yeah! well I was mainly using Unity for programming but MZ just got me excited!Hey nio. Good to see your still writing code!
yeah I love multiple currencies and it's not something often seing in RM games since well technically there's no nice way of implementing it. Although from the 'unconfirmed' leaks that I saw on MZ it would simplify the use of that : DMultiple currencies is one of my favorite features in an RPG. Playing Secret of Evermore way back when got me intrigued on the idea, even though it's implementation in the game wasn't super interesting, it added so much "flavor".
They added a function that visually shows you the move route as its drawn in MV Trinity, so I'm guessing they'll stick with that.I hope there’ll be some updates to the Set move route to make cutscene creation a bit easier. Like move to x direction y step(s)/tile(s) instead of adding a bunch of move right/left or other directions, and sometimes you have to count it if you’ve added enough steps.
I think that might've been one of the changes intended to make console development easier, and that will be reverted for the main RPG Maker release. There's a chance I'm wrong but I think it's low.They added a function that visually shows you the move route as its drawn in MV Trinity, so I'm guessing they'll stick with that.
I really hope they keep it for MZ (and all the other Trinity features that seem cool, too). Even if was specifically for a console release, Move Routes are something that haven't evolved at all since the RPG Maker 2000 days...I think that might've been one of the changes intended to make console development easier, and that will be reverted for the main RPG Maker release. There's a chance I'm wrong but I think it's low.
That being said, I haven't used Trinity.
It's pretty simple to do something like that with events. Just few pictures, switches, variables and 10 minutes of time. I think they should focus on something more useful like off grid movement. Etc.A customizable shop layout in MZ would be interesting to see.
I always liked to see the seller portrait and reactions towards the player buying/selling goods, it's also fun to chat with them making the whole thing less boring.
I think Undertale does it well:
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I must remind you that they're hiding the big info, almost all of it in the stuff they'd show right off the bat in a "look at this new engine!" trailer, so this is reiterating everyone's point that this videogame-style dripfeed sucks and everyone hates it. By the time preorders etc. open I'm guessing a longer trailer will be out.One thing I've noticed and someone probably missed, is that the trailer is NOT aimed to newbies.
It doesn't tell "Welcome to RPGMAKER the tool for making RPG with ease", but instead tell about differences from previous release (that a newbie probably doesn't know). To me sound as a bad practice - or simply hint you that this release is just a deluxe version and you can stick to the old one. My concern is about the strange policy of locking out previous plugins, I don't see any reason for the leaked features to justify such logic (if not by re-selling the product full price to previous customers - legit, anyway).
The strange policy I want to know about is whether or not I can copy-paste tilesets from MV's DLC tileset example projects into MZ's tileset tab. I don't want to redo all those passage maps by hand, especially ones with a lot of extra stuff on them soooo tedious.