Yet another dissappointing release

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shylor

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Within the first day, someone has already built cloud saving... The game runs on a website responsively with very little work.... and the core has been completely rewritten to be html5 based... and the fact that it works on almost all devices even touch.... VX Ace has nothing on this. The people that are worried about MV will see this launch the RPG Maker community into areas of insanely exciting opportunities. One last thing... with Flash almost dead... there is a massive void of fun browser games.
 

lonewolph

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I don't know how to set full-screen. I pre-ordered from steam, I assume these plugins downloaded along with the program on steam? What is the full-screen plugin called?
 

Archeia

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To be fair, even if it there is a cultual difference, I have to agree that it is extremely bizarre to not have something as simple as word wrap and screen resolutions..
 
I would honestly hate it if RM has a built in word wrapping. I have horrible experiences with them and I rather have them as optional and non-intrusive.

I don't know how to set full-screen. I pre-ordered from steam, I assume these plugins downloaded along with the program on steam? What is the full-screen plugin called?
Press F4
 
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Zoltor

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I would honestly hate it if RM has a built in word wrapping. I have horrible experiences with them and I rather have them as optional and non-intrusive.

Press F4
I don't find not having a word wrap function to be a noteworthy issue, you just need to pay attention.

Infact there's a lot of text in my game in ACE, and I don't even have a desire whatso ever, to use a word wrapping script.
 
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Kane Hart

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I would honestly hate it if RM has a built in word wrapping. I have horrible experiences with them and I rather have them as optional and non-intrusive.

Press F4
ty I had no clue this was a built in feature
 

Lars Ulrika

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OP doesn't realize that 80$ is actually awfully cheap for a software coming with so many ressources and ready-made stuff for creating games.
 

Kane Hart

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OP doesn't realize that 80$ is actually awfully cheap for a software coming with so many ressources and ready-made stuff for creating games.
tbh no one can put a price point on dev engines anymore. Unity personal edition is free and has insane potential. I think the issue here is people don't realize the community going make a lot of things better. Hope the devs will do their part and do the same to the editor.
 

Hendrin

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This is the way I look at it. Is there issues, yes. Will alot of them get resolved by developer. More than likely.  But even if for some reason that isn't the case, everything is in javascript/json, so it can be hacked, modify, and edited away. WebGL is only getting faster and more stable with better support. Given we are only really a week out or so, I'm optimistic.
 

gRaViJa

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I'm happy this engine is less noob-friendly. I hope it helps to attract less noobs and up the average quality of the delivered games made with the engine. No offense.
 

GethN7

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Read all the complaints of the OP, and while I'm disappointed in the stability issues, I'm going to have faith that will be patched and addressed.

Otherwise, a lot of the complaints of the OP seems to be, well, trivial. I use GIMP, Audacity, and other tools to hone the resources for my game, because adding such functionality to RM would jack the price up really high. As is, they hand you the tool to fit the jigsaw puzzle together while you have to build the pieces they don't provide yourself, and considering the price to feature ratio, strikes me as a reasonable bargain.

I had to do much the same with VX Ace, which had even less cool upgrades than MV by comparison, and even then once the engine is more stable when patched I'm sure things the OP wanted can be easily defeated by the highly talented scripting community, so I don't think it's worth getting all flustered about at present.
 
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timothy-henri

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I'm a new user, but I think RMMV is a good app <3. Issues and bugs are normal for first release and I believe official future update should address them or some nice people already writing a plugin for it. As for the price, it might be subjective but I think for this kind of engine that enable us to create rpg games and even sell them if we wish for? it's definitely a bargain for me XD.
 

GambleMountain

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The blurred UI is getting to me a little... but MV kicks the crap out of VX Ace and I am loving this trial. 
 

erikmidnatt

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The blurred UI is getting to me a little... but MV kicks the crap out of VX Ace and I am loving this trial. 
i got used to it mostly after using it all weekend. sure it's still noticable, sure it's annoying. sure I will think about it every time I launch the app.

but the games look fine when you play them so there is that.
 

altorn

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I agree with some of his complaints to be honest.

But this is RPG Maker (and Javascript!) so I forgive it.
 

Spacecookie

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I'm happy this engine is less noob-friendly. I hope it helps to attract less noobs and up the average quality of the delivered games made with the engine. No offense.
Even new people need to learn the tools that will enable them to deliver better games tomorrow.  Elitism doesn't help anyone.
 

