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NEW RPG MAKER INCOMING?

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unity
You're magical to me.
12540
author=Darken
I found out earlier that RPGMaker MV was on the Switch... had no idea


Wow, I had no idea either! Does that mean you can play MV games on the Switch, I wonder? Or at least MV games made with the Switch version?
You fell for one of the classic blunders, the most famous of which is never get involved with a land war in Asia!
Tau
RMN sex symbol
3293
As someone who's barely touched a newer Rpg Maker. I am happy to have something else to buy & ignore on my steam acc I barely touch as is.
Marrend
Guardian of the Description Thread
21806
author=Liberty
I can't legally say anything about it but there's things and stuff and stuff and things and stuff.

Ya know?


Oh, and things.


We get the most exclusive, privileged info on RMN! Be grateful!
Cap_H
DIGITAL IDENTITY CRISIS
6625
author=Sooz
It'd be funny if they released it and were like "LATE APRIL FOOLS IT'S ACTUALLY A SHMUP MAKER AND WE'RE PIVOTING! SMELL YA LATER, PUNKS!"


I'm hype for this. And for the return of ruby.

What exactly happened to Pixel MV?
Pixel MV? Pixel Game Maker MV? It's still being worked on actively, and it's much improved over time.. unless you're speaking of something else..
author=Yellow Magic
Can we get a remake of 2k (or 2k3) pleeeeeeeaaass

author=Yellow Magic
author=kentona
YM knows where it's at
ma boi
bring back 320x240 screens and 24x32 sprites
I mean, they were never away....

EDIT1
author=unity
author=Darken
I found out earlier that RPGMaker MV was on the Switch... had no idea
Wow, I had no idea either! Does that mean you can play MV games on the Switch, I wonder? Or at least MV games made with the Switch version?

There was a long discussion on the Commercial section of the Forums talking about porting your game to switch, with me and some others arguing back and forth about MV Switch being or not being the same engine as PC. I personally think it is, while the editor obviously isn't (some people fail to realize these are separate entities)

And that means that the tech for porting a MV game to Switch or any console does exist, and you'd just have to convince Degica or Kadokawa.... to try to convince Nintendo that your game is worth putting on their ecosystem.

That being said, if there's anything I'm confident that we'll see upgrading in the next RPG Maker, it's this, since it IS the new thing that MV tried (and somewhat failed); we'll at least get vastly improved Mobile support for sure.

author=MarkusT
Pixel MV? Pixel Game Maker MV? It's still being worked on actively, and it's much improved over time.. unless you're speaking of something else..
Interesting to know. I've heard some people absolutely r a v a g e that engine in scathing reviews. I'm also not a fan of Smile Game Builder as much as I wanted to like it, but I'm looking forward to Smile Game Builder 2022 nonetheless.

author=unity
I suspect this might be like VX Ace was to original VX, where they build the new engine on the back of the old. If so, (maybe) it wouldn't be hard to modify MV scripts for whatever this new one is (MV Ace? XD).
It's funny that VX Ace was mostly a functionality improvement over VX, with a much improved editor (and obviously, the upgrade to RGSS2), while MV is more like... VX Ace Plus: JavaScript Edition. The editor is absolutely untouched but the engine is rebuilt from the ground up with new technology.

If we do get something like MV Ace, it'd probably have enhanced functionality like VX Ace over VX. Which we haven't had since the leap from VX to VX Ace, mostly.

On the other hand if we do have a complete rebuild of the engine (even if, as has already been confirmed, it will be in a "familiar scripting environment") then I don't expect as many changes to the editor. So I don't know what to expect really, other than nothing radical and a lot of functionality and QoL upgrades.

author=MarkusT
IT'S A PRODUCT, NOT SOMETHING SOMEONE IS JUST DOING OUT OF THE KINDNESS OF THEIR HEART.
Dude chile
Smile Game Builder just seems like a 3D version of rm2k but with such limited resource support that unless you are going to make your own assets or pay someone to make 3D assets you are kind of stuck to very limited resources.

