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NEW RPG MAKER INCOMING?

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author=Rue669
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!


As long as RPGM remains a hobbyist engine you will never see built-in options for things like porting to console, I can guarantee it. I think the best-case scenario someone might be able to develop some kind of emulation/shell for the games to run in for console ports. Again, there's a reason almost all of the big MV titles that were in development (like Virgo and Glitched) got moved to GMS and its just that if your taking making a game for multiple platforms seriously its the best and closest option.

On a side note, imagine loading up the switch e-shop and seeing the same hundreds of identical-looking games and game screenshots like you do with RPGM on Steam. No thanks...
author=visitorsfromdreams
On a side note, imagine loading up the switch e-shop and seeing the same hundreds of identical-looking games and game screenshots like you do with RPGM on Steam. No thanks...


Totally agree.

I think like JosephSeraph says, they'll probably double down on their mobile porting capabilities, which may be nice. I'd hop on that band-wagon.
author=Rue669
author=visitorsfromdreams
On a side note, imagine loading up the switch e-shop and seeing the same hundreds of identical-looking games and game screenshots like you do with RPGM on Steam. No thanks...
Totally agree.

I think like JosephSeraph says, they'll probably double down on their mobile porting capabilities, which may be nice. I'd hop on that band-wagon.

TBH RM Asset Flip bloat on Switch is highly unlikely; Nintendo is still pickier than steam (lol) when it comes to accepting indie titles. I mean, there's at least some form of curation... I think mobile will be the focus, but the environment isn't really that different at this point, especially with PlayStation 5 nearing the horizon.


This is a NDS running a javascript game through its browser. AFAIK MV uses a custom build of Google Chrome to run on? Or something of the like.


PS4 also works for this. So, while even porting from scratch would be sort of hard, it is still WAY easier, today, without Kadokawa support at all, to run MV games on consoles than it is to run Ace. So, yeah, I think some progress toward console support is collateral to improving mobile compatibility. And I find it hard to believe they would pass up the opportunity if cheap enough to make.

RMflip bloating won't be an issue on any storefront that has any sort of curation.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
I don't want to crap on Jo's initial sentence but Nintendo has already accepted various asset flips on switch. Not 2d that I've seen, but there are a couple of unity-bought asset flips in there, mostly the minecraft-looking zombie shooters. I know you specified rm asset flips but I don't think there is any line separating those from the unity ones.
Ah absolutely not! And I don't disagree. There's garbage on PSN too. But it's not as bad as Steam is what I mean lol... But yeah, I'm at least excited that, today, as-is, porting MV to consoles is a lot more realistic than porting XP to the PS2 was in 2005......... I think.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I mean, even leaving aside asset flips... there's just a lot of shovelware on Switch.

A LOT.
Even with curation, Switch has discoverability issues and the eShop interface has barely been changed since the system's launch and looks like it was made for the 20-something games the eShop launched with, not 10,000. From what I hear, as soon as your game hits Page 2, you're done.

There's a reason why you see so many Switch games on sale for 99% off. The sale page is the only place you can be reliably seen.

EDIT: I guess my point isn't completely on-topic so please excuse me in advance if I end up derailing this thread.
I'm not sure what to expect but I'm excited! The evil laughter in the thread makes me think I might have reason to be? That is what I choose to believe.

everybody get ready for the newest features!

Drawing boxes where you want a text box to be. Dragging pictures where you want them!

Set move route where you play as the event that's moving and the engine records your movement and timing so you don't have to set it manually.

setting frames for the wait command is done via a cookie clicker-like game
SunflowerGames
The most beautiful user on RMN!
13323

Maybe we should have a release date guessing contest?

I'm going with December 15, 2020.
Cap_H
DIGITAL IDENTITY CRISIS
6625
Actually, one thing I'd appreciate, and which would help me to return in gammak, would be linux support. But that's more of a pipe dream than an ability to export to switch.
Tomorrow, we learn more.

I don't have much of a wishlist, but I'd definitely love to see an option for text input for event commands, beyond using the "Script" command that is basically plaintext. Anything to give those poor mouseclicks a rest.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I have a looong list of items that I'd love to see in the new engine, but they mostly revolve around the idea of giving me access to the deeper level tools so I can modify them myself. I'd be happy just having more places to script actions that are missing from the editor's commands, such as adding multiple conditions to enemy behavior, rather than have to jerry-rig a workaround because the options presented to me are too restrictive.

