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RPG Maker MV announced for PC and MAC
Someone over on Webs already beat Rhyme to the punch of finding Archie's ralph. I just don't care enough to bother going and getting that stuff. Also, I've already bought the program and as some of you know I have absolutely no adoration for that orange-haired bum.
As for HTML5 web embedding, it'd be really good for on the fly previews of mechanics. Like just giving players demo previews of what you can do. Ofcourse you'd make it a separate project with any unnecessary strings detached to reduce load times, but that would be the main draw for it to someone like me. An obsessively obsessed developer.
On the local 'What are you thinking about game dev edition' thread I've gone into just a few things I've thought about doing with this engine.
As for HTML5 web embedding, it'd be really good for on the fly previews of mechanics. Like just giving players demo previews of what you can do. Ofcourse you'd make it a separate project with any unnecessary strings detached to reduce load times, but that would be the main draw for it to someone like me. An obsessively obsessed developer.
On the local 'What are you thinking about game dev edition' thread I've gone into just a few things I've thought about doing with this engine.
What are you thinking about? (game development edition)
Thinking of how my coders and I can utilize RPGMV to make PFC's gameplay as solid as possible. The inclusion of mouse support is the biggest thing buzzing, I'm hopeful that the mouse-wheel will be able to be used to scroll through weapons on the fly. 'shoot' will likely be mapped to left click, shadow dash to right click, and then W, A, S, D will be used for movement, while the left/right arrow keys can be used for powerup switching.
we can have q for lockstrafe, and shift can stay as the dash key.
Using powerup could be middle mouse click if that's supported like it should be.
I've been thinking of scriptings/plugins we could develop to most utilize the new mouse features of MV, such as some weapon types like grenade (Think the Zodiac), actually jump to (move route based on player x/y versus mousepointer dest x/y) land on the designated square clicked. The Bomb Glove, a new weapon type inspired by Pep's redesign, would be a rolling weapon, basically moves forward and explodes after a short time. Thinking of having weapons that you can also follow the mouse, maybe an ideal design for the Chakram weapons (Like Recusant's Glaive) instead of being random death storms.
The change to Javascipt is something I'm very optimistic about, mostly because it's geared towards gaming, where as Ruby is most commonly geared towards applications and extensions. I know why they used ruby, which is to say, it's a japanese programming language, but I can see why they'd jump to javascript.
Looking forward to work with a larger resolution, and being able to expand on the current systems. Heavily considered things are:
Weapons that level up, from V1-V5. I've already got a basic idea of how to event this in my head and to optimize it. Despite the amount it may be optimized, beyond what VX Ace / VX is, I still want to do my best to make it as friendly as possible.
Also making some large changes to sound design, the Shotgun is a bit too grating to use often, and I want to add a reload sound after it's shot. Wanna also make it more 'bursty' and less slow. Think like the blast cannons in Ratchet and Clank.
What my team and I have been discussing is telegraphs, we have these to a good degree already. But ultimately the desired effect is to have them actively showing where you'll shoot whenever it's applicable. Not just after you've shot. For this it's likely we will use scripts to draw transparent color overlays over tiles of effect.
I'm also going to see if I can get a toolshed script, in other words, in one map have all the weapons, powerups and info stored, and then just pull from that in any other map they are called upon, this should make maps less laggy and my job as an eventer much, MUCH easier. Instead of having to copy down every map and then having to copy paste an event whenever a big change is made, now I could simply update them in the Toolshed and only have to do that once.
I'm hoping the picture limit will be raised, I though 100 would be more than enough but when you have a hud, quick selects, powerup bars, boss huds, parallaxes, overlays and error messages that have to pop up, you begin to realize those run out pretty quickly.
That said I artificially limited myself to having only 50 which I easily could have corrected due to needing some showable below events, such as some levers where I wanted a scrolling parallax and a level below events / characters. Or when I want complex stage mechanics, such as Saxxis' boss fight where the centre ledge collapses in phase two. Thinking now I could easily get away with only have 90-100 pictures that show below events.
