What kind of plugins/scripts are you looking forward to?

Shaz

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I don't know - without seeing what's there when it ships.


If it doesn't have fogs, I'd like a fogs plugin - one for multiple fogs preferably.


A weather one would be nice. I find the default weather options a little limiting.
 

Ramiro

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I'm still not entirely convinced yami && yanfly arent the same person :p
NDA with love Ramiro ~ (because I know the true answer to this xD)

Well, I know I could make any script I like, but if you trly ask me, I would like to see your job system again, loved it just because is so similar to FFT :p

And I will switch to MV because it's cross platform. I always wanted to play my games my test on my phone...
 
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DoubleX

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Or maybe port all your RMVX and RMVXA scripts into RMMV too(how cruel I'm). I think that alone will need several months of dedicated commitment already XD
 
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Wavelength

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I don't have any reason to think Yami and Yanfly are the same person, especially given the somewhat different diction they seem to use, but I can't help thinking how funny it would be if they are.

It would be like DDR's Tsugaru, credited to "RevenG vs. DE-SIRE"... which becomes pretty hilarious once you find out that RevenG and DE-SIRE are just two different aliases for Naoki Maeda.
 

Niten Ichi Ryu

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I do not think either that hey would be only one person.

specially when one comment on the thread of another ( serious case of personality disorder, but that's also the mark of geniuses...)

They are like Masamune and Muramasa, both talented craftsmiths, often confused due to name similarity yet with different styles.
 
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Jesse - PVGames

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1.) I would love to see some animation scripts that allow for a different spritesheet for running, and another spritesheet for idle (when the player stops moving, the character fidgets/idles), which would allow for a better/smoother walking animation spritesheet. Of course, 8 direction support would be awesome as well, and the ability to adjust the speed in which animations play while walking/running/idle.  Aside from the animation stuff, I would love fog if there isn't any, and maybe some sort of nifty GUMP-based inventory system where you can click and drag items from the map to a backpack and back, or something similar. On a more practical level, it would be nice to have a script that allows for 'tall' sprites to not have star tiles overlap their heads when their y coordinate is lower.

2.) In the past I have enjoyed the side-view battle animation scripts along with various animation scripts that allow for running spritesheets, 8 directions, etc. I enjoy Action combat systems, but they have all been relatively clunky and unintuitive for the most part.

3.) Main deal makers? Isometric support. Aside from that, the stuff from answer #1. 
 

Palsa

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I'm looking forward to the type of battle systems people come up with, particularly field battles, because I'd love to create a Seiken Densetsu style game with the bigger sprites (okay, a little ambitious for now, but I can dream). :D

Of the features it does come with, I'm looking forward to the larger sprites, I'd like to try making a base at some point, so I hope someone releases a good 8-way movement script, preferably with additional frames and animations as an option.

I'm not sure how the option to switch to side view battlers will work, but I'm wondering more if it will include it's own set of character graphics for them.
 

ScoopJohn

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1. Would be likely happy to see out changing the window's game size, the tile size, and other scripts to transform it into a 8bit JRPG.

2. Maybe anything i would come by, don't worry, everything will be also in MV.

3. None, i would keep to VX Ace when i want to do other games in previous engines.
 

Yanfly

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Looks like I can't have too many quoted boxes so I'll just format them another way~

 

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1 - the default scripts

2 - final fantasy materia!!

3 - There is none, I will likely buy the maker, but I am still unsure of how I feel about JS - so much so I am contemplating writing my own ruby engine. :p

 

Final Fantasy scripts are pretty popular and have good design. I'll take it into consideration!

 

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bgillisp, on 02 Sept 2015 - 08:13 AM, said:

I'd like to see your battle engine, class, learn and JP engine again. Though this time, please add a feature to show JP on screen somewhere with the actor. I know that was in high demand for your current JP engine. Maybe make it an add-on to your status menu or something?

 

I never realized how popular the JP Engine was until I've seen some responses about it from here, my Youtube video, and Reddit. I'll have to put it on the top priority list.

 

 

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Dr.Yami, on 02 Sept 2015 - 08:28 AM, said:

Welcome back YF   :rock-left:   BD   :rock-right:

I would like to see all of your scripts you have made from VX and VXA   BD

 

Haha, thanks, Yami! I'll do my best to convert them all~

 

 

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Archeia, on 02 Sept 2015 - 08:31 AM, said:

Yanfly Engine Zealous Skynet AI.

 

Oh, c'mon, Nessy. You saw what happened when we were testing that in the beta form. Nothing like that should ever be released to the public. Games should be able to be beaten, not the spirits of the players. Nothing is more disheartening when a bunch of slimes with nothing but Attack take down a group of level 10 actors.

