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RPG MAKER MV IS A LARGE STEP BACKWARDS

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if they add a script editor to it then i will get it. until then i am sticking with vx ace.
unity
You're magical to me.
12540
Sounds good. Do what's best for you ^_^
Yeah, good. I doubt you'll ever get it then. Maybe in three or four years you'll get whatever next comes out, but I don't think script editors are going to be a thing again, mainly because it's more convenient to be able to have both open at the same time.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Does andreasaspenberg hate the lack of a script editor in MV? Not sure if that's been made clear yet...
the lack of script editor severely increases workload and that is big enough. major games like starcraft 2 have a script editor. script editors is the future and not the past.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=andreasaspenberg
the lack of script editor severely increases workload and that is big enough. major games like starcraft 2 have a script editor. script editors is the future and not the past.
You can still edit scripts, just you can do that and interact with the game without having to close the editor now.

I don't see how that's a downside, or to be topical, a step backwards.

author=Craze
edit: ftr over ten of those minutes were spent wondering why the game wasn't running when i had missed a semicolon
Syntax is a hideous bitch goddess.
author=andreasaspenberg
the lack of script editor severely increases workload and that is big enough. major games like starcraft 2 have a script editor. script editors is the future and not the past.


SEVERELY increases workload?

Ok, as someone who likes to tinker with the base engine a lot (to remove the influence of LUK, and adjust the EXP curve manually, etc), I find the lack of an in-engine script editor a mild inconvenience, mostly because it makes using the search function across the whole of the code a bit annoying, as I have to open each file individually.

Aside from that, I haven't seen much of a downside. It's really not that big a deal.
author=Aegix_Drakan
author=andreasaspenberg
the lack of script editor severely increases workload and that is big enough. major games like starcraft 2 have a script editor. script editors is the future and not the past.
SEVERELY increases workload?

Ok, as someone who likes to tinker with the base engine a lot (to remove the influence of LUK, and adjust the EXP curve manually, etc), I find the lack of an in-engine script editor a mild inconvenience, mostly because it makes using the search function across the whole of the code a bit annoying, as I have to open each file individually.

Aside from that, I haven't seen much of a downside. It's really not that big a deal.

TextPad has a "Find in Files..." search option, allowing you to search through entire directories and subdirectories at once. I am sure other editors have similar capabilities.
Craze
why would i heal when i could equip a morningstar
15170
Aegix, download Atom. If you right-click the js folder in your normal file explorer, it'll open up the entire game's worth of scripts. (Yes, you can search the entire project with ctrl-shift-f.) It's brilliant. =)
I managed to get my hands on RMMV. And so far. I reckon it's a tool I can work with. I find the character generator, while a little basic is at least functional, and leagues better than the generator in VXAce. My feelings towards RMMV are a tad warmer than say, VX, or VX Ace, because one of the DLC packs I brought alongside has remasters of old 2K3 tracks, the sly buggers.

On the whole plugin/scripting thing. I don't know the first thing about syntax or ruby, so I'll leave that well alone.

I reckon I could get used to it if I fiddle around with it a little more. It's fun learning the way the new engine handles things.
*finds this thread by somewhat random*

Hey guys... what am I--

*sees that someone knows how to manually adjust the EXP curve*

--how did you do that?
testing scripts is still easier in vx ace because they are integrated into the program.
It's the nature of newer engines; add features and remove features. Once a removed feature comes back to a newer engine, it will be advertised as a new feature. From an economical perspective this is very smart. Some consumers will be mad, but most people will have a strong need to retreive old features. This is and will forever be an endless loop in the market.
author=andreasaspenberg
testing scripts is still easier in vx ace because they are integrated into the program.
Actually, no. It's much easier to test scripts when you can just refresh the game and have the effects of the plug-in in another window take place automatically after saving.

In Ace:
- Open script editor
- Edit script
- Save
- Close script editor
- Open game
- See changes
- Close game
- Open script editor
- Find spot to edit
- Edit
- Save
- Close
- Open game
- ...etc

Where-as in MV
- Open script program
- Edit script
- Save
- Open game
- See changes
- Edit script in other window
- Save script
- Reset game
- See changes
- ...etc

No having to close the game, no having to close the script - on the fly editing and testing at the same time.
SunflowerGames
The most beautiful user on RMN!
13323

I stayed with Ace because I wanted to make another tactics game.
I'm guessing GTBS is retired now and MV will never be able to do that.


Though imagine if you could legally and easily port Ace games to other platforms besides PC. This would automatically make MV obsolete.
Like VX I expect MV will have an MV Ace.
Though I wonder if people are still hoping for XP Ace!
Craze
why would i heal when i could equip a morningstar
15170
luiishu535
It's the nature of newer engines; add features and remove features. Once a removed feature comes back to a newer engine, it will be advertised as a new feature. From an economical perspective this is very smart. Some consumers will be mad, but most people will have a strong need to retreive old features. This is and will forever be an endless loop in the market.

which is pathetic, like MV. I will agree with Liberty that committing your script changes is far easier, and unlike andre's constant nuttery, working externally on scripts is very convenient. however, the plugin system is a huge hassle for anybody who is not totally new and everything else about MV is just Ace or actually worse. I'm definitely in the "large step backwards" camp.

I'm particularly cheesed now about there not being a trial BEFORE the preorder, like there was for the previous engines i'm 97% sure. i'm also not surprised, sadly. hopefully most of my $70 went toward nessy :<
Well, not everything - the generator is a lot nicer, as is the ability to layer twice on the B-E layers, the in-built side-view battle system and I have to give props to the plug-in area when it comes to providing help files and fiddling with the default selections in the plug-in.

A lot of the rest of the stuff is actually the same as Ace, just either at a bigger size or with a few bugs mixed in because it was coded differently to the other engines (different coding language).

The reason there wasn't a trial was, I believe, because they did a release in English first - so where-as the last engines had a release in Japan BEFORE the trial was released, the release came after the full version again but this time it started in English so the roles were reversed. It always came after the initial release, we just never got said initial release until now.
Craze
why would i heal when i could equip a morningstar
15170
That makes sense re:timing.

I disagree on plugins, though. I find it far easier to make arrays and hashes and whatnot in the options on older scripts because I don't need to click in and out of a billion boxes, and it's way less hassle for the scripter to set up. Help files are in no way more mandatory as they were before... I don't see the argument here. It's just more clicking and exiting.

The generator is superfluous. Yes, it's better, but it adds very little value to the engine itself. It was provided online for free for making VX characters, if you recall. If you're doing anything remotely serious with the engine, you might use the generator as a base for your walking sprite or something... maybe.

The side-view is poorly implemented. 2k3 does it better, and that's alarming.

And yes, it is actually the same as Ace, unfortunately. That's part of what makes it so frustrating. At least VX -> Ace added a lot of useful features (and the far superior RGSS3) to make it feel like a proper upgrade that didn't randomly, say, take out the resource manager. MV adds the second layer for mapping, which is the only thing I like better in MV. Except the map editor is laggy whenever you use an autotile, and they fucked up right-click mapping, so what's the point?

2016: the year craze stopped evangelizing the most recent entry in the rm* series