Also, it'd be nice if it wouldn't hide certain customization options and classes within the code. Settings like window resolution, enable/disable f12 reset*, and even default battle properties like critical damage modifiers and max buff/debuff levels and their respective stat modifiers could be either added to the System tab in the database or separated into their own settings file in the script editor. Shoot, every now and then I still come across hardcoded properties in Ace that I've never seen before and wish I new about sooner, so I can't imagine how lost a new user would be to all of this.


*: This one especially because it's still kicking my ass in my current game...
Okay, so it's called RPG Maker MZ
And so far.. all we know.. is there's a "layers" option... that's all we know of that's new.
But they're saying more is to be announced and to "get ready to be wowed!".

https://www.rpgmakerweb.com/a/comingsoon/rpg-maker-mz
https://store.steampowered.com/app/1096900/RPG_Maker_MZ/
Well, now we know a little more I have some thoughts.

The logo looks awful... as in it looks like the sort of bad logo most kids who just picked up Photoshop for the first time in order to make a logo for their first RPGM game which is a 50 hour generic fantasy that never gets finished kind of awful, so I guess its technically hitting its target demographic perfectly. Got some bland fonts with a stroke outside and a gradient on top there, if they chucked a bevel on top I would say they would have PERFECTLY nailed that Steam porn RPGM releases aesthetic. I guess this is a backhanded compliment? ¯\_(ツ)_/¯

I'm surprised so many people are upset about it requiring 8gb RAM though? What year is it? I know a lot of kids are using hand me down computers but come on. My decade-old MacBook had 16gb RAM. I know not everyone is lucky enough to have 32gb like I do for work I do but jeez...

New RTP looks nice and pixelated, not that I would ever use it but here's hoping its a sign of pixel scaling.

"RPG Maker MZ will make RPG Making faster and easier than ever before. But making it easier wasn’t our only aim, this RPG Maker aims to be the most powerful for experienced developers as well."

I wonder if this push for being more powerful for experienced developers is a reaction to how many high profile indie RPGs had successful demos (Glitched, Zodiac, etc) but then moved onto GMS once they were kickstarted or managed to land independent funding because RPGMV was too limited for releases outside of Steam. It's not a good look for your engine when successful project Kickstarters are launched off its back only for the engine to be dropped like a hot potato soon after.

That's all for now, join me again this time next week for more thoughts on things I have no business thinking about (that said in the next couple of months I will have 5 MV releases under my belt so maybe I'm more qualified than I think.
unity
You're magical to me.
12540
That whole thing was barely an update, and those screenshots are really underwhelming, they tell us almost nothing aside from "you know the stuff that's always in an RPG Maker? It's gonna be there." Also what does "you can create maps like you are drawing a picture" mean? Is that any different from normal mapping?

"RPG Maker MZ boasts the largest collection of assets ever in series history!" That's promising, and I'm sure a lot of devs will welcome all the new stuff ^_^

I think, mostly, however, this update screams "if you've never used an RPG Maker before, LOTS OF COOL STUFF IS IN HERE! If you have used an RPG Maker before, all of this is way too vague to tell you if you're gonna want to switch to MZ." This should have all dropped when they announced a new RPG Maker, IMO. Telling people a big update was coming and then dropping this super vague stuff isn't impressive. Knowing the minimum system requirements is nice tho.

Lastly, the copypasted "We will reveal more details in the coming days. Get ready to be wowed!" at the end of each category is not how I'd recommend building hype. I get it, they couldn't reveal much, but to be told "Get ready to be wowed!" eight times just kind of had me rolling my eyes a bit.
Marrend
Guardian of the Description Thread
21806
The thing about those screencaps on the Steam page that irks me is that you could take similar screencaps from, like, Ace, and there might not be too noticeable of a difference.

I would also agree with unity's sentiment that ending each section of release info with "Get ready to be wowed!" does the exact opposite to me. Like, they read kinda like some naive person who's just got into RPG Maker, advertising their own game as the next best thing for all of eternity, when it's effectively a My First RM game (and all the questionable-at-best design decisions associated with that) offering.
The cool thing for us veterans in this announcement is that they've mentioned several updates.

