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PIXEL GAME MAKER MV!!

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Unless I bought the wrong issue there was only 1 page and the only issue that MV was mentioned on was last weeks issue.

If you still want a place to practice javascript (for RPGs, etc) Cocos2D-X or Sphere would be a good choice.

We still have no idea what js library MV uses it claims to be a sister engine and hope to god pixi.js isn't used... Someone mentioned Cocos2D-X awhile back but I can't find anywhere where this has been stated officially.

@tkool_dev tweeted a few hrs ago to already expect it soon on steam.
89 or 96 dollars for this engine? Oh dear this isn't a price i want to pay with my credit card... @_@ In other words i really want to get in this engine. I wanted to have IG Maker but i've been informed about the previous engine's failure.
I don't think we're gonna learn more until next month.
Next month is when summer officially starts, so I imagine it might be after E3 that we start learning more.
I predict it will release later next month.
6/22 is when I expect it to be released, and I don't recall software normally being released on a Thursday in Japan.
The only reason I expect it next month is because summer starts later next month and all they're willing to say is summer, and from what I understand it's early access, meaning the software will have bugs worked out over time as people report issues.
The funniest part is that this software is being made by a group of folks called Playism.. not tkool_dev... not Kadokawa.. but Playism is tight lipped as can be.
Playism is just handling distribution as Degica just wanted to focus on RM.
The engine is still being made by Kadakowa.
author=Rukiri
Playism is just handling distribution as Degica just wanted to focus on RM.
The engine is still being made by Kadakowa.
Really?
I don't think so.

The team that was at bitsummit that was working on it was a "foreign team".
Kadokawa is funding it mainly and publishing it in japan, while Playism is working on it.
Even images from bitsummit showed how the engine used english for everything, and the "foreign team" had to explain things cause they were in english.
I seriously doubt that Kadokawa is the main ones working on this.
I believe they're funding it's development, but they're not working on it.

Again, I think more will become clear next month, the steam page will probably have more information on who's developing it.
the price is kind of steep.
They will have a hard time convincing me to drop all the other free or open source options
author=blurymind
the price is kind of steep.
They will have a hard time convincing me to drop all the other free or open source options
That is a good point to bring up, there likely is a physics system which is probably Box2D or Google LiquidFun or something custom(hope for the ladder...)

Godot is free, it's very much like game maker if you think about it but it's just a workflow shift. Speaking of Game Maker both will be at the same price point $99/100 so this engine should be priced lower because it's not focusing on a niche like RPG Maker is and also will not likely be as feature rich either... There's still no word if this engine will support GLSL, HLSL, or any shader language.

The only way to test this out is to purchase it, there should be a trial version and I know $100 is nothing but I mean I'm getting a feeling this is just AGM/IGM with javascript plugins for scripting... That's a bad thing btw, the visual scripting/coding system is better than what AGM/IGM had which honestly was nothing as the flow system was only for canvases.

Godot's Visual Script and Unreal's Blueprints and even Constructs event system is a good example of visual programming. I didn't include RPG Maker's event system as it's kinda limited (way less than construct's) as you really can't use array's, data structures, etc.

There's been no mention or update on Twitter for almost 2 weeks, we're probably 2-6 weeks away from the steam early access but I think we should have learned more by now...

Actually, there IS a physics system, and in fact.. that's one of the selling points the software has, and it was actually talked about at Bitsummit.
author=MarkusT
Actually, there IS a physics system, and in fact.. that's one of the selling points the software has, and it was actually talked about at Bitsummit.

I'm aware, but there's many physics libraries than you can choose from and I'm hopeful it's box or liquid but if they mentioned it as I did watch the entire segment I didn't understand them then.

https://store.steampowered.com/app/837510/Pixel_Game_Maker/
We're getting close to the early access..
And you were right.. Kadokawa is the developer.. AGM Playism is the ones publishing.
I hope it's good.
I'm guessing a mid July or August release as you can't pre-order yet.
Little curious if physics is an option "would assume so..."

I would have hoped by now that the event system would have been shown vs a spaghetti mess that was shown at bit. Would be neat if we could program our own custom nodes for event coding but that would require javascript knowledge and they're trying to throw this at complete novices (aint bad, game maker does this to or used to with their drag and drop system which nobody uses... to my knowledge)

I do hope a code from scratch is a thing, now I get why this wasn't done for RPG Maker MV because of the average user but being able to code your logic from the ground up leads to a lot less banging your head on your desk if you know what I mean... "main reason why I wouldn't just gut the core scripts and code a A-RPG in MV as MV was simply not made for that genre and I'm not re-programming the map scripts"

So with a more open platform I'd assume the map processing is basically non existent or far more complex than what RPG Maker MV was doing "I'd assume polygon collisions are a thing but don't know as I don't know if there's a collision editor or if it just checks for the alpha channel on a per-pixel basis to see if there's a solid color in the tile matrix"

The fact it's on steam suggests it could release at any time and valve likely has the first alpha or early access release but without the ability to buy that's a hard guess not a fact and could just be the store page and valve has nothing right now.

