RPG Maker MZ, Preview #4: Event List, System Tab Options, New UI, Release Date & Price!

Status
Not open for further replies.

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
39,660
Reaction score
13,270
First Language
English
Primarily Uses
RMMV
I can forsee a lot of people asking why it's not working as advertised.
Why would you expect it to "not work as advertised"? How is it "advertised"?

If it says make a backup and read the help file and people don't make a backup, or don't read the help file and follow the instructions, they can't blame anyone but themselves if it doesn't work.

I would expect the help file will say things along the lines of animations might not work, and plugins definitely won't work, and script calls probably won't work, and all will need to be converted.
 

Anyone

Veteran
Veteran
Joined
Aug 24, 2019
Messages
191
Reaction score
205
First Language
German
Primarily Uses
RMMV
@Touchfuzzy According to the japanese official website :

Is Degica also backing that claim ?
If so, you better have a hell of a Help file.
I can forsee a lot of people asking why it's not working as advertised. :eek:
*Plug-in data cannot be inherited.
I think it means that basic event commands that exist in both RPG Makers can be transferred, as well as shared map data, since the JS structure of the database will be similar enough that it's not a lot of work to transfer one to the other.

The moment one of the old plugin commands comes along, I expect the engine to detect them and throw them into the garbage bin, meaning that they'll be filtered out.

What I'd expect is that you can transfer any basic RPG Maker game that doesn't use plugins or notetag commands or notes.
The moment your game uses any of that, there's no point in transfering the game directly, since you'd afterwards have to seek out and meticulously find the places where notetags, notes or plugin commands have to be entered, which is a nightmare to look for.

So if your game uses any more advanced stuff I can almost gurantee that you can't import it in a meaningful way.
 

cji3bp62000

Tsukimi
Veteran
Joined
Oct 25, 2017
Messages
74
Reaction score
202
First Language
Japanese
Primarily Uses
RMMV
about Advanced Settings ...
since it also has an plugin-style property window,
maybe it means that it becomes easier for the develop team to add new official parameters and settings for future RMMZ update. (no need to update the editor.exe file every time, I mean)
This is a great thing!
 

TWings

The Dragon Whisperer
Veteran
Joined
Jul 26, 2017
Messages
482
Reaction score
769
First Language
French
Primarily Uses
RMMV
Why would you expect it to "not work as advertised"? How is it "advertised"?

If it says make a backup and read the help file and people don't make a backup, or don't read the help file and follow the instructions, they can't blame anyone but themselves if it doesn't work.

I would expect the help file will say things along the lines of animations might not work, and plugins definitely won't work, and script calls probably won't work, and all will need to be converted.
I mean you know how it is, people will stop at "it is possible" and then complain when it doesn't work.
I'm not making that up, no matter how much you warn them and tell them to backup, they will draw their pitchforks. That's pretty much the same situation as when MV was upgraded.
I thought MZ was made partially to avoid this particular headache for the support team.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
39,660
Reaction score
13,270
First Language
English
Primarily Uses
RMMV
I mean you know how it is, people will stop at "it is possible" and then complain when it doesn't work.
Yeah, I made the converter from Ace to MV, and it very clearly said it doesn't convert graphics or scripts and that it provided a file of all the script calls found, which you then have to go and fix yourself. And people complained that it didn't convert graphics or scripts :D
 

Richard John S

Rpg Maker Music Pack Contributor
Veteran
Joined
Jan 31, 2014
Messages
191
Reaction score
699
First Language
English
Primarily Uses
RMMV
Well, my question has been answered. The Japanese website says that the touch UI can be turned off in the options. That is awesome that they made it an option to choose between the two menu styles. Also, great updates. Everything is looking good so far. I will be a day one buyer.
 

SomeFire

Veteran
Veteran
Joined
May 27, 2016
Messages
75
Reaction score
97
First Language
Russian
Primarily Uses
So, buttons will be pressed on mouse release? In MV buttons are pressed on mouse press and it is very inconvenient.
 

GethN7

Veteran
Veteran
Joined
Sep 22, 2014
Messages
186
Reaction score
77
First Language
English
Primarily Uses
N/A
... so I'll figure out what I can say about that tomorrow cause I was told that wasn't being announced yet.
So the database and map limits are still something you aren't authorized to discuss? It won't be a deal breaker for me if that hasn't changed, but it would be useful to know for those who might try porting their project data over from MV.
 
Last edited:

Schlangan

A madman with a computer
Veteran
Joined
May 20, 2015
Messages
1,347
Reaction score
1,595
First Language
French
Primarily Uses
RMMV
August 20th? Okay, I'll make sure my new improved version of the extended generator is ready by then :D

*Off to save up this equivalent of $80 to buy the new maker*
 

Raith

Veteran
Veteran
Joined
Oct 28, 2019
Messages
32
Reaction score
32
First Language
Indonesian
Primarily Uses
RMMV
Finally, since the advent of RPG Maker XP, born a generation of RPG Maker where I can get free from nearly 90% of those "obligatory quality of life plugins" without losing too many important aspects from the previous generations ;_;

Too bad even after the mighty MV they still did not manage to offer us the currently-popular "pixel movement" as the default game mechanics.

