So, uh, what's this RPG Maker Unite thing?

BreakerZero

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It says nothing about if the English release will be the same as the Japanese one. I don't believe the Unity Asset Store is regional though, so it's probably still safe to assume release dates are the same.

I linked to the Steam version of the info as soon as I found out, and it is mentioned there as well. So it's safe to say that it is a global decision.

EDIT: Devlog 9 is out as well. This time they discussed the character animation system updates.
 
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thesteven

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no, the times when Unity was exclusively 3D are long past.
there are quite a number of pure 2D games that usethe Unity framewor.
I'm aware that Unity can do 2D but what would be the point of switching over to Unity from rpgmaker if it's focus isn't on 3D? For those of us who are already super familiar with rpgmaker MZ or MV and know how to achieve all the things we want in 2D with this engine, learning another engine in Unity to do the exact same thing would seem pointless. Unless the engine inside Unity is extremely intuitive and easy to use moreso than mz is then i wouldn't see the purpose.
 

A_Higher_Plane

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Yeah I'm not sure if I'll be getting this RM, and I'm a long-term Unity user! I could create scripts for Unite but I might not get this after all.
 

sabao

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I'm aware that Unity can do 2D but what would be the point of switching over to Unity from rpgmaker if it's focus isn't on 3D? For those of us who are already super familiar with rpgmaker MZ or MV and know how to achieve all the things we want in 2D with this engine, learning another engine in Unity to do the exact same thing would seem pointless. Unless the engine inside Unity is extremely intuitive and easy to use moreso than mz is then i wouldn't see the purpose.
I think the main appeal is Unity as an engine is built for compiling into more platforms than desktop and mobile.

Plus, greater flexibility in implementation. There's a wealth of other assets on Unity's Asset Store like animation engine extensions, graphic shaders/filters, particle engines that may be less likely to bog down performance. With Unite not yet out though, this remains to be seen.

RPG Maker was made to be easy to pick up and learn. Unity's an intimidating beast just from the installation screen. Unite seems to be made for the people that want to extend what their games can do beyond what might be reasonable for the classic engine, probably not for anyone else who may not demand as much out of it/don't have the patience to pick up and learn a new environment.
 
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merlinct

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Will this be potentially a new version?
 

Andar

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Will this be potentially a new version?
it has already been stated in the devlogs that this will be a new branch in addition to the current PC-based makers and console-based makers.
 

merlinct

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Thank you for the quick reply. Looking forward to it!
 

HelenPixels

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I'm asking because I am thinking about making retro style tilesets to sell (16x16) on itch, and upscaling them to 32x32 (VX, VX Ace size), 48x48 (MV, MZ size), and to whatever resolution is compatible with the new Unite version. I've looked online to find out but I can't see any information on tileset sizing. Does anyone here know? It wouln't make much sense to make tilesets but not include the correct size for the new software. I know that the new engine isn't actually out until spring, but I'd like the information so I can scale each individual tileset as I go.

Also, I was unsure which forum to post this in, I hope it's in the right place, but if not admins can move it to where it should be.
 

123edc

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they literally have put the chart on one of their postings in steam
(edit: devlog 3)
 

HelenPixels

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Found it in the comments section, 96x96... that's a much bigger uprating than I thought it would be. I had assumed it would have been 64x64 but for people doing highly detailed work that is a lot more space to work with. I couldn't find the chart you were referring to, but I found the information I wanted :)
 

slimmmeiske2

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Also, I was unsure which forum to post this in, I hope it's in the right place, but if not admins can move it to where it should be.
General Resources is for sharing resources. Questions regarding resources either go in the engine support forum or Resources Support forum. However, since Unite will be published by a different company than Komodo, there (likely) won't be a support forum.

All this info just to say I will merge it with the existing Unite thread in General Discussion. :)
 

Neptuna

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C# is fun, but I hope they're not serious with that large sprite running across MZ-ish map tiles.
 

Zeriab

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Found it in the comments section, 96x96... that's a much bigger uprating than I thought it would be. I had assumed it would have been 64x64 but for people doing highly detailed work that is a lot more space to work with. I couldn't find the chart you were referring to, but I found the information I wanted :)
96x96 makes sense as a compromise accommodating past design mistakes (48x48) since 16x16, 32x32 and 48x48 all can be pixel-perfect integer upscaled to 96x96. If they combine that with a full hd (1920x1080) resolution it'll be 20x11.25 tiles. Sounds like a reasonable choice given the constraints of the legacy.
 

dreamfever18

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Can I use materials from RM Unite from the Unity Assets Store on other engines? I love the materials in RTP but can't use them on other engines because of their EULA.


A custom license cannot be used on assets purchased from the Unity Asset Store. I wonder how they will force people who buy their materials to only use them on RM Unite. Or maybe they wouldn't do that?
 

123edc

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the only answer to that will be:
wait, till we get to read their eula
 

Andar

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I wonder how they will force people who buy their materials to only use them on RM Unite.
The same way how it is handled with current DLC in this site's shop.

They don't care about other resources used in the Makers, and in the cases of the resources they sell they can write any restriction they want into the EULA when selling.
And yes, that is enough because it allows them to take down any other project using them outside the EULA restrictions.
 

Rayne

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I'm aware that Unity can do 2D but what would be the point of switching over to Unity from rpgmaker if it's focus isn't on 3D? For those of us who are already super familiar with rpgmaker MZ or MV and know how to achieve all the things we want in 2D with this engine, learning another engine in Unity to do the exact same thing would seem pointless. Unless the engine inside Unity is extremely intuitive and easy to use moreso than mz is then i wouldn't see the purpose.
Unity offers a greater degree of flexibility than any RM engine, but a big barrier to entry is that the workflow is extremely different than to what you find in RM. In unity you generally have to write all the backend logic that is already handled for you in RM engines such as databases, dialogue, events, autotiles, etc. Unity is more programmer related work but as you're creating everything from the ground up you can customize it to work exactly how you want it to work, whereas RM engines are much friendlier towards those that cannot program at the cost of being more of a challenge to implement entirely custom functionality.

IMO unite will be a good middle ground for people who can program but hate doing backend work just to get their project off the ground. Say you want to focus entirely on writing your own battle system code but all the backend database stuff will take a long time to write as well, with unite you can take the database they've built and just focus on what you want to accomplish. Let's just hope the code they build it with isn't total spaghetti, because that's already an issue with unity assets on the asset store.
 

Aesica

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IMO unite will be a good middle ground for people who can program but hate doing backend work just to get their project off the ground. Say you want to focus entirely on writing your own battle system code but all the backend database stuff will take a long time to write as well, with unite you can take the database they've built and just focus on what you want to accomplish. Let's just hope the code they build it with isn't total spaghetti, because that's already an issue with unity assets on the asset store.
Thing 1: You can technically write your own battle system in MV/MZ, too.

Thing 2: MV and MZ are full of weird spaghetti snippets, so I wouldn't get my hopes up there.

Thing 3: How good Unite will be (or won't be) will depend on (compared to MV/MZ) its editor features, how well it performs with each of its deployment options, and (this depends on the community) the available plugin quality and quantity.
 

Vati

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One thing I'm really hoping for with Unite is more flexibility in the UIs you can make. That would be godsent...
 

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