The animation editor for one appears to have been overhauled.

Events seem to have improved functionality, and I doubt they'd announce that just to have one extra command.

Touchfuzzy confirmed that not only there's a "layer mode" you can toggle for the map editor, but there's also an "event palette" you can use to easily access events on a given map.

Following on that, there seems to be some sort of solution to mass copying events. If they're real good, then that'll be integrated with events and we'll have an "eventset" of sorts.

Plugins appear to have been "vastly improved" from MV. That probably means plugins will be given more power to generate interactables and tools within the editor. (probably within the Plugin menu, still.)

JavaScript had 5 years of updates and the environment is greatly different. I think this update will open up a wealth of possibilities for programmers just because of that. Look at what Dread-chan has achieved by integrating Babylon.js into MV, for example.

This update may seem barebones, but it gave us a map of what we can expect from the updates to come. I'm excited. Also, the new charsets look so much better!
I'm not a fan of the tiles, though. Everyone's saying they look "crisper" and "more pixelated" and I just think the shading is worse.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
author=visitorsfromdreams
I'm surprised so many people are upset about it requiring 8gb RAM though? What year is it? I know a lot of kids are using hand me down computers but come on. My decade-old MacBook had 16gb RAM. I know not everyone is lucky enough to have 32gb like I do for work I do but jeez...
Yeah man I mean screw like 65% of Latin America and the third world at large who previously could play MV games with an amazing 2fps, now they'll be able to experience the glory of not running games at all.

You know, I figured at this point in the game I wouldn't find first world "what year is this??? I mean like, get with the times!" commentary like this grating, but here I am, getting steamy over someone's probably misinformed but not malintentioned comment.

Oh well, right now it does seem like I'll end up waiting on a big discount for this after all. I've read people's arguments in favor of an engine that predominantly makes pixelly 2d games requiring more resources than a last gen AAA game in 3D back when MV came out, and I bet the updated arguments for MZ are going to be just as mind boggling, so I'll just wait for a couple more "get ready to be wowed"s before I solidify my verdict. Perhaps I can fantasize and dream of just the engine needing to hog literally all my ram but the game executable only requiring like 1/8 of it.
unity
You're magical to me.
12540
author=JosephSeraph
Touchfuzzy confirmed that not only there's a "layer mode" you can toggle for the map editor, but there's also an "event palette" you can use to easily access events on a given map.

Following on that, there seems to be some sort of solution to mass copying events. If they're real good, then that'll be integrated with events and we'll have an "eventset" of sorts.

That's awesome, but that's all information that would have been nice for them to have actually put in the update XD

author=Mirak
author=visitorsfromdreams
I'm surprised so many people are upset about it requiring 8gb RAM though? What year is it? I know a lot of kids are using hand me down computers but come on. My decade-old MacBook had 16gb RAM. I know not everyone is lucky enough to have 32gb like I do for work I do but jeez...
Yeah man I mean screw like 65% of Latin America and the third world at large who previously could play MV games with an amazing 2fps, now they'll be able to experience the glory of not running games at all.

You know, I figured at this point in the game I wouldn't find first world "what year is this??? I mean like, get with the times!" commentary like this grating, but here I am, getting steamy over someone's probably misinformed but not malintentioned comment.

Oh well, right now it does seem like I'll end up waiting on a big discount for this after all. I've read people's arguments in favor of an engine that predominantly makes pixelly 2d games requiring more resources than a last gen AAA game in 3D back when MV came out, and I bet the updated arguments for MZ are going to be just as mind boggling, so I'll just wait for a couple more "get ready to be wowed"s before I solidify my verdict. Perhaps I can fantasize and dream of just the engine needing to hog literally all my ram but the game executable only requiring like 1/8 of it.

I think this is a good thing to keep in mind. Not only for developers, but players as well. I am not a programmer, so I'm pretty ignorant, but most of us are trying to make games that would look and feel right at home on an SNES, music and some effects aside. The climbing RAM usage in that light seems a bit troubling, especially if it limits who can run the engine and play the games.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I feel so, so sorry for the poor copy writer that had to take "basically the same thing as before but minor tweaks" and try to hype it up.

Also where are people seeing screenshots where you can tell any quality? All the ones I'm seeing look like they were made for the Geocities era!