Eitherway, MV has renewed my enthusiasm for RPGmak
we can have q for lockstrafe, and shift can stay as the dash key.
Using powerup could be middle mouse click if that's supported like it should be.
I've been thinking of scriptings/plugins we could develop to most utilize the new mouse features of MV, such as some weapon types like grenade (Think the Zodiac), actually jump to (move route based on player x/y versus mousepointer dest x/y) land on the designated square clicked. The Bomb Glove, a new weapon type inspired by Pep's redesign, would be a rolling weapon, basically moves forward and explodes after a short time. Thinking of having weapons that you can also follow the mouse, maybe an ideal design for the Chakram weapons (Like Recusant's Glaive) instead of being random death storms.
The change to Javascipt is something I'm very optimistic about, mostly because it's geared towards gaming, where as Ruby is most commonly geared towards applications and extensions. I know why they used ruby, which is to say, it's a japanese programming language, but I can see why they'd jump to javascript.
Looking forward to work with a larger resolution, and being able to expand on the current systems. Heavily considered things are:
Weapons that level up, from V1-V5. I've already got a basic idea of how to event this in my head and to optimize it. Despite the amount it may be optimized, beyond what VX Ace / VX is, I still want to do my best to make it as friendly as possible.
Also making some large changes to sound design, the Shotgun is a bit too grating to use often, and I want to add a reload sound after it's shot. Wanna also make it more 'bursty' and less slow. Think like the blast cannons in Ratchet and Clank.
What my team and I have been discussing is telegraphs, we have these to a good degree already. But ultimately the desired effect is to have them actively showing where you'll shoot whenever it's applicable. Not just after you've shot. For this it's likely we will use scripts to draw transparent color overlays over tiles of effect.
I'm also going to see if I can get a toolshed script, in other words, in one map have all the weapons, powerups and info stored, and then just pull from that in any other map they are called upon, this should make maps less laggy and my job as an eventer much, MUCH easier. Instead of having to copy down every map and then having to copy paste an event whenever a big change is made, now I could simply update them in the Toolshed and only have to do that once.
I'm hoping the picture limit will be raised, I though 100 would be more than enough but when you have a hud, quick selects, powerup bars, boss huds, parallaxes, overlays and error messages that have to pop up, you begin to realize those run out pretty quickly.
That said I artificially limited myself to having only 50 which I easily could have corrected due to needing some showable below events, such as some levers where I wanted a scrolling parallax and a level below events / characters. Or when I want complex stage mechanics, such as Saxxis' boss fight where the centre ledge collapses in phase two. Thinking now I could easily get away with only have 90-100 pictures that show below events.
Eitherway, MV has renewed my enthusiasm for RPGmak
Whatchu Workin' On? Tell us!
Due to the larger resolution coming to MV, I can still make some very necessary changed to the HUD in PFC. Such as having active powerups show a picture above the health bar, instead of being splattered over the screen like so:
Very messy.
Also some new weapons are coming along, with means a larger quick select. There's also going to be 10 different power ups now, rather than five.

Very messy.
Also some new weapons are coming along, with means a larger quick select. There's also going to be 10 different power ups now, rather than five.
Screenshot Survival 20XX
Just some school stuff in Unity.
It looks really good but believe me it wouldn't run well in a game.

It looks really good but believe me it wouldn't run well in a game.
RPG Maker MV announced for PC and MAC
author=kentonaMay as well, HBgames has one.
We are working on making embedded games a reality here. I also want to add an "Arcade" section to RMN where people can play all of the embedded games.
What videogames are on your TO PLAY list?
This weekend I'm going to change my set up so that My bed and PS3 are no longer at odds, and then, I can play all the remaining Ratchet and Clanks, then finally marathon Kingdom Hearts.
What Videogames Are You Playing Right Now?
Would you Recommend this Game?/Games you Recommend
Will recommend Undertale.

It's on Steam and is worth it's price a millionfold. By far the most charming and well detailed and intuitive RPG I've ever played.

It's on Steam and is worth it's price a millionfold. By far the most charming and well detailed and intuitive RPG I've ever played.
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I finally drew my Member XII alias in HD, so that's what I'm using now.
