 

 

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The Infamous Bon Bon, on 02 Sept 2015 - 08:45 AM, said:

1. Some Side View Battle scripts of course since that is one of the major changes and probably improved mouse controls (I'm not saying they're bad, I don't know, but everybody likes options).

2. Weapon Mastery and  Elemental Affinity were always faves from YEZ, but I don't know if MV will have things in it to make them pointless.  Skill Cost Manager, JP Manager(and Learn Skill system), Extra Param Formulas, and Enemy Target Info from YEA.  Visual Equip scripts like Victor Sant's or Modern Algebra's.

3.  Your scripts in general, you tend to cover a lot of the basics pretty darn well and well I was a little worried you might not be around this time, so Yay!  Also Craze's Elemental Merger if they insist on using the same method for handling elements as they always have.

 

I'll be porting over a lot of scripts from VX and Ace. So if you liked any of those, it'll be just a matter of time before they'll appear in MV~

 

 

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DoubleX, on 02 Sept 2015 - 08:45 AM, said:

1. The most powerful active time battle/charge turn battle/action battle system/tactical battle system scripts in the RM universe ever :D

2. Luna Engine/Bestiary/Quest Journal/Battle addons that can work with many different battle systems :)

3. I've solved at least 1 of the hardest issues in RMVXA that can be solved/I become familiar with Javascript/I've enough incentives and money to switch from WinXP to Win7/There are strong explicit demands to translate some of my RMVXA scripts into the RMMV counterparts(My scripts suck so hard that asking anyone other than myself for such translations can literally kill them badly) :p

 

P.S.: For deal breakers that applies to me, the only one I can think of right now is that RMMV becomes so expensive to me that it costs something like 1000+ USD(of course that's certainly impossible) ;)

 

I can make battle engines to be flexible. Only users can make them powerful~

 

 

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nitenman, on 02 Sept 2015 - 09:19 AM, said:

I could say:

 

whatever you make Yanfly, we'll take it anyway...

 

Now seriously, an equivalent of your Victory aftermath, if the default one is lacking, Diagonal movement, character controls animations(as in Jump, run, swim ) Multi frames support.

 

and as many said, mostly what already made YEA great.

 

but hopefully, many of the said elements that made YEA great could have been already implemented in this new releases.

 

until we do not fully know what we will get, can't really speculate on what we need.

 

I hope you'll like YEP as much as YEA!

 

 

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Kyuukon, on 02 Sept 2015 - 09:19 AM, said:

Hmm... let's see... *takes a deep breath*

 

- Message system with bubbles, animated facesets, gabs, logs, choices, multiple dialog that allow the player to move while displayed...

- Lighting system like Khas Ultra xD!

- Movement system with pixel movement, diagonal movement, collision, pathfinder...

- Minimap system with lots and lots of tag event options.

 

:D There you have enough stuff to have fun while we plan our gamezzz xD!

 

Hope you'll have fun with making your games as much as you plan them!

 

 

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Yurixy, on 02 Sept 2015 - 10:15 AM, said:

 

You bet I am. Super excited because of all the new features and higher potential.

I'm happy to see you here, btw. I see the jokes about MV being the phoenix down maker is true. The last maker I used was XP, many years ago.

 

I would love to see ActionRPG scripts. I'm not personally a fan of front view or sideview when it comes to fun. Having the fights in the same scene as the adventure is more fun and dynamic/fluid for me.

All scripts that changed the battle system to ARPG (action).

Multi-export and higher resolution are great features, combined with "no hidden classes" plus JavaScript. I think the main deal is the potential this maker can bring, regarding higher limits to everything - resolution, databases etc. Higher potential means higher creativity can be used.

 

 

I've never really tapped into the ARPG aspect of scripts. I may check it out this time around.

 

 

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Farr, on 02 Sept 2015 - 11:22 AM, said:

Rofl, you could port everything youve done so far, all your scripts are great.

 

Haha, thanks!

 

 

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q8fft3, on 02 Sept 2015 - 11:34 AM, said:

- Dragon Quest 3 battle system

- Dragon Quest 3 Menu

- Dragon Quest 3 Status

 

this what i'm looking Currently.

 

Correct me if I'm wrong, but I'm guessing you're a Dragon Quest 3 fan!

 

 

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Eschaton, on 02 Sept 2015 - 12:00 PM, said:

I would love to see the following:

 

*A passive skill system that affects actors - when the actor has learned the passive the corresponding state is added automatically

 

*A passive skill system that affects skills - when the actor has learned the passive, its effects are stacked onto a corresponding active skill

 

*A passive skill system that affects equips - when the actor has learned the passive, its affects are added to the actor only when corresponding equip types are, well...equipped.