Touchfuzzy

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I actually don't think that this is less noob friendly. The lack of a resource manager only seems weird to people who have used RPG Maker in the past. The idea that dragging and dropping files is a difficult thing for someone making a game to do is weird to me. If they can't do that, I have no idea how they are going to make events. The main reason the resource manager existed was because of the way the RTP was handled. Now that the RTP isn't a thing, the Resource Manager has much less reason to exist. That being said, we are still taking feedback on this, and will see how we want to go forward with it in the future, and what KDKW is willing to do.

Plugins are much easier to use now than Scripts were. Scripts before had a lot of scary looking code to look at to even edit the things you needed to edit, with bunches of "DON'T EDIT THIS PART" notes etc. Keeping the raw code out of the hands of Newbies is a good idea. By the time they are ready to mess with raw code, they should understand how to use an IDE.

The export stuff is admittedly rocky right now. I expect we will have better methods in the future, and that we will do everything we can, Degica side especially, to make sure that exporting is simpler and easier for everyone. Thank you fans who are working on making it as simple and optimized as possible already. You guys are doing good work. But, to be fair, this is a new thing entirely, and not something the older makers even DID.
 

Nelderson

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tbh no one can put a price point on dev engines anymore. Unity personal edition is free and has insane potential. I think the issue here is people don't realize the community going make a lot of things better. Hope the devs will do their part and do the same to the editor.
Unity personal is free to a point....but RPGMaker is still easier to handle and requires no royalties if you ship commercially.  

The backend changes alone are worth triple the price. I hope you can see past some of the "flaws" and get to making them games!
 

whitesphere

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I think what would be a big help is if someone released a small MV Demo Game, which showcased what MV can do.  VX Ace had a Demo Game or two which are extremely helpful, because they are playable and noobs can pick them apart to see how they work.  Ideally, it would have a simple plug-in or two which come with the base game.

My guess is someone is working on that, but I know it takes time to make a good, polished game, even if it only has, say, 2 hours of content.

The best way noobs can become comfortable with software is by picking apart working examples and working through tutorials.  That is how I got familiar with VX Ace, by picking apart the sample maps, going through the online tutorials and just experimenting.  And by asking polite questions on this forum.

I think any noob that is eager to learn can readily learn RPG Maker MV, and will easily find a lot of solutions for his/her problems.  If anything, the fact that MV games are a LOT more open, and written in Javascript (which is a popular language) makes it easier if and when a noob really wants to tinker with the game's innards.  In VX Ace, there were certain crucial "hidden" classes that were implemented deep in the runtime engine and not able to be viewed or modified.
 
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Kane Hart

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I actually don't think that this is less noob friendly. The lack of a resource manager only seems weird to people who have used RPG Maker in the past. The idea that dragging and dropping files is a difficult thing for someone making a game to do is weird to me. If they can't do that, I have no idea how they are going to make events. The main reason the resource manager existed was because of the way the RTP was handled. Now that the RTP isn't a thing, the Resource Manager has much less reason to exist. That being said, we are still taking feedback on this, and will see how we want to go forward with it in the future, and what KDKW is willing to do.

Plugins are much easier to use now than Scripts were. Scripts before had a lot of scary looking code to look at to even edit the things you needed to edit, with bunches of "DON'T EDIT THIS PART" notes etc. Keeping the raw code out of the hands of Newbies is a good idea. By the time they are ready to mess with raw code, they should understand how to use an IDE.

The export stuff is admittedly rocky right now. I expect we will have better methods in the future, and that we will do everything we can, Degica side especially, to make sure that exporting is simpler and easier for everyone. Thank you fans who are working on making it as simple and optimized as possible already. You guys are doing good work. But, to be fair, this is a new thing entirely, and not something the older makers even DID.
Plugins are easier to use but also contain a vital flaw.

When a plugin adds new parameters etc. You pretty much need to remove the mod and add it back. But since no one added some sort of version control built into it so say I release 1.1 and tomorrow I release 1.2 but has parameters changes and you have 1.1. At least maybe color it orange telling user it has possible issues to readd the script in fresh. 
 

Yanfly

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Plugins are easier to use but also contain a vital flaw.

When a plugin adds new parameters etc. You pretty much need to remove the mod and add it back. But since no one added some sort of version control built into it so say I release 1.1 and tomorrow I release 1.2 but has parameters changes and you have 1.1. At least maybe color it orange telling user it has possible issues to readd the script in fresh. 
You don't need to remove it and add it back in. If you have an updated plugin, all you have to do is open it up and press OK and MV will automatically update the new settings of the plugin parameters. 




Here's a small tutorial on how to update the plugins.
 
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