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PIXEL GAME MAKER MV!!

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author=Arcmagik
So I seen a teaser of a game of sorts on Twitter and now I am kind of concerned that it is just a MV clone with an Action Battle System and better default effects. Don't get me wrong though... a plugin like that would cost way more than the price this is going to be sold at but still not exactly what I had been imagining it to be.
It is not a clone,Pixel Game Maker MV has different & way better tools than RPGMV. some functions & features will be missing in early access,but they all will be added in the official launch sometime in 2018.
So one of my friends on Discord is going to gift me this software, and the reveal that the price is way lower at launch of the Early Access (1st week) excites me but a little. Hope my friend is gonna get it for me...
SunflowerGames
The most beautiful user on RMN!
13323

EARLY ACCESS = I feel instant cash grab + disappointment from this engine.
author=kory_toombs
EARLY ACCESS = I feel instant cash grab + disappointment from this engine.

This!
Right now it's an unoptimized mess judging by the benchmark, so a 28-core can't handle more than 80 objects?... But my 4-core 6700k can do 70 objects without lag... yea, unoptimized but then again not everyone has a 28-core machine :P
I'm going to buy it within the first week to save $30 bucks.

There is supposed to be new information before the launch on Tuesday, I honestly wish they had an overview of the editor that isn't a blurry mess.

I also am going to get it while it's not in a fresh state. At this point, i'm expecting it to be currently not stable and i'll await for future fixes and updates once it's still on it's run.
author=Rukiri
author=kory_toombs
EARLY ACCESS = I feel instant cash grab + disappointment from this engine.
This!
Right now it's an unoptimized mess judging by the benchmark, so a 28-core can't handle more than 80 objects?... But my 4-core 6700k can do 70 objects without lag... yea, unoptimized but then again not everyone has a 28-core machine :P
I'm going to buy it within the first week to save $30 bucks.

There is supposed to be new information before the launch on Tuesday, I honestly wish they had an overview of the editor that isn't a blurry mess.

I also wish they had an overview of the editor before Tuesday.
I'm gonna be frank, while this is probably a pretty decent kit for a single solo actor rpg I probably would not want to create a mana game for it mainly for a few reasons.

- Say goodbye to anything you know about RPG Maker and say hello to writing a RPG kit... So here is what I recommend, if you are planning to have 4+ actors + a database of characters to play as then I'd probably first test out to see if you can hammer your battle system out with 1 player first, if it fails don't write a rpg template to find out you wasted time.

- 2, no stat curves... this isn't a downside but you'll have to write a formula to hand write values for each level...

- 3, Physics: The devs have yet to say if it's always on or if it can be turned off. You will need to write a plugin for this.


If you are planning a RPG I would first check to see if you like javascript, I personally am not a huge fan and prefer C# and there's plenty of engines for me but mainly Unity or Godot but I've heard good things about Duality over the years.

I did find out there isn't technically support for shaders, this is going to be something that you have to bring in on your own with a library or write a plugin yourself to call it. Particle effects are limited in terms of options in what you can do with particles, the editor was basic for this.

But let's talk about what Pixel does well.

- Animations
- Level Design

But this is also early access so we can use this to our advantage, first off if the editor is bad obviously I'd request an update or give updated designs. I would hope a dark theme comes later because I use a hex hack in Unity (not spending $35 a month on a hobby... says the guy who spend $50/mo for adobe :P)

We do know a bit on nodes, we know that some nodes you can pass parameters into them and we can guess that you can write functions and call them in other node objects. But, the spaghetti code will lead to shorter or simpler games. Visual Scripting should be seen as a tool not the main way to program in a engine, unless you knock it out of the park like Unreals Blueprints... The nodes come nowhere near that.
It's out and i'm hearing mostly negative stuff
Mostly the flow chart and it's hard to comprehend for some folks.
Been looking at Nessy's feed and it just looks atrocious: https://twitter.com/Archeia_Nessiah
Looks like the initial update will have RPG conversations.
Don't know if the initial update is the next update or it's the update AFTER early access.

Also, holy crap... so much hate! Don't get why people wouldn't want a RPG kit for pixel, their answers are usually just use RPG Maker which I replied RPG Maker is historically bad for action-rpgs for obvious reasons...

There's also stability issues even on high end machines, I'm calling BS that this is no where near 80% complete!