 

You sure like passive skills~

 

 

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Alistair, on 02 Sept 2015 - 2:09 PM, said:

I'm mostly looking forward to seeing your scripts because I cannot imagine making a game completely without them. RPG Maker feels so naked when you've tasted the power... :D Many other people come up with some interesting stuff too, though. I'll just have to wait and see.

 

There are many scripts I've used and would like to see return but essential to me is a Battle System Script and Lunatic Scripts since they enable you to have enormous control.

 

I've already decided to get it. I'm one of those who always need the shiniest new thing. I swear that's a disease. My wallet isn't too happy about it either, I assume. :( :D

 

Finally I'd like to say that I'm pretty happy to see you back. I was afraid you left us for good. :o

 

Haha, I'm flattered you feel that way about my scripts. I feel like a lot of my scripts in the past tend to be basic, but I'm glad it's helped you make your games! As far as lunatic control goes, with the way I'm planning on making plugins this time around, you won't be disappointed~

 

 

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SirSniffy, on 02 Sept 2015 - 2:13 PM, said:

I would love to see an Action Battle script that features:

 

-Party AI (more than one character can fight)

-A real time combo system (press a button, execute hits)

-Controller support

-Diagonal movement and animations

 

To date there is no such script that exists. There are many ABS scripts that feature one of these, but none have all of these in one place.

 

Party AI similar to how Final Fantasy 12 and Final Fantasy 13 handled it?

 

 

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Rukiri, on 02 Sept 2015 - 3:49 PM, said:

A Side-view script with animated enemies and characters, I might just do this myself. 

Pixel Movement but I think that'd be pretty easy to do since I don't have to hack my way around it this time. 

Mode7ish effect.  

 

Sideview scripts will appear in due time since it's now inherent to the maker.

 

 

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Eschaton, on 02 Sept 2015 - 8:05 PM, said:

A mini map upon which the player can place any number of "markers" which show up on the actual map.

 

You mean allowing the player to mark their own maps, similar to Etrian Odyssey?

 

 

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Shaz, on 02 Sept 2015 - 10:27 PM, said:

I don't know - without seeing what's there when it ships.

 

If it doesn't have fogs, I'd like a fogs plugin - one for multiple fogs preferably.

A weather one would be nice. I find the default weather options a little limiting.

 

I think ever since XP, I've never seen fogs appear in the editor again. Almost a lot of visual features have been removed for whatever reason. Ah well. That's why scripters like us exist.

 

 

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Ramiro, on 02 Sept 2015 - 10:45 PM, said:

NDA with love Ramiro ~ (because I know the true answer to this xD)

 

Well, I know I could make any script I like, but if you trly ask me, I would like to see your job system again, loved it just because is so similar to FFT :p

 

And I will switch to MV because it's cross platform. I always wanted to play my games my test on my phone...

 

FFT happens to be my favorite Final Fantasy so you can bet I'll remake that.

 

 

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DoubleX, on 02 Sept 2015 - 11:03 PM, said:

Or maybe port all your RMVX and RMVXA scripts into RMMV too(how cruel I'm). I think that alone will need several months of dedicated commitment already XD

 

Nothing cruel about it when I've already decided on doing just that~

 

 

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xXTragic_AngelXx, on 03 Sept 2015 - 09:54 AM, said:

I want to see more scripts for events, an action battle and mode7 effects

 

What kinds of scripts do you wish to see for events?

 

 

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Jesse - PVGames, on 03 Sept 2015 - 10:52 AM, said:

 

1.) I would love to see some animation scripts that allow for a different spritesheet for running, and another spritesheet for idle (when the player stops moving, the character fidgets/idles), which would allow for a better/smoother walking animation spritesheet. Of course, 8 direction support would be awesome as well, and the ability to adjust the speed in which animations play while walking/running/idle.  Aside from the animation stuff, I would love fog if there isn't any, and maybe some sort of nifty GUMP-based inventory system where you can click and drag items from the map to a backpack and back, or something similar. On a more practical level, it would be nice to have a script that allows for 'tall' sprites to not have star tiles overlap their heads when their y coordinate is lower.

 

2.) In the past I have enjoyed the side-view battle animation scripts along with various animation scripts that allow for running spritesheets, 8 directions, etc. I enjoy Action combat systems, but they have all been relatively clunky and unintuitive for the most part.

 

3.) Main deal makers? Isometric support. Aside from that, the stuff from answer #1. 

 

 

I've always longed for an Isometric RPG Maker. It'd be nice to see one made one day.

 

 

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Palsa, on 04 Sept 2015 - 2:42 PM, said:

I'm looking forward to the type of battle systems people come up with, particularly field battles, because I'd love to create a Seiken Densetsu style game with the bigger sprites (okay, a little ambitious for now, but I can dream). :D

Of the features it does come with, I'm looking forward to the larger sprites, I'd like to try making a base at some point, so I hope someone releases a good 8-way movement script, preferably with additional frames and animations as an option.

