If you are competent enough to port there plugins... there are plenty of ways to make money. 1k is pretty impressive I agree... it's **** for a business though. Even if you are based in an place with low living expenses (don't talk about USA). You start hiring people with a 1k a month budget... sounds like a rough situation to me.Better off? No.
No plugin maker ever made it even remotely close to Yanfly in terms of donations. Yanfly - over $1000 a month.
SRD - $159 a month if I remember correctly. VE - approximately $90 a month if I remember. +/- 20 dollars to both.
Reaching $100 a month in donations in RM community is a milestone not many have achieved.
If Yanfly is going to pay someone to port the plugins to MZ, it is inevitably going to stay this way. Working for Yanfly will be more profitable than programming and supporting your own engine.
Also, Yanfly plugins already provide a code base you can work with, so porting Yanfly plugins from MV to MZ is going to be much faster than programming and testing the plugins from scratch.
Thank for your guidance and for your suggestions ! Even though I'm planning to move to RMMZ, I may still want to finish what I started with on VX Ace as I'm planning to use the RMXP Battle System script that I created for that program as a blueprint of sorts for the RMMZ plugin, so I will look into your suggestions to resolve the problem.@Lion Blade Soler
There're several factors as to why hiccups happen.
The trick to solving the animation hiccup is to keep the image in the cache. You have an option to:
- Loading takes time.
- It is even longer when you change the hue. Changing the hue is taxing. So if you have a big animation sheet and change the hue, you will have longer loading time.
- Sound can not be cached. So if you have sounds played simultaneously in a single frame, it may contribute to hiccup. However, it is usually neglectable unless you really need one frame precision, like, if you try to make a top-down shooter game in RPG Maker. Normal RPG battle does not need one frame precision. So, if you're using looping animation, please leave the sound effect out.
The first and second solution requires script of course.
- Put an actual pre-caching loading screen as many games do so it loads all the animation graphics at the beginning of the game. This will NOT be a fake loading screen like Moghunter's script. The drawback is your game will use more memory.
- Cache the animation as you play. You will have no loading screen, however, the first time the animation is being played, you will have a hiccup. But the next time you won't have any.
- Use different animation sheets for different hues. That will save time for the engine to recolor the animation sheet.
- Use the BMP file format. Yes, BMP. The uncompressed file actually loads faster (from what I've heard) but you sacrificed the game size to do so.
Yeah like...the wine's hilarious because it's just a Somewhat Large glass and then a wine bottle the size of the entire character. It's why I never really bought into FSM; I like my 48x48 sprites, and yet if I use them, I have to deal these 4ft tall wine bottles. But at least FSM acknowledges that it's structured around tall sprites, because it comes with tall doors; the RTP doesn't have that excuse. Here is your little chibi baby. Here is a character creator that only takes chibi baby bases. And here's a book so big that if you stand it up it would block the character's line of sight@K2loid The ridiculous relative scale of things has been a gripe of mine from the very beginning, (I started when Ace came out) though I agree that MV took the problem to new heights. A bucket as tall as a person? A forest tree only twice the height? I ended up rescaling a lot of household objects and just ignoring the default sized trees etc.
Yeah, I hope FSM will someday make a character sprite compilation with taller characters to fix this problem.Yeah, that's why I made taller sprites for MV. The scale was always wonky. I never really got why the sprites are so small compared to the rtp.
However, I'm okay with some objects being bigger (or smaller) than they are. But it shouldn't be too jarring. For instance, I never bought into those 2 tiles high trees.
But I don't think MZ will fix this problem. My prediction is that it will stay exactly the same as MV.
You've just pre-hyped 1_4Also, because I gave this teaser somewhere else, so I wanted you guys to have it too:
My favorite new character design is Actor1_4.
Now, I can't show you Actor1_4 yet, but now you know.