It seems the flow style scripting isn't liked on any side of the world... There's nothing wrong with flow graph visual style scripting systems when they're done right! Bolt for example is done right, you can write very complex games with it and honestly they claim if you can do it in C# bolt can do it to which seems to be true! There's a macro system so you can write small nodes and reuse them in another visual script.
I bought it last night but haven't been able to put any time into it. All the negative feedback seems pretty standard for an early access product, especially something as complex as an engine.

As someone who likes making games with a gameboy aesthetic the engine definitely has a lot of core options that I find much more appealing then RPG Maker MVs when it comes to replicating the system (you don't want to know how many scripts it takes to get the engine to look convincingly like a game boy game). I guess time will tell, its certainly early days.

I am definitely looking forward to it getting an RPG Conversation system, thats something that would be very useful in a tonne of genres.
you won't be making games with the engine, you'll be beta testing the engine. $77-96 CDN just seems horrid for an early access build that crashes a lot and really doesn't have an appealing or intuitive interface at all. There is some fundamental reworking needed to be done that takes more than just addressing bugs here and there.
Two things. First, I refuse to buy any more early access games, let alone Early Access software. It's yet another aspect of modern gaming that disgusts me. Second, if I wanted to make a platformer or action RPG, I'd use Game Maker, since I already own it. I don't want to make action games, I want to make ye olde RPGs, so I use RPG Maker.

With that said, though, I am intrigued by the Pinball game in one of the screenshots, so I'll be keeping an eye on it.
Friend bought it for me, the tools/UI are basically utter trash... RPG Maker XPs UI is how old and still looks modern! QT in general is awful, I prefer and always have GTK/GTK+! QT feels like late 90 to early 00s... No thanks, lived thru that software era and I don't want to go back!

The Visual Scripting is also trash, seriously everyone should just copy Blueprints at this point... I don't hate visual scripting, blueprints, bolt(unity asset), and Flow-Graph(also a unity asset) show how good visual scripting can be and people LOVE blueprints...

I expected nothing to come really out of the particle effects as I always expected a basic system and that is what was shipped.

B- Tile Map Level Editor, good effort but kinda limited..

I literally give Pixel Game Maker MV an F... Constant crashes (so no matter how powerful your machine is it's the core programming at fault here), bugs that simply should not even be there... It's not even really localized at all... The fact there is 0 support or documentation on plugins is off putting scripters as there really isn't an API released right now to follow. Yes, you have Cocos2d-X as the backend but there is also LOADs of Pixel stuff that we also need to know.

They're not doing themselves any favor by having what a $17 discount for week on what is the full price of the engine? Also, wasn't the full price supposed to be $100?... Most engines that are beta usually release for free and then once released set the pricing.

I also want to point out that doing complex math in nodes is pointless... So you won't be writing complex algorithms for damage, knock backs, graphs, etc...

author=Rukiri
Friend bought it for me, the tools/UI are basically utter trash... RPG Maker XPs UI is how old and still looks modern! QT in general is awful, I prefer and always have GTK/GTK+! QT feels like late 90 to early 00s... No thanks, lived thru that software era and I don't want to go back!

The Visual Scripting is also trash, seriously everyone should just copy Blueprints at this point... I don't hate visual scripting, blueprints, bolt(unity asset), and Flow-Graph(also a unity asset) show how good visual scripting can be and people LOVE blueprints...

I expected nothing to come really out of the particle effects as I always expected a basic system and that is what was shipped.

B- Tile Map Level Editor, good effort but kinda limited..

I literally give Pixel Game Maker MV an F... Constant crashes (so no matter how powerful your machine is it's the core programming at fault here), bugs that simply should not even be there... It's not even really localized at all... The fact there is 0 support or documentation on plugins is off putting scripters as there really isn't an API released right now to follow. Yes, you have Cocos2d-X as the backend but there is also LOADs of Pixel stuff that we also need to know.

They're not doing themselves any favor by having what a $17 discount for week on what is the full price of the engine? Also, wasn't the full price supposed to be $100?... Most engines that are beta usually release for free and then once released set the pricing.

I also want to point out that doing complex math in nodes is pointless... So you won't be writing complex algorithms for damage, knock backs, graphs, etc...

Have you already created a game to start judging PGMMV? how is that possible you say the tools are trash? i didn't know that tools that make game development easier are trash.

I think a review from someone who has really developed a game with PGMMV would be much better than yours!
Cap_H
DIGITAL IDENTITY CRISIS
6625
Wow, what an angry rant. I think this action mv might be a suitable choice for me once it's out of beta.
Also, I think it could never stand up to your standards if you can use Unity or GameMaker.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
Wow that IS one ugly user interface.