RPG Maker MZ, Preview #2: Graphics, Mapping, Eventing!

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Kes

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@GamesOfShadows Lag at 70 events? Is that a real number or one you just picked at random for comparison purposes? If it is 70, then yet another reason why I'm glad I stuck with Ace.
 

ImaginaryVillain

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It's really a question of what the events do. I can easily create a single event that will crush a game's performance. But when I was placing images strapped to otherwise dormant events around the map... It was easily possible to get 200-300 of them, while still having events doing stuff.
 

Probotector 200X

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The tileset looks nice overall and so do the 3 maps, there's some clashing and off parts here and there but nothing that can't be fixed with a little editing and tweaking.
I also don't like the interior walls (upper part) without black in the middle, but that's just a personal preference, if there's a texture there they never strike me as real interiors.
The upper wall tiles should look like this:
View attachment 150548
I always have the impression of the characters being outside if the top interior walls are not black.
It's the Blackjack from Final Fantasy VI!

Since MZ's tiles are quite similar to MV's...I'm hoping we still have a couple "casino" objects.

(also I'm reminded how I want better Vehicle support, whether it's built-in or a cool plug-in)
 

SJWebster

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No idea what we'll see tomorrow but I really hope it includes a price and a date.

Wishlist feature that'll probably have to be resolved via plugins, visual equipment in battles. One of the best parts about buying new weapons in Final Fantasy VII through X was getting into a fight and seeing the party brandishing their badass new swords.

Edit: I don't think it would even be that hard to do. Just have a battle character for just the weapon in sv_actors and overlay that on top of the character's normal battler graphic.
 

Animebryan

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(also I'm reminded how I want better Vehicle support, whether it's built-in or a cool plug-in)
I agree! In my MV game, I'm replacing the Boat with a submarine to dive under into underwater versions of the world map. A submarine normally requires 2 sets of sprites, one for treading the water surface on the regular map & a normal one for the underwater maps. Finding proper submarine sprites on the internet is extremely difficult. Hope they included some in the 'largest RTP library ever'.

Which reminds me, I hope 'Screen Effects' like waviness (Underwater or Extreme Heat) & map fog becomes a built-in feature as well.
 

Parallax Panda

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Oh yes. Screen effects would be great if we could get them built in just like we have built in weather effects - it would be super cool! ...But it’s probably something we need plugins for again.

Tomorrow’s reveal will probably be about some new feature we don’t know about yet (possibly in system2) as well as they’ll show a bit more of the RTP one way or another.
 

JosephSeraph

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This is already possible though in MV?
It is. I'm talking about upscaling the particle effect output, though, a shader, to stop mid-pixels.

Based on Effekseer's raw output, even if individual particles are nearest-neighbor upscaled (you can choose between nearest neighbor or bilinear as upscaling settings inside the animation editor!), if you have particles that are 200% or 300% scaled they will not skip their position every 2 or 3 pixels, meaning cells will be placed out of the pixel grid in fake low resolutions. They will also not move by skipping 2 or 3 pixels at a time, they'll move pixel by pixel, clearly breaking the illusion of a fake low resolution.
It will probably need some form of plugin to truly optimize this.
The way I think it could be done is by a shader that takes the particle output at 100% size then scales it up to 200% or 300%. I don't mean scaling individual particles, i mean scaling the whole output up by 300% and therefore keeping the particles moving once every 2 or 3 pixels, keeping the illusion of a low resolution.

This is also important for if you want to scale effects up or down, too. While you can easily scale whatever you want, if it's something made for a 300% resolution yet you have an effect that goes from 300% scale to 100% scale, then the pixels will go from 3:1 to 1:1 by the lifetime of the particle. With a plugin tailored for this, that does the 100%->300% straight on the particle output, you can scale things down and they won't get sharper as you do it, preserving the illusion of a low resolution.


But yeah, I'm not a programmer, I'm not sure which is the best way to approach this.
Retro games will still look good despite this, and I don't mind these little artifacts very much, but it's rather grating when you see it


edit: anyway, someone ought to make a "retro optimizer" plugin. it could even be commercial and i'm sure it'd be a success. @nio kasgami ?
I can see a plugin that does whole-scaling to the animations, and also edits little things like the way RPG Maker flashes, fades monsters, opens message boxes, etc. tinkering with all these details to make them more SNES-like.
 
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Galenmereth

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That is very doable with a plugin, with any texture rendering solution, so even if they've moved on from PIXI with MZ, which I doubt, it should be quite possible to do. The only thing is it could be a bit awkward to configure for the end user, but this sounds like something I'd like to tackle, since I prefer making lower-resolution pixel games myself.
 

Sharm

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Yes! Please and thank you Galenmereth! Message me if you need resources to test things out with, I'd be happy to help you complete something like this.
 

Galenmereth

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Will do @Sharm , thanks for offering to help out! Seeing those sub-pixel scaling animations in pixel-based games in general is a big pet-peeve of mine -- it's probably not worth fussing over in terms of how many players care about it, but having grown up with nes and snes games and that era of pixel art, it just rubs me the wrong way. So this is something that I'd really love to tackle if it ends up being an issue.
 

GamesOfShadows

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@GamesOfShadows Lag at 70 events? Is that a real number or one you just picked at random for comparison purposes?
I picked it randomly. If someone has an old / bad PC, they would have laggs at 50-75 Events, I have laggs at ~200. So it should be tested on the same PC.

Every Event did something "at the same time", many conditions and so on.
 

MikePjr

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I've noticed things been kinda slow this time around on these threads.. the last two buildups had WAY more comments.
My guess is most folks learned what they wanted to learn, and are waiting for the release.
Me.. i'm curious about database and event changes/enhancements.
 

Shaz

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I'm waiting on any reveals about plugins. Based on something Touch said, I think there MAY be one of those today (in about 10 hours).
 
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For those interested chapter 2 and 3 are available to read here:
I'm having a fun time working with the MZ RTP. The waterfall hasn't changed, though, so I'm wondering if they didn't make a new one or if they forgot to put it in...

good progress on the typescript Definitions files almost done all the Manager and yet I still have to do the Battle Manager...who is seriously so much data lol
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