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

sabao

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Maybe I missed this in one of the earlier discussions, but what is this new link:

https://assetstore.unity.com/packag...w-to-receive-early-bird-bonus-asset-at-242177

So from what I gather, it's $99 to purchase this in the Unity Asset Store? So does that mean I shouldn't get it in Steam? This does make more sense now that I think about it. So will the Steam page just be a link to the Asset Store later? And what bonus do we get exactly for signing up early?

And it says Planned Release Date: April 6, 2023. Well, that's good news.
I reckon the Steam download will just be the Unity package? Can't say I've purchased Unity assets on Steam before.

Another deployment method I imagine would be possible is the Steam version comes packaged with a with Unity itself--maybe that way, end users don't accidentally wind up updating Unity past a version RMU is compatible with.
 

Zeriab

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An interesting piece of information was just released:
You can now switch 2 editor modes; RPG Maker focused mode and with Unity editor mode!

Sounds like that even if we cannot do too much about the RPG Maker focused mode we will be able to implement over own workflows on top of the Unity editor :D
 

r66r

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So if we summarize what we already know 3 weeks before its release in the Unity assets store, RMU offers:
  • tiles and sprites compatible with FHD
  • native compatibility with parallax mapping and large tiles sprites
  • native UI customization (no more Window skin?)
  • individually configurable character animation for map sprites, by each direction and for damage
  • enhanced character animations for battle sprites
  • an new outline story editor
  • an "auto-guide" to help us balance our game
  • the possibility to make addons (= plugins but for RMU and in C#) or to edit the source code through Unity editor
  • the possibility to switch between the standard Unity editor mode or the RPG Maker one
  • a new combo VRoid Studio + RM 3D Character Converter as the new character generator (with free models and custom parts)
  • the PiXel ScaLer tool to upscale assets from previous RM engines
  • a full game template as sample
  • and everything that comes natively with Unity (assets, deployment)
Moreover, GGG seems to be less restrictive to use their assets outside RMU (e.g. free custom parts to generate VRM Models, their ISEKAI CREATORS project). On the dowside, we now have 4 tools (Unity + RMU + RM 3D Character Converter + VRoid Studio) to do the same thing as the previous standalone RM engines, and the price can be prohibitive at first.

Conclusion: it looks really promising... although I will wait for the RMU and its auxiliary tools to stabilize before jumping in.

:vxmegane:

But leaving to learn C# now...
 

nio kasgami

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So far it seems promising. Although they said that the addon system might be limited.
As it cants edit existing data class such actors or weapons withoht breaking compatibility so it kinda put a cold shower to my mind.
 

123edc

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So if we summarize what we already know 3 weeks before its release in the Unity assets store, RMU offers:
- the possibility, to freely arrange tiles in cathegories at will without being restricted to tilesets
 

123edc

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1 weak before release with not even an explanation why xD

well, looks professional xD
 

Prescott

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The ONLY reason to use this for me would be to port my games to console. I would absolutely pay for a converter to this format, but otherwise I don't think I'll ever use it. Basically everything I could do in this engine I could already do in MZ or even MV if I wanted to. It's maybe good for an alternate method for people who may be more used to Unity or something, but as someone who has used RPG Maker since XP released I'm not too keen on using another software, let alone Unity. Jumping through the hoops of more companies doesn't sound like a lot of fun.
 

Andar

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most likely once again the programmers pulling the brake after an over-enthusiastic marketing type set the date too early.
 

KawaiiKid

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most likely once again the programmers pulling the brake after an over-enthusiastic marketing type set the date too early.
Happens far too often in every medium nowadays it seems :<
 

A_Higher_Plane

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But at least they care about their product's quality, no? So I agree with delaying things as long as the product improves, with a higher rate and fewer bugs.
 

Arctica

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Somehow I missed the boat and only found out about this today. I'll take this as a sign.
 

Imani

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It's unfortunate they don't create the next engine as an advanced and foremost independent system. By relying on Unity, you need to consider their own commercial licences. For example, if you want to develop your games for consoles, you need an active subscription priced almost 2000$. Or you need a certain revenue to use Unity for free.

Also, let's say they stop updating RPG Unite one day (end of lifecycle), you can quickly end up with a broken RPG Unite because Unity itself gets updates and it leads to incompatibility. You don't have that with MV/MZ as long as OS (Windows/Mac) don't break them.
 

123edc

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yes, and no ...

the thing with the update ... well ... isn't it the same for any previous maker to?
once, they stop updating them ... you're stuck with the version "as is" ... aren't you?

so, i fail, to see the big difference there ...

and as for console ...
well, realistically speaking, how large a percentage of the user base do you realy think, develops for console?
 

Imani

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yes, and no ...

the thing with the update ... well ... isn't it the same for any previous maker to?
once, they stop updating them ... you're stuck with the version "as is" ... aren't you?

so, i fail, to see the big difference there ...

and as for console ...
well, realistically speaking, how large a percentage of the user base do you realy think, develops for console?
I guess that Unity can lead to incompatibility much faster than a standalone engine of RPG Maker loses compatibility with an OS. But my statement is controversial, so I see your point.
 

123edc

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but you can always just stick to the last compatible build, can't you?
 

sabao

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but you can always just stick to the last compatible build, can't you?
This is what I speculate would be the ideal case for the Steam version, as mentioned earlier:

Another deployment method I imagine would be possible is the Steam version comes packaged with a with Unity itself--maybe that way, end users don't accidentally wind up updating Unity past a version RMU is compatible with.

Unity also allows for multiple installs of different versions of their engines as well, so as long as users remain aware of it, there should hopefully be very little problems.

What would indeed be concerning is how long devs plan to support RMU. I guess that ideally depends on how well it does.
 

Andar

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@Imani What you probably missed (and I don't have a link to it at the moment) was a statement months ago that RM Unite is NOT supposed to be the next-PC-based maker, but the first in a new and independent third series of Maker-products.

At the moment the makers for PC and for console are distributed independently with different companies (and this is the forum for the PC-based ones).

And that statement was that Unite is not a follow-up to MZ (which will get a different follow-up product at a later time) but an independent product (and its future will probably depend on its sales whether that turns into a new series of Unity-based makers or remains a one-off).
 

A_Higher_Plane

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What does it mean that Unite will have a feature that, like, "balances", your set parameters? How will the software know your intentions for your character's parameters? What will that feature do exactly? How will it help and who will need it?
 

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