Yanfly Doodads as a built in feature

Would you like this feature?

  • Yes

    Votes: 182 88.8%
  • No

    Votes: 5 2.4%
  • Yes, but not important

    Votes: 18 8.8%

  • Total voters
    205

feckyeslife

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Even if this wouldn't be possible to integrate into the editor as an overall edit, I would think that perhaps it would be possible to integrate into the new Tools API for a smoother experience?
 

Jomarcenter

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Even if this wouldn't be possible to integrate into the editor as an overall edit, I would think that perhaps it would be possible to integrate into the new Tools API for a smoother experience?
yup and we got yanfly permission for this. So I think someone should make a new tool since it much more compatible and convience then what yanfly did.
 

TomatoKing

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This is so up the in the top suggestions that I hope they are at least looking into the possibility of adding it.

It would push the map editor forward a huge deal into current times.

Here's, how I think it could look (grabbed jomarcenter screencap because I don't have RM installed):
Doodadd.jpg
 

PixelHeart

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Hey, to my knowledge, it hasn't been stated weather or not we can make our own MV tools. But perhaps one could be made that opens a separate adjustable map editor, with all the features of main one!? Owwo that would be awesome! I love all the possibilities of these MV tool!
 

BubbleMatrix82

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If Yanfly is going to be a key player to RPG Maker's success (as Yanfly has been) I totally agree that this should be built in to the editor.

Honestly, all of Yanfly's plugins should be a part of the engine. As well as all the underground plugins that are in the nooks and crannies of forums all around the internet. Collect all of the plugins and offer them in a "Available Plugins" browser which gets updated when the RPG Maker MV patches on Steam. It doesn't have to be necessarily integrated so much as it just has to be in one place so we don't have to go to the Yanfly website except to learn how it's used.

But ultimately, it should be built into the engine since people don't want to JUST make (offline) FF/DQ games.
 

BubbleMatrix82

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The fact this has so many votes only proves my point that the RPG Maker MV engine needs to have these things built into it. What's the point of having an overly simplistic engine if the vast majority of users are bloating it themselves by adding a bunch of plugins that should be incorporated at the native level?

Side note: If we are going to include Yanfly's, then we would need all of the plugins from the various other communities around on the wild web too. Just have a huge repository of plugins in one spot so we can have access to them and know EXACTLY what they do and how they can be edited and where to edit them.
 

mlogan

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@BubbleMatrix82 , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


Also, please keep on the topic of this post, not subjects from other topics.
 

Engr. Adiktuzmiko

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Basically, what we need is "free-placement" of tiles instead of this whole grid based tile placement. XD
 

Kaliya

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Hi everyone, I have some questions.
  • How many layers would you realistically want for decorations? Is just one enough?
  • Would you want the decorations to be animated if it calls for it? (e.g: waterfall tile, or water tile, etc)
  • Would a limit for a maximum amount of decorations per map be okay? If it is so needed for performance reasons.
  • If yes to the above, what do you think you would realistically need the limit to be per map, for your own game?
  • What would you like the GUI in the editor to look like, can anyone make some proposals?
I have some ideas for the GUI myself, but I am looking to see what you are all looking for out of this improvement. Please answer the questions realistically. Please note, I am only gathering intel at this point and additional feedback, and me asking these things does not guarantee the addition of this improvement to the engine.

EDIT: I am aware of the GUI screenshot above, I am just looking for some more if you all have any.

Thanks,
- Liquidize
 

ashikai

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@Liquidize I definitely can't speak for most people, but I use TileD to build my maps and I usually use at least 12 layers. That said, I'm building an isometric game which simply requires more layers; if I was to work orthagonal, I'd end up using maybe half that, so 5-6/
 

Pine Towers

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Hello, @Liquidize , hope you can help us achieving an even better RPG Maker!

What would you like the GUI in the editor to look like, can anyone make some proposals?
A Layer button near to the Map and Event buttons. The button would have a space for its number (so the button have a small 1,2,3 depending on the layer currently selected) and next to it two small +/- buttons (for new users), on on top of each other, to easily navigate through layers. Left clicking the layer button itself increases the layer by one, right clicking lowers it by one for makers that don't like to click small +/- buttons.

Can make a mock-up if needed.

If yes to the above, what do you think you would realistically need the limit to be per map, for your own game?
The limit should be relative to the size of the map. Maybe the square root of its total squares, so a map of 16x16 would be limited to 16.

Would a limit for a maximum amount of decorations per map be okay? If it is so needed for performance reasons.
Answered above, but it should be a soft limit. Using more than the recommended limit should pop a message that says (You exceeded the recommended limit of doodads. This can impact performance for lesser powerful machines. Continue?) and if the maker wishes to continue it, let them do it. For easy of UX, change the color of the Layer button (see first answer) from green to red to visually show the maker he went over the limit for that map so, if he wishes, he can erase some until the button returns to green (and thus, to the recommended limit).

Would you want the decorations to be animated if it calls for it? (e.g: waterfall tile, or water tile, etc)
Yes. Waterfalls, grass moving with the wind, fire light, butterflies flying around flowers, neon sights blinking... This helps a lot to fulfill even other request...

How many layers would you realistically want for decorations? Is just one enough?
At least 5 (one below floor, one on the floor, one player/wall, one over player/roof, and one over everything).
 

Isaac The Red

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With the new MV tools features, this could be an editor extension, but along with this idea, I'd really like to see more layers and the ability to turn off auto-layering. But that would be a fundamental change to the engine for displaying the maps too so I don't know how feasible that is. @_@
 

Poryg

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Hi, Liquidize :)
How many layers would you realistically want for decorations? Is just one enough?
Realistically the MV layer system uses 10 layers. I would go for at least 5, 2 below hero, one same as hero and two above hero, because sometimes there are items that just have to be higher than others and on same layer it's sometimes hard to force them.
Would you want the decorations to be animated if it calls for it? (e.g: waterfall tile, or water tile, etc)
It's always better to have that possibility.
Would a limit for a maximum amount of decorations per map be okay? If it is so needed for performance reasons.
If the devs want to destroy their game, it's their choice and we don't have any rights to say no to it. Not to mention...
I've had 2000 unanimated PIXI.Sprites on the map. They did not affect the performance at all. Animating these 2000 sprites dropped the frame rate to 4, but without animation all was fine. 3000 PIXI.Sprites dropped my frame rate to 40 FPS. Of course PIXI.Sprites loaded through PIXI are different from CPU manipulated doodads...
When I tried to use regular doodads, I had 150 on my map... No performance influence there.
In case you're wondering, my PC specs are:
CPU 4x1.6 GHz
4 GB RAM
An integrated graphical chip, 512 MB memory
So I guess no limit is neccessary.

What would you like the GUI in the editor to look like, can anyone make some proposals?
Doodads mode button next to Event mode. When you enter doodads mode, ABCDER gets swapped for doodad layers. Instead of the tileset we'll have a spider of doodad folder, with miniature png files showing doodads.
 

Rishi Raj Jain

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This is 2017. And we're still using tile-restricted editors. Why?

If need be, feel free the lift the whole doodads code for this.
@Yanfly that's so humble of you.

Also there are some issue/bugs in your Icon Generator v1.02
I have mentioned in the post, please refer the link to check it.
https://forums.rpgmakerweb.com/inde...generator-how-to-add-icons.60536/#post-794813

Yanfly I'm posting it here because it's too hard to contact you. You can send me a Pm, as I can't start a conversation with you (don't know why?) And I will explain you there.
 

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