One thing I have done often in every new engine that I try is remake a map from Legion Saga. And the asset limitation was very trying... and maybe it is just me, but it seems pretty hard to find 3D rips.

On the other hand they created a Smile Game Builder to Unity system and that alone had me interested in the engine which is why I hope that the new RM will have such a thing.
To me, Smile Game Builder feels more like a Desktop version of RPG Maker 3... All limitations included. But the Unity export is indeed awesome and I do think it opens a lot of opportunities to alter the code of the game, it's just a shame it's apparently one way only. (i.e. if you want to customize your code you need to export to unity, and then you can't go back to the editor)

i might be wrong though
I never tried Smile Maker. I have no interest in 3D. The amount of assets I'd have to create and their cost...I shudder to think about it.
I think you are right there, Jo. I dunno I never got far enough in a developed game to actual convert it.

Just crossing my fingers that Degico/Kadokawa realizes the big desire for being able to port to consoles after several of the more successful commercial games had to be rebuilt in Unity to be ported to consoles like Ara Fell. I know one of my biggest regrets after getting permission for LSDX to go commercial is not building it in Unity. So when I do finish it... no console versions for a long time.

I've considered Unity for LSDX2/3 if the first one is successful. Here's to hoping that the new RM will be able to support that so I don't have to learn Unity from scratch!
I actually think 3D can be tremendously cheaper to create assets for, especially for low poly. Sure, making the first model is more laborious, but once it's done, it works for all 8 -- or all 360 -- directions. Adding bones and animating (if you're not using a free animation library like Adobe Mixamo...) is can be very laborious... But then you can fit that same animation into every single NPC in the game. Editing assets is easier and cheaper. Making tilesets is less demanding of technical knowledge to look good, you make a chair and you don't have redraw if you want it rotated or knocked down... You want to make a map feel different you just change the lighting and color source, etc.

I'm not saying it IS easier or cheaper than 2D, but it CAN be. Especially for larger projects which give you more room to milk your initial assets. And it doesn't look cheap.

So yeah, I'd recommend giving it a thought really! But the smaller the scope, the more 2D wins over 3D imo.

And Unity integration would be awesome! It's not entirely out of the realm of possibility since afaik JavaScript is one of the two languages used to program in Unity. BUT if it happens I expect it to be buggy as hell and be a nightmare for the devs to support, were they to attempt to, lol. This is one of those things that I think are more likely to happen from the community, given the new RPG Maker provides us with a sturdy enough framework to handle that.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I don't think it makes sense for kadokawa/degica to make their engine a framework for unity.
I'd much prefer return to ruby and more unique flavour RM used to have over portability.
A graphical UI editor would be a great addition. I would love to tinker with that.
3D is weird, because RPG Maker was essentially built on top on making a retro Dragon Quest / Final Fantasy. Early 3D RPGs (PS1) were typically used with pre-rendered backgrounds and locked perspectives but I imagine 3D would just involve... making a 2D retro RPG but 3D, much like the actual console RPG Makers.

I'd love it if they actually consider people who want to make PS1-like RPGs though. But obvious the 3D pipeline is not exactly user friendly esp if it had a very niche ps1 fan audience in mind (very little profit). It likely won't have features like animation states or 100% editable shaders... with the amount of workarounds and effort you'd have to put up with you might as well just use Unity.

A side note: it's worth mentioning that porting is expensive and insane. I can tell you've never personally ported a game before if you think it's just a single button press.
RPG Maker is itself mainly an engine for hobbyist. It is great to see what people can do with the engine when thinking creatively and testing it's limits. I'd argue that's the charm of the engine. That's why RM2k3 games always impress me the most!

JosephSeraph you bring up some good points re 3D. I hadn't thought about it in that way. Probably because of my lack of knowledge and experience with working in 3D.

