TCP/IP options

Would any of you use this feature, even if only for leaderboards or in app purchases?

  • Yes

  • No

  • Yes but not necessary


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RetroBoy

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As said several times above, there are valid reasons not to add any more online or multiplayer support to the engine as a default.
Aren't we discussing ways of improving the engine?

We were discussing why having more online functionality (such as the ability to handle micro-transactions) could improve the engine and why. Then we were discussing external problems for why it was not included and if there was any validity to that.
 

Andar

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Yes and no - this is an area for improvements that can be done realistically, not for dreams on what might be nice (there are other topics for that).

Adding more reasons why an improvement can be to the advantage does not remove the given reasons why it can't be done.

If you really want this improvement, you need to find a way around the reasons why it can't be done, and nothing so far adresses the problems that have been listed for this kind of improvement.

And no, simply saying "but they can kick the other options because I don't want them" is not a solution, because there are too many other users who do want those other options.
 

RetroBoy

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Ah, I see. I just assumed the Japanese Dev Team were just fishing for improvement ideas (probably for the next version of MV) and they were disusing it as "what new improvements do you want for MV."

You know... because I'm a conspiracy nut. lol

I will take a hiatus from this section of the board. If I can only recommend things that can be mechanically done within the engine and I do not understand the technical limitations of the engine, I can't contribute anything really of value.
 

BubbleMatrix82

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I think this engine being heavily plugin based is one of the reasons why new ideas can't be made into reality.

Here's a thought though for MV Ultra edition (or whatever it ends up being called): why not take plugins and just merge it into the engine? Have there be "on/off" switches (represented by tick boxes in the GUI) that enable these modular lines of code to execute or be overlooked? I understand it would bloat the engine, but when the project is compiled it can check for the "on" modular lines of code and compile that into the final code and the "off" ones can be omitted to save file size.

This solution solves 2 major problems with this engine: (1) The "best" developers tend to be the ones who have access to plugins that are deep in forums that are not readily available for all users - so if it was built into the engine then everyone can have access to them, (2) The game wouldn't have to be empathetic towards people who mod/plugin the engine to work a specific way only to have it break when new features are updated.

In other words, I'm feeling that this "improve RPG Maker MV" is less about improving the editor/engine, and more about ironing out nuances, pet hates, major tuts, and GUI bugs. Basically, this feels more like a Quality Assurance meeting than a Product Advisory Board. And if that's the case, I'm still going to suggest bizarro things to drop seeds into the ideas to people who can influence things, but that does kind of defeat the purpose for many of the suggestions going on here...

As far as the TCP/IP, I understand the fear centered around it. It could launch arbitrary code and do nasty, nasty things. But having at least a Facebook integration would be better than nothing. I understand that as an engine, that is just not something that can be done without turning the next version number and hours of coding, but I do think this is the future of RPG Maker as a commericially licensed game making engine/product.

Anyways, I think we can let this thread die, it is unfavorable, and I have 3 other threads that seem way more viable. For now, I'll just dream of making a social game for when my programming skills matures.

Thanks RetroBoy for your support but I think this needs to respectfully be put to rest.
 

Zeriab

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Complexity
Implementing online capabilities have the potential of significantly increasing the complexity of the base engine. I do not want to deal with that complexity in my non-online game. Should the additional complexity not affect my non-online game I don't mind it being there. Even then though, I do greedily want the devs to work some other features.
Particularly the case where both server and client is provided and required would turn me away from a future product. A lighter-weight async system where events can created on web service calls to provide certain updates is another thing.

Many integrations possibilities
Yup, there really are many out there. More are coming.
This really is a case where the plugin system could shine for integrations where you do not need hooks deep into the bowel of the system and for stuff where real-time doesn't really matter.
For MV imo the best case is improving the plugin system so you can have a json-like document of configuration for each plugin. Yup, trees and arrays.

The key reason I am against this suggestion is the risk that this will end up detracting from what I want from the engine.
*hugs*
- Zeriab
 

BubbleMatrix82

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The key reason I am against this suggestion is the risk that this will end up detracting from what I want from the engine.
*hugs*
So at least you admit that this is a political decision. I don't see why you can't have your future and I can't have mine too. If development gets too expensive, they can ask the community to pay up.
 

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