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HELP IMPROVE RPG MAKER MV

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KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
author=Liberty
It's the Fallout 4 of RPG Makers. It might still run on your shitpile computer but it ain't gonna run well... as with every program that has ever existed - it has it's required settings... which are spelt out on the pages so people should check that shit before they buy it. Like, seriously? Do you buy games without checking to see if they'll work on your system? Then why not game engines too?
>.<

I've had this opinion ever since the RMXP days, but nobody should need a supercomputer to play a 2D sprite-based game, even if it involves an interpreted programming language during execution.

I've no clue as to how unoptimized (or optimized) RMMV is though, since I'm waiting on a sale to justify a purchase I'd only ever use as an occasional hobby.
So what are the main problems that plague RPG MV? I was barely able to run it on my desktop with all the lag in both the editor and playtesting, but I liked the little changes they made.
It would be wonderful if there were more audio features built into MV (sorry, speaking as a composer+gamedev here xD). Some features that would be really nice to have:
  • The option to fade in music (I notice you can only fade out)

  • An option to remember the current spot of a BGM - for example, when you return to a map after finishing a random battle, the music should continue where it left off.

  • The option to play a music track once only, without looping.

I realize all of these things could probably be done with plugins, but it'd just be nice to have them natively built into MV~

On the bug side of things, there is one bug that I'd really like to see fixed; if you "Show" and "Erase" a picture rapidly, with a "Wait 0.1" in between each show and erase, the game completely crashes. We've been able to reproduce this bug on Windows and Mac, and it was the most common bug complaint in our debut RPG Maker MV game "Chelsea".

Those are the ones that immediately come to mind!~ ^^
Vaccaria
The I in Vaccaria stands for inertia.
4936
author=dibur
It would be wonderful if there were more audio features built into MV (sorry, speaking as a composer+gamedev here xD). Some features that would be really nice to have:
  • The option to fade in music (I notice you can only fade out)

  • An option to remember the current spot of a BGM - for example, when you return to a map after finishing a random battle, the music should continue where it left off.

  • The option to play a music track once only, without looping.

I realize all of these things could probably be done with plugins, but it'd just be nice to have them natively built into MV~

On the bug side of things, there is one bug that I'd really like to see fixed; if you "Show" and "Erase" a picture rapidly, with a "Wait 0.1" in between each show and erase, the game completely crashes. We've been able to reproduce this bug on Windows and Mac, and it was the most common bug complaint in our debut RPG Maker MV game "Chelsea".

Those are the ones that immediately come to mind!~ ^^



You can actually use fade in but you have to edit it by some sort of program. Still, having a fade in would be nice but not in this case though. If you want viable solutions, go for scripts rather than changing the system.
Craze
why would i heal when i could equip a morningstar
15170
Archeia_Nessiah
Here's what I can say though. Craze would be happy to know I have the autotile issue listed to be fixed.


if image macros were allowed on the main boards, i'd put something gushy and pleased here
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
^ So your avatar? =V
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
Is there any reason RMMV doesn't have an in-built script editor? While I like using stuff like WebStorm, a quick editing tool (preferably with syntax highlighting) within RMMV itself, like in previous RMs, would be great.
author=Craze
Archeia_Nessiah
Here's what I can say though. Craze would be happy to know I have the autotile issue listed to be fixed.
if image macros were allowed on the main boards, i'd put something gushy and pleased here

ps. it's fixed.

author=Yellow Magic
Is there any reason RMMV doesn't have an in-built script editor? While I like using stuff like WebStorm, a quick editing tool (preferably with syntax highlighting) within RMMV itself, like in previous RMs, would be great.


Because the script editor is very intrusive and blocks off all other editors. Also most script editor can build an intellisense on their own (I'm pretty sure when I tried webstorm it got the syntaxes from RMMV immediately) when you load the scripts.

author=dibur
It would be wonderful if there were more audio features built into MV (sorry, speaking as a composer+gamedev here xD). Some features that would be really nice to have:
  • The option to fade in music (I notice you can only fade out)

  • An option to remember the current spot of a BGM - for example, when you return to a map after finishing a random battle, the music should continue where it left off.

  • The option to play a music track once only, without looping.

I realize all of these things could probably be done with plugins, but it'd just be nice to have them natively built into MV~

On the bug side of things, there is one bug that I'd really like to see fixed; if you "Show" and "Erase" a picture rapidly, with a "Wait 0.1" in between each show and erase, the game completely crashes. We've been able to reproduce this bug on Windows and Mac, and it was the most common bug complaint in our debut RPG Maker MV game "Chelsea".

Those are the ones that immediately come to mind!~ ^^


You should post this in the official forums so the developers can see it and evaluate it too. Even if I call the shots I rather do less middle-manning (I do alot of that already).
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
OH LOOK AT YOU BEING ALL HELPFUL NESS
author=WIP
OH LOOK AT YOU BEING ALL HELPFUL NESS

It's a WIP!

