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I wonder if this is really an issue?
I wonder if "no plugin manager" also means "no plugin command". Are we back to script calls again?
I wonder if this is really an issue?
Yes, one simply could. You just have to double-click the file containing the packaged plugin and go through the quite-simple import process that Unity starts up when you do that. It's far from inconvenient... In fact, I'd say it's more convenient than having to copy-paste scripts into the js folder of your MV project, to then start up the Plugin Manager (PM) to register that script in your project.I wonder if this is really an issue? If this RPG Maker is based on Unity, it should more or less run in Unity itself, right? So one could easily simply import C# scripts into the Unity project?
Indeed, the PM certainly made things easier for non-programmers in the versions of RM that had it... and it's mostly unnecessary for Unite, given how Unity handles scripts. See what I said above in response to retrofiction's question. The only catch is that plugin-creators will have to add in their own interfaces for configuring the settings, but that shouldn't be too difficult (especially if they're good at scripting custom windows in Unity).the plugin manager made using scripts easier for non-programmers, because the plugins basically are scripts in a wrapping container that allowed the editor to create an easier interface for using that script.
requiring direct edits to the core scripts again (like in VXAce and earlier) to allow adding scripts is a step back for most people.
I wonder if "no plugin manager" also means "no plugin command". Are we back to script calls again?
I would guess it is a typo and should be 96x96 throughout, but I'll make sure.the third devlog is out on steam, containing some asset definitions on pixelsizes and fileformats and so on.
looks very good (grid base 96x96, but the strict framerate is gone for sprites etx).
however some of the numbers look like typo's, as the minimum is sometimes listed as 96x96 and other times as 98x98. @Touchfuzzy can you check if that is a typo or if they really have that form of mixed base numbers?
I'm not as sure because some of the post mentions a 1-pixel-frame for distancing, and it is nowhere specified if that frame is part of the cell or added to the cell. and that might be the difference between 96x96 and 98x98.I would guess it is a typo and should be 96x96 throughout, but I'll make sure.
Or maybe it is battlers vs. maps vs. characters. But at least we have an asset converter for anything we already have and they kept the JSON data structure.I'm not as sure because some of the post mentions a 1-pixel-frame for distancing, and it is nowhere specified if that frame is part of the cell or added to the cell. and that might be the difference between 96x96 and 98x98.
"The default assets contained in past RPG Makers can also be modified for RPG Maker Unite’s use, as long as they follow the terms detailed in the EULA."
It sounds like the new system will allow you to customize at least some parts of it. (as in If you want every tile to be Animated, you can do that)RMXP still handles auto-tiles the best.
The default assets contained in past RPG Makers can also be modified for RPG Maker Unite’s use, as long as they follow the terms detailed in the EULA.
Still waiting for them to solve actual issues of Unity. Right now it just looks like a glorified tile mapper, which unity already has like 4-8 of and with playmaker you can basically code the entire game without ever touching code e.g. you can easily add the actor systems, and there is zero need for an animation system -- for battle system you can do playmaker or buy the very well made OTK system and piece it together in an hour.
I really don't see the point of this tool yet (in unity) other than being able to use rpg maker assets?
Well, I do look forward to it because it is a complete package actually.
I've used packages like Playmaker in the past. Maybe I'm just not that good of a coder, but it's a nightmare to get different packages to work together. This gets even worse when one of them updates. I like the idea of a single unified package that has all the features I'm familiar with that theoretically, should update smoothly.
Of course, if you can piece different packs together great for you! You can save money! But for not-so-great coders like me, it's just not feasible.
I've always like RM because of it's ease of use and UI design. I am hoping that Unite continues this tradition.
I guess that depends on if they use a system like with MZ where you can patch your project on the fly, or if it is like past versions where the initial version used doesn't necessarily matter. I would have to check, but my primary dev machine is in the other room and I am still a few days short of coming out of hibernation due to Covid.Except now all modifications have to be inside the engine which when it updates will not be possible. So you'll never be able to truly modify the engine, unless someone builds a plugin system. Once again, not solving any issues of Unity only making them worse.
Unless the API is that badly designed or closed-off, you can indeed extend the functionality without some added plugin system; Unity has one built-in and you can use that.Except now all modifications have to be inside the engine which when it updates will not be possible. So you'll never be able to truly modify the engine, unless someone builds a plugin system. Once again, not solving any issues of Unity only making them worse.
It's not built for this. It's built for making something like what they are making, not third party development onto a unity plugin.Unless the API is that badly designed or closed-off, you can indeed extend the functionality without some added plugin system; Unity has one built-in and you can use that.
You'll most likely have to modify the actual plugin source scripts or overload them, which then we will have to have some sort of management system because no management system for overloading will be the wild west.I guess that depends on if they use a system like with MZ where you can patch your project on the fly, or if it is like past versions where the initial version used doesn't necessarily matter.
It's not built for this. It's built for making something like what they are making, not third party development onto a unity plugin.
well ... that 100% depends on how well their programm can convert our "old" (mv / mz) parts into their new style ...Downside is that there is no plan for a character generator due to the model changes.