I guess MZ is sold to me after some future update and bugfixes.
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,618
Reaction score
671
First Language
Chinese
Primarily Uses
N/A
With 79.99 USD, I think I'm unlikely to just jump in on day one, not because MZ doesn't deserve such a price(it definitely does and it probably deserves a little more actually), but because I don't think I can afford that yet no matter how unbelievably fantastic MZ is, especially when my savings are starting to be tight and it's so hard for me to find a stable job under Covid-19(I'm unemployed currently), so I guess I'll wait for a while(like until a big discount comes), or download a demo(from Steam maybe) if there's even such a thing :)
 

Skyroar

Villager
Member
Joined
Jun 30, 2020
Messages
14
Reaction score
17
First Language
Portuguese
Primarily Uses
N/A
Are we going to get a Preview #5 next week, or is this the last one?

I've noticed that there was something in the leaks that wasn't officially confirmed/ announced yet (setting up "attack skills" for each weapon), and I would like to know what it is about. Not to mention that you've told us that there's "more event options" that you just didn't have the time to check out and list. Seems like we still don't know everything MZ has to offer.
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
501
Reaction score
220
First Language
Spanish
Primarily Uses
RMMV
I'm about to see of I'm able to purchase it, or wait a little longer. The price is good, but I would like to see it in €, if it changes a bit, or mantains the same price that in $.

So far, I like the things we saw in the last three weeks, but having the experience with MV, that needed a few years before it had quite a list of plugins, I'd like to see how the community is going to support the new engine.

But not only with plugins, but tutorials, resources, official and unofficial improvements...

And of course, I'm hyped in some way :rhappy:
 

Black Mamba

Veteran
Veteran
Joined
Mar 6, 2014
Messages
265
Reaction score
88
First Language
pt-br
Primarily Uses
No way to native generate the apk?
if no, do like Smile Game Builder a plugin to export it to unity, so we can work in ads and in apk.
 
Last edited:

Meike

||Telling Stories Through Games||
Veteran
Joined
Apr 25, 2015
Messages
105
Reaction score
170
First Language
English
Primarily Uses
RMMV
YES! Release date and price! :D
We still have 4 Thursday updates until release! That makes it feel a lot closer than saying a month away lol.

I'm honestly a bit surprised they didn't increase the price at all, but I guess I shouldn't complain XD

I feel like the Autosave isn't really going to be useful with how the engine uses it. Not being able to customize when it saves, is there a new eventing option to say 'autosave now'? Like, it feels like it's going to need a plugin either way to be able to control it.

Anywho, let's start the countdown! :D
 

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
2,356
Reaction score
1,505
First Language
English
Primarily Uses
RMMV
Nothing hugely spectacular, but all good changes. Event tab looks nice, and finally better mouse/touch control support. I don't think I'll be getting it on release, maybe a bit later or wait for the first upcoming sale, since MV still serves me well.
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,618
Reaction score
671
First Language
Chinese
Primarily Uses
N/A
No way to native generate the apk?
I think the most MZ could do is to provide each legal MZ user an Android Studio project for generating apk and XCode project for generating ipa, both by inserting the generated game assets there(like what it's done in MV at least non-officially for the Android part).
Even ignoring technical difficulties, in order to natively generate the apk, the MZ editor would need to be optionally bundled with at least the Android SDKs, gradle build scripts per project, some XML files per project(at least the manifest file) and Java/Kotlin codes wrapping the generated game assets per project, and none of these things are easy, simple nor small even on their own(not to mention that the Android SDK takes a noticeable amount of disk space).
So I guess that, even if native apk generation would be a thing, it'd be something as a kind of paid DLC :)
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

So I just spent the weekend...playing my own game. The one I released last year. Yep you heard that right.
Goal for MZ? None... I'm still curious how to finish my VXA project and how it looks like when it actually finished. Which will take at least another two years. Coming late again to the party.
Finding it amusing that people are posting support questions in new threads for an engine that isn't even released yet. Touch and Archeia are the only ones authorised to say anything, and there's only one active thread where they'll be answering questions.
I think my goal for MZ ... is to actually release a game and not have twenty technical demos and debugging projects. Let's see if I can manage that. ;o
I am starting to enjoy writing. I never thought I would enjoy it since my dyslexia was holding me back so much.
Thanks to the community here :)
For those interested chapter 2 and 3 are available to read here:

Forum statistics

Threads
100,652
Messages
978,096
Members
132,261
Latest member
DarthNinjus
Top