Yet another dissappointing release

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erikmidnatt

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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's update plugins tutorial suggested:

  • copying updated plugin to project folder
  • load up plugin manager
  • click on plugin in question
  • observe that the version number has now updated (at least with Yanfly, version number is easy to see in description now)
  • save project
  • you are now updated
While the new system has quirks, I don't see how old scripts were better. If you modified a bunch of stuff and an update came out you would have more work to do to get it operational.

EDIT: and i was ninja'd by Yanfly themself.
 
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Kane Hart

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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.
Thank you this is good news. Here I was just removing each time. Maybe they can add something to make it orange or something down the road to let people know this.
 

Tsaiuki North

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Seems to, for me.
yeah. it seems to for everyone else, but funny enough i've been told "it's normal". apparently i don't have web permissions or something, so i can't even playtest. but that's normal.
 

therpgfanatic

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A lot of people are complaining about needing to use new file types, new tile sizes, and re-doing their scripts from scratch, etc etc. in order to use a modern game engine like MV that can export to platforms like web browsers and mobile phones -- which prior versions of RPG Maker could not do.

Fun fact:

Final Fantasy IV was originally developed for the NES. It was 80% done when Nintendo released the SNES / SFC.

The team started over from scratch to make the FF IV we now know. Mind you, this was back in the days when games were coded in assembly languages. 

A lot of people should probably finish the game they were making for PC with VX Ace and release it. Ship it and get it out of your system.

Then start a new game with MV with the understood new standards.

OR do as the FF IV team did and spend the time to remake the game and understand that with the ability to develop for a new platform you have to remake many assets. 

I mean, come on people. VX was originally released in 2007. That's almost a decade ago. VX Ace was an enhancement of VX. MV is a new engine. 
 
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Tsaiuki North

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Fun fact:

Final Fantasy IV was originally developed for the NES. It was 80% done when Nintendo released the SNES / SFC.

The team started over from scratch to make the FF IV we now know. Mind you, this was back in the days when games were coded in assembly languages. 
That's cool. so why is that my windows deployed game requires web-content access?
 

Andar

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yeah. it seems to for everyone else, but funny enough i've been told "it's normal". apparently i don't have web permissions or something, so i can't even playtest. but that's normal.
So far, only one browser has been blocking local HTML gameplay (iirc chrome) - I have no problem using Firefox.
I suggest you make a new topic where you describe your problems and ask for a workaround.


(sorry if you already did, I can't read everything)
 

Tsaiuki North

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Tsaiuki North

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Probably because the game engine uses node.js to create HTML5
But why does it need to do that? I don't want to make a webgame. I want to make a game for windows. why should i even be required to rely on my web browser to not only TESTplay, but to even run the game.exe from a windows deployed project?

i don't actually want you to answer that. i just think it's dumb. i wish they would have made the app differently.
 

therpgfanatic

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I will answer it because I think your problem stems in your way of thinking, so if it changes the problem goes away.

The fastest growing gaming platform is mobile. This is because as desktop PC sales have declined, mobile device (tablets and phones) sales have gone up. This is a world wide trend. To the point many PC manufactures like Dell have been shutting down their desktop business and Intel is phasing out the production of desktop motherboards. The market is very different than it was a decade ago.

PC game sales are largely Steam; 70% of all PC games are sold via Steam. This means PC gamers typically play with an internet connection.

MV is advertised as able to create current generation games. Current generation is exactly what it produces. 

On top of that, RPG Maker is produced by a Japanese company and primarily used by Dōjinshi groups to make games. That market is pretty much 100% mobile today. 
 
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Tsaiuki North

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I will answer it because I think your problem stems in your way of thinking, so if it changes the problem goes away.

The fastest growing gaming platform is mobile. This is because as desktop PC sales have declined, mobile device (tablets and phones) sales have gone up. This is a world wide trend. To the point many PC manufactures like Dell have been shutting down their desktop business and Intel is phasing out the production of desktop motherboards. The market is very different than it was a decade ago.

PC game sales are largely Steam; 70% of all PC games are sold via Steam. This means PC gamers typically play with an internet connection.

MV is advertised as able to create current generation games. Current generation is exactly what it produces. 

On top of that, RPG Maker is produced by a Japanese company and primarily used by Dōjinshi groups to make games. That market is pretty much 100% mobile today. 
still dumb. i'm not using a mobile device, and playing games on small screens is terrible. i understand my complaints are completely individualized and insignificant, but that doesn't mean i shouldn't feel griefed about it. if it doesn't work for me, it doesn't work for me, as unfortunate as it is. I'll just try not to make a big fuss about it.
 

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It's because RPG Maker is now HTML5 to allow multiplatforming possible. (Mac, Android, IOS and arguably Linux). Not everyone agrees with this move and I can definitely understand why you would be disappointed. But this is why we made it clear that RMMV is exporting HTML5 games from day one.
 
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EternalShadow

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It's because RPG Maker is now HTML5 to allow multiplatforming possible. (Mac, Android, IOS and arguably Linux). Not everyone agrees with this move and I can definitely understand why you would be disappointed. But this is why we made it clear that RMMV is exporting HTML5 games from day one.
Can you quickly clarify if local games (not browser-hosted ones) are also live-loaded? (i.e: things are loaded in when you need them, not from the start like ace)
 

Baka-chan

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Can you quickly clarify if local games (not browser-hosted ones) are also live-loaded? (i.e: things are loaded in when you need them, not from the start like ace)
For a local game the files are already there. Therefore it looks if file x is available, if not it will download it (only on browser games), else it will just load that file without the user getting any delay. Browsergames would be able to do this too but it would require a good internet connection for both the server and the user.
 

EternalShadow

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For a local game the files are already there. Therefore it looks if file x is available, if not it will download it (only on browser games), else it will just load that file without the user getting any delay. Browsergames would be able to do this too but it would require a good internet connection for both the server and the user.
Then why am I getting a live-load like delay on the first time something happens? Is it the actual "is available" check?
 

Lars Ulrika

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Wait, the pc version of our games will be online only?! 
 

Touchfuzzy

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You don't need internet to play a game made in MV. There is some real confusion going on in this thread.
 
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