is tinier, though. Like the characters and rocks should be more zoomed in. But maybe I just messed up again.

On a side note: The game also has quite the messed up interface, even though I've changed the dimensions accordingly. Am I forgetting something?
If not, it seems to be a bit tricky out of the box - but it did only promise to change tile sizes. So it was expected that you have to change up the rest by other means, I suppose.

I also tried out the other new additions and they seem to work smoothly. Again, really liking the skip feature. There also seems to be an option to test the exact event part from the editor - which I assume is new as well? Really handy!
Well, if you like, i can work on porting over assets from RPG2000 and 2003 over to MZ's format for use.
It's something i thought about doing anyhow.
 

Ingwer

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Well, if you like, i can work on porting over assets from RPG2000 and 2003 over to MZ's format for use.
It's something i thought about doing anyhow.
That would certainly be interesting to see, but I think it would be a bit cumbersome to trade that back and forth. Especially as I'm just waiting for someone to tell me that I'm hallucinating at this point.

I did indeed download the 2k3 RTP from the site though (Thanks for reminding me!) and it seems I was just blinded by nostalgia. If set up correctly the character sizes seem to be exactly the same. Graphics look a bit washy if in full screen, but I guess that is the expected result if you have to crop up a 320x240 resolution that much.

So in the end, if I can get it running like that as a complete failure in art design, anyone interested into retro art can have it set up ingame properly asset-wise.

Still, as mentioned, keep in mind that there is still UI related stuff one has to fix themselves from what I can tell. Simply changing the UI size in the database does not shrink down all elements accordingly. But I could be wrong here.

I think that's all there is though. The before mentioned slower characters also only stemmed from me not shrinking them - and there is at least nothing else I can think about that isn't asset related.

There is still the really tiny map size in the editor, though. I couldn't find a way to resolve that. Makes working on more complex maps quite difficult.
 

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Well, I have a few first impression words:

1- I was waiting to just change the grid size for movements and collision, but use the same tilesheet, but it needs to change the tilesheet size too (my poor hero has a bunch of chai-window-table chimera in his house because everything changed LOL).
2- It destroyed my autotiles.

The editor thing was not what I was waiting, BUT I will try to go full parallax later and see what happens. Come back later, c ya. :ywink:
 

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Select tile size on Database.
Maps will adjust accordingly. Make sure to have correct sized tilesets ready.
 

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Now we just need a way for the engine to make the older style of A1 tiles work. :) Just kidding, this update is FANTASTIC! Thank you so much for listening to what the community wanted and everyone who helped work to make this happen, much sooner than anticipated (figured it would be in the next engine a few years down the road).
 

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This is great! I'm not so excited for the tilesets but EASY EVENT SWITCHES, oh man!
 

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Great Job. I was amazed having successfully migrated my latest 32x32 pixel project into v1.50 and looking down on a map build with original 32x32 pixel tiles without the need of an extra upscaled one ;-)... while I work in other engines for several years already, I'm really happy to see the old glory from VX and VX Ace coming back with this latest update. I just wished you could have added tileset priority as well (like in XP) or at least add a second tiles tag that could have been used for such things. Anyways, grats to this amazing and unexpected gift!!!
 

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Can you explain a bit more about what Toggle Skip is and does? Can that be used to let the player skip scenes, or is it more for streamlining playtests?
 
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