I'm not sure how the option to switch to side view battlers will work, but I'm wondering more if it will include it's own set of character graphics for them.

 

And that's another one for 8-directional movement~ 
 
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Super121830

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I'd like to see the Item limit back from VX, and an enhancement to the ACE Victory Aftermath to make it look more like VX's.

Also most of your current ACE scripts need a comeback in MV.
 

estriole

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first of all... welcome back yanfly... we miss you and your work :D .

scripts i want to see in MV

1) Action Battle System like Pearl / XAS and TBS like Gubid

simply because sideview already included in MV... and more option for Battle system is nice...

i also hope people write their battle system using custom scene like Gubid instead overwriting default battle system.

so we can switch battle system at ease.

2) Hopefully Large Event Support (if not supported by default by MV) + Click / Drag Event script

which also compatible with MV mouse / touch screen feature... so we can build game like cooking Mama

Chop onion. drag it to the stove, adjust temperature, stir onion, pour milk, etc :D .

3) Auto Backup Data script (in ace Tsukihime wrote one).

In case there's a (blue screen / power outage in PC without UPS / Windows hanging) when we save the project and corrupt the project.

(done that two times before i found tsukihime script :D )

4) MINI GAMES such as fishing script, invader game, card game, slot machine, etc.

so we can build something like Gold saucer of FFVII. place where people spend time to relax when they're a bit tired to resume the story.

edit: or when the developer of the game itself want to refresh. :D ... after exhausting ourself in creating 100 event... play a bit of minigame can be refreshing :D

5) Proper resource encryption script. (from the track record... we can assume MV will also have crappy encryption)

simply because all of us don't want our commissioned / original resource got stolen and show up in other people game...

6) Tower Defense Script :D

event attack other event when entering their range... splash attack, slowing attack, etc

simply because i love tower defence.

7) Event cloner / generator / swapper

so we can spawn event... useful in many ways. for example in ABS to generate enemy... or even creating harvest moon crop system.

or build a city system... and if combined with number two and 6 above... maybe create RTS game

build barrack... train infantry... move infantry... attack enemy... etc

8) GIF / SWF support script. :D . (i hope MV already support it but my hope is not too much)

More animation to make our game polished...

since MV using JS... i assume all the current script in ACE need to be "full rewrite" instead "simple porting". :D .

I'm still not decided will i buy MV as soon as it released or not... because IRL i'm currently busy and don't have time to game dev / script anyway...
 
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Kes

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I have a script written by someone who is no longer active which merges 2 separate battle animations (made in the animations tab of the database) to run simultaneously.  I'd love to see that one in MV.

A stat distribution script - the usual thing, stat points at each level up which can be allocated by the player.
 

xXTragic_AngelXx

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xXTragic_AngelXx, on 03 Sept 2015 - 09:54 AM, said:

I want to see more scripts for events, an action battle and mode7 effects

What kinds of scripts do you wish to see for events?
What a massive use of quotes. Anywho, a way for events to interact with other events and AI for NPCs. Basically a lot more stuff for NPCs.
 

Zeriab

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That is so nice of you Yanfly. I can't help but wonder what you will do and what you ahve done so far :3

1) ABS utilizing say planners to control coordinated squad attack against the player

2) Easy controls for mass movement of NPCs from one region to another. Instead of single NPC pathfinding, consider it as a flow of events moving from one area to another. Of course, add regions if the editor does not already support them. (Or whatever such a concept might be called)

3) Combo system where tree-like sequences of button presses including their respective tolerances and failure cases. Some sequences can still have a good effect if enough of the sequence succeeds. Possibility for graduated results pending on the performance.

*hugs*
 - Zeriab
 

??????

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--

3) Combo system where tree-like sequences of button presses including their respective tolerances and failure cases. Some sequences can still have a good effect if enough of the sequence succeeds. Possibility for graduated results pending on the performance.
If I'm understanding this right, that would be awesome!!

You mean like, a battle skill combo system, where the more keys you press correctly, the more powerful the skill becomes right?
 

The Infamous Bon Bon

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I would love to see ports of Shanghai Simple Script.  Most of these were great.  My favorite ones were Mini-games:  Button Mash and Bulls-eye.  

Upon looking at the list i realized you actually ported a lot of these in YEA and I simply didn't notice.  Amazing.
 

amerk

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The only thing I wouldn't mind is a quick and easy plug that overwrites the way experience is earned to be more similar to Final Fantasy 2. We already have some scripts that do this, where rather than level up the character, we can level up the stat instead. However, have it so the EXP goes into a large pool for each character, and the player can pick and choose which stats to level up each time. Do away with leveling the character as a whole.

I'd imagine we get something similar to this, since it seems each maker since XP had something of the sort.
 

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