I've played one sample of Battle Senki 3D Otome Wars, and got to experience this battle system. It's like when I've played Final Fantasy IV with its gauges charging up.The new combat system seemed to work fine. I've always been a bigger fan of pure turn based stuff than real time combat, but for people who like the real time battles, it seems to work well.
By and large, I feel like this engine is gonna work much better than MV... but it's not gonna be perfect. I myself never expect perfection from easy-to-use engines, I find it to be a trade off. The engine is not as powerful as, say, Unreal or Unity. But, you can make a game from the get go, no coding or plugins needed. Do you as a designer think its a good trade off is the key.
I'm interested in testing more when I can make things, instead of just play samples.
Can do!I'll just say if you are going to talk about performance, it is best to also drop the specs on your computer.
I just want to see for people having lag at any point what kind of specs they are using. I have yet to get any lag on my computer (but admittedly my computer is pretty decent).
And it isn't just "how much power" there was one line of processors that just handled VX Ace terribly back in the day, so it is good to find commonalities like that.
We don't have it set up on Steam for MV, but you can always get it on the RMW store.
An integrated GPU shouldn't be a problem at all. RPG Makers are not heavy on graphic processing at all, most of the work is done by the CPU, as with most 2D games. I'd only be worried if you had few RAM (but you have 8GB of RAM) or if you wanted to play modern games or even not so new AAA games.If we're going to talk about specs, then maybe someone can give me an estimation of how bad it might run on my Craptop (laptop)?
I'm stuck with this laptop for another few months at the very least, and I'm a bit worried that I'll get lag spikes that'll make development painful. Mostly because cheap laptops like mine lacks a proper graphcis card.
Anyway, this is what I have to work with...
Well, either way I've already pre-ordered the "S-pack" so I guess time will tell. MV does run "fine" for me as long as I don't use any super fancy lightning plugins (like the one Khas made with dynamic lightning). So I hope MZ will run okay too.
That being said. Sometimes when optimization is done so that games will run better on medium to high-end pc's, it'll actually run worse on low-end pc's if the optimization is relying on a graphic card that in cheap laptops aren't really present.
Enjoy your long weekend, man. Always nice when those come around.Just a small note, I'm actually taking a long weekend. So probably not a lot of official answers starting tomorrow. I'll catch up on Monday though .
Not true. MZ uses WebGL render mode which is hardware GPU accelerated; integrated GPU’s older than a few years will struggle, and so will some newer ones, depending on the model.An integrated GPU shouldn't be a problem at all. RPG Makers are not heavy on graphic processing at all, most of the work is done by the CPU, as with most 2D games. I'd only be worried if you had few RAM (but you have 8GB of RAM) or if you wanted to play modern games or even not so new AAA games.
I'm looking forward to these. Plugins are pretty much the one area I've not tried my hand at yet so to see some official tutorials would be amazing! Any kind of ETA on the English translations?The beginner plugin course stuff is all being translated to En as well, it is just taking a bit.
Man, this is what I was afraid of, although I hope that’s a truth with modification and that at least the development in the engine does not lag... like it does in PixelGame Maker MV.Not true. MZ uses WebGL render mode which is hardware GPU accelerated; integrated GPU’s older than a few years will struggle, and so will some newer ones, depending on the model.