Also update! Craze will be happy 'v')b
http://forums.rpgmakerweb.com/index.php?/topic/57859-rpg-maker-mv-version-11-update-changelog/&page=1

Fixed Issues
----------------------------------------
  • Fixed Paste Last Bug in the Animation Editor.
    Fixed Canvas Mode: Change Parallax Bug.
    Fixed Faceset Distortion when changing resolution.
    Fixed Battle Crash when the Damage Formula Box is empty.
    Fixed Monitor FPS Issue.
    Fixed Movement Route changes are saved even when cancelled.
    Fixed an issue that caused: If you have any changes in Plugin Manager and directly close the windows in the title bar (not by Cancel/Esc), the changes will be committed.
    Fixed Pixi Add/Multiply/Screen commands in WebGL mode!
    Fixed States removed when failing to escape battle
    Fixed Scroll Bar in Show Text when Batch Entry is checked
    Fixed the position of index in ImageSelector.
    Fixed Save deleting bug when a game fails to save (now uses a backup and restore system)
    Fixed Actors set to auto battle will only heal the first actor in the party
    Fixed Remember Command selects the wrong skill
    Fixed Autotiles don't function the same as RMVXAce.
    Fixed Sideview Battler Bug: Guard Pose
    Fixed an issue that caused database JSON files (specifically Actor.json) to not automatically update when some changes are made (specifically Equipment Types)


Implemented Features
-------------------------------------
  • Implemented Onion Skin in Animation Editor.
    Implemented Plugin Help Everywhere.
    Re-implemented RPG Maker 2003's Class change option: Keep Level feature.
    Implemented Message Box and Plugin Parameters IconSet Viewer.
    Implemented Confirmation Dialogue on Event, Database and Plugin Manager Cancel
    Reimplemented the Resource Manager
    Implemented Return Home/End Buttons in RMMV for navigating event pages
    Implemented a tool to remove unused resource from a project
    Additional Generator Parts
    Additional Plugins: Slotmachine, TouchUI, Gachabook, Gacha and NovelMessage
    Resources compressed
unity
You're magical to me.
12540
Wow Nessy you are a godsend ^_^ Thank you so much for all the hard work from you and the team!!! :DDDDDDDDDD
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Holy crap this all sounds fantastic! What did we do to deserve people like you?
Ratty524
The 524 is for 524 Stone Crabs
12986
Holy shit, Nessy. You are amazing!

Downloading.

e: OMG seriously you made this maker actually worth using now. I especially love the new additions to the generator, it's actually versatile now.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
RESOURCE MANAGER IS BACK AJJJKAJFKAJKFAJKFJA
Also the new editor parts look really nice! Thank you nessy-chan!
Hey guys, I seriously need your help.

We are planning on implementing RM2k3s variable conditions with more than >=. As of now, we need some example scenarios where this feature is needed. I normally have something for this but my mind is drawing a blank because of how much work I have to do. Please provide us some examples that will make it hard to create without this feature so we can have it approved!

We need it to be more detailed and an example code if possible. Because otherwise the examples would just be scoffed off as, you can do that without doing it in event page conditions. We should also remember that MV now has 20 event page limit. So this feature is a lot more important ever IMHO.

Ratty524
The 524 is for 524 Stone Crabs
12986
I have no ideas myself, but I'll try to spread the word on this, because seriously, the workflow of events would go by MUCH SMOOTHER if this feature was implemented.
It's pretty hard since '>' and '<' can be as easily used to replace '>=' and '<=' in most operations. For example, you'd want the page be active when variable 1 is greater than 214, you can put that as either var1 >= 214 or var1 > 213, and they'd be exactly the same.

The only time I see the above setup failing is if your variable doesn't change by whole number values. Say, var1 in my example actually increments by 0.000001 instead of flat 1. In this case, var1 >= 214 would be the easiest viable option, as var1 > 213 would also include 213.1, 213.2, 213.3, and so on. I mean, you can put in var1 > 213.999999, but that leaves too much room for error.
There are times when you want to put between two variables and not count either, that's where greater or less comes in.
Alternatively,
We wanted to release more self switches in Version 1.1.0 but we had to give some examples of why this has to be added in RPG Maker. Unfortunately, all examples I have given had been rejected. If anyone has suggestions we would really appreciate it! We really want to provide users the best tools we can manage.
Chests with random treasure drops that you can re-use are a good example.

So you can recheck them over the course of the game, but won't get the same treasure twice. Instead of using switches for each and every goddamn chest, you use self-switches to see which treasures have been taken. So say I have 10 treasures that I want given at random over the course of the game, that's either 10 normal switches or 10 self switches. Multiply that by each chest of that type you have.

So, if I have 7 dungeons with a random special loot chest at the end of each, and you can do those dungeons 10 times, that's 70 unique switches I have to use up instead of just using self switches for each treasure. Saves a hell of a lot of fucking around, that's for sure.

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