Darken, on the porting, some of the $$$ estimations I've heard--YIKES!
unity
You're magical to me.
12540
author=Darken
3D is weird, because RPG Maker was essentially built on top on making a retro Dragon Quest / Final Fantasy. Early 3D RPGs (PS1) were typically used with pre-rendered backgrounds and locked perspectives but I imagine 3D would just involve... making a 2D retro RPG but 3D, much like the actual console RPG Makers.

I'd love it if they actually consider people who want to make PS1-like RPGs though. But obvious the 3D pipeline is not exactly user friendly esp if it had a very niche ps1 fan audience in mind (very little profit). It likely won't have features like animation states or 100% editable shaders... with the amount of workarounds and effort you'd have to put up with you might as well just use Unity.


Yeah, I'd also love a 3-D maker that would let you make Playstation 1-esce RPGs, but that's super niche like you said and I hadn't even considered the extra know-how needed to create the 3-D resources.

author=Darken
A side note: it's worth mentioning that porting is expensive and insane. I can tell you've never personally ported a game before if you think it's just a single button press.


Yeah, I'm playing the Switch port of Ara Fell and it must have taken a ton of work, and you really notice all the changes. It was clear that a lot of love was put into the port and that there wasn't some easy method to translate a RPG Maker 23k game into a game for Switch.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I feel like publishers have really dropped the ball by not making all their systems just 100% cross-compatible. Like, it's so simple, I should be able to play Silent Hill on my Atari 2600.
author=Darken
A side note: it's worth mentioning that porting is expensive and insane. I can tell you've never personally ported a game before if you think it's just a single button press.


I never said it was a single button press. Just like it isn't a single button press to make RMMV games work on Android too. The ability to export to Android made it easier though. Unity is used in quite a few games on consoles. It is far easier to port a unity game to a console then say a RM, note that I am not saying it is easy, just easier. It is cheaper when the engine is already supported by the console.

I have not personal ported one, no. I have spoken with Matt/Kamau about his Switch-N-Shoot port, and followed the port of Ara Fell. I don't know all the intricate and technical details, just the surface stuff.

author=unity
Yeah, I'm playing the Switch port of Ara Fell and it must have taken a ton of work, and you really notice all the changes. It was clear that a lot of love was put into the port and that there wasn't some easy method to translate a RPG Maker 2k3 game into a game for Switch.


If I am remembering the Twitter posts correctly... They had to rebuild the game from the ground up in Unity to make the port to console possible. They got permission to use the RM resources much like the few other special cases that have come before them.

Of course, I could just be remembering that incorrectly too. I am getting old now that I am a couple years on the other side of 35.
author=Darken
A side note: it's worth mentioning that porting is expensive and insane. I can tell you've never personally ported a game before if you think it's just a single button press.

I don't know if that was a response to me, but if so, what I mean is that if the engine (not the editor) is the same between Console and Desktop MV, then the work is pretty much already done, sans version updates and reworking plugins.

author=unity
Yeah, I'd also love a 3-D maker that would let you make Playstation 1-esce RPGs, but that's super niche like you said and I hadn't even considered the extra know-how needed to create the 3-D resources.

If you check out the second link in my first post, you'll see a working example of a little thing I was making with MV3D. (i know it sounds like self advertising but this was literally hidden until that post and it's just a preview page where you can't comment / leave ratings etc)

Anyway MV3D is super easy to use (at least comparatively with similar things in previous makers) and the reason I uploaded it to Newgrounds was to see if it played nicely while running at a browser and surprisingly, in my PC it does (sans asset load times which are a pain) -- If you want to do lowpoly, ps1-ish style RPGs imo it's the best way to go from someone used to rpg maker.
Also, while Dread has just added the option of loading .obj models this week (!!!), the whole system runs just by loading tilesets with the proper tags and sprites for events. There's no 3D modeling necessary at all and you can achieve a very cool look with it. If you want to go hybrid, you can make most things from base tiles and then use the .obj feature to add in simple models for things like diagonal walls or more specific shapes.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
That's nice. Will check mv3d then.