E3 is coming up but that's ot where you're going to show off software... I believe engine software has been previewed before but was never covered during the live event as Kadakowa would have to book that so it might be easier to get a booth which is where software is usually demoed.

This is going to be a hit or a flop, remember they tried it a decade ago and failed (mainly because you couldn't program at all...) and the way dialogue was done was honestly stupidly weird and hope there's a event node similar to RPG Maker's or you roll your own and just call it hopefully with a script notebox node similar to Rpg Maker has been doing. If this is too much like AGM/IGM and all they did was slap javascript scripting then I'm gonna call this a flop, not saying that's bad but shows they're extremely lazy and proves they really do not at all listen to their user base.

The event system is really going to decide whether I like this or not, this could just be RPG Maker like in a different form but we'll see. May end just just scripting everything which you'd obviously need for a RPG unless they do include data structures of some kind in their event scripting system.
I'm sorry Rukiri i can't read everything you posted.. my A D D kicked in the moment i seen what you wrote... i sorta skimmed through it
For me it's many things.
I hope audio is not a big pain in the ass to set up like it was in IGM.
I hope setting things up is not a huge pain.
I'm glad that it seems like slopes are coming.
For me it's a simple case of how easy to use it is.
If i can accomplish something.. ANYTHING without a headache, then i would say it's good software.
I've never managed to make anything for Game Maker Studio nor IGM nor any of the available software.
RPG Maker series of software is all i've been able to comprehend... which makes me wish they would take some ideas from RPG Maker.
I'm not expecting a lot, just to be able to understand it, and make a game.. if i can't wrap my head around it nor make a game, then it's a flop..
Sorry, went back a couple of times and just kept adding to the post before I actually hit submit :P

Here's my basic movement system in Game Maker (okay..it's not basic and I did omit triangular tile collision which I did share on RPG Maker web but I wanted to fit the main code in a dialog box no bigger the 1440px high.

https://i.imgur.com/dL0nJo6.jpg (3440x1440) too large to actually post.
woops x/y should be using o_spd not move_x/y :P

couldn't fit this in a 1440px high notepad doc.

// check for vertical corners in horizontal movement block
for (_i = _cornerY; _i > 0; _i--;) {
_corner = !place_meeting(x,y+_i,obj_Parent_Solid) - !place_meeting(x,y-_i,obj_Parent_Solid);
if (!Xen_Input.Down or !Xen_Input.Up) {
o_spd = m_spd[3];
if (_corner !=0) {
y += _corner; break;
}
}
}
// check for horizontal corners in vertical movement block
for (_i = _cornerX; _i > 0; _i--;) {
_corner = !place_meeting(x+_i,y,obj_Parent_Solid) - !place_meeting(x-_i,y,obj_Parent_Solid);
if (!Xen_Input.Left or !Xen_Input.Right) {
o_spd = m_spd[3];
if (_corner !=0) {
x += _corner; break;
}
}
}


This should be easily transferable if you know away around your *insert game engine visual scripting/event editor here. Simple data structures are a must if you want to create a RPG with it or anything complex. I hope variables can hold some algorithms similar to how RPG Maker can store them using the script notebox.

I am a bit surprised that they're even releasing it as early access in the west, I have no problem getting around in Japanese software I mean I used VX Ace in Japanese (bought the boxed copy, was stolen when I moved a few years ago :( ) so I would have bought this either way but, they're likely only going to listen to the Japanese community which is going to give us results like VX.... Which is weird cause everyone I know despises and hates that mapping style!(friends in Japan)


I am going to do my Zelda LTTP test with it, if it can do that than a ABS from the snes era shouldn't be out of reach (I will be writing plugins mostly not event code) MV can handle Zelda(the battle system is basic yo), but there's way to much to re-write which is why it's not *worth it for Action-RPGs.

If you have access to loops(for, while, switch, etc), data structures inside the event sheet editor than yea can see this as no knowledge needed but if not it's really false advertising especially for item lists, inventory menus, etc.
Okay?
My ADD and anxiety is still keeping me from wanting to read that much.
But i'm glad to see interest i guess.
I don't give 2 peanuts about the technical stuff.. I care if it's easy and I can accomplish more than I can with Game Maker Studio..
I've watched the videos that popped up on the site and the Witch PLatformer sample video was good enough. But yeah, i am frightened over the price that i'm possibly expecting it to be true... i mean, why pay sixty dollars if the program is on Early Access? I may not get that much money for my credit card as i have a really hard tendency to gain money.

I might have around 30 euros or something but if the price was actually cheaper than RPG Maker MV or VX Ace i'd be glad to buy it. This engine has a cool way to program than Fusion 2.5. I do still have GameMaker: Studio 1.4 for years but for a good reason i didn't feel like returning to use that engine anymore.
The full price will be the same as MV just accept it and move on, the early access price will obviously be cheaper so take advantage of it!
https://www.youtube.com/watch?time_continue=5&v=4ITFbfo1qtw
This looks awesome!
It's another sample game made with the software.
I LOVE the transition effects!
I can not wait for this software!
I don't think that June 22nd release date is happening.. but it should by early next month i think.