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JOSEPHSERAPH'S PROFILE

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Resonate ~call out my an...
A girl and her newfound friends must grow a tree to return home.

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New RPG Maker incoming?

TBH while Paper Maker is definitely cute and charming, and I won't doubt it's stronger than Smile Game Builder... I feel like it's highly likely it'll be easier to make something practical with MV3D. That being said, I do want to check it out! It looks really neat. I'm dying to see their reinterpretation and re-implementation of RPG Maker staples. I'm sure it won't be entirely comprised of steps backwards like some other indie RPG Makers

New RPG Maker incoming?

author=visitorsfromdreams
That said if I can playtest the games I have made in MV on a 7 year old android phone or my now 12 year old macbook with them still running at 60fps I don't know what more to tell you other than maybe the MV games you have been playing that run at 2fps have not been well made.


I used to have the exact same issue, running on a rather decent 6-core 2012 asus processor. It wasn't top of the line but not bad either.

Then I spent $20 on a really old and shoddy GPU and the FPS skyrocketed to 60.
Apparently MV is the first RM to make use of GPU and if you have a computer that's relying on a bad onboard GPU you will feel it. And ASUS apparently has the worst onboard GPUs?

All I'm saying is, y'all should try getting a shitty secondhand really old GPU and plug it into the computer. All of a sudden MV might shoot to 60 FPS, too.

New RPG Maker incoming?

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.

New RPG Maker incoming?

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.

New RPG Maker incoming?

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.

New RPG Maker incoming?

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.

New RPG Maker incoming?

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.

New RPG Maker incoming?

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

New RPG Maker incoming?

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

A Collection of Firsts

author=kentona
I had implemented a rudimentary battle system, "sprites" were just subroutines using a draw command, maps were stored in an array (iirc) and the map renderer was just a series of if statements that would call the subroutine of the tile I wanted in order. Maps were fixed (no scrolling) so it was kinda like Legend of Zelda in that setup. Your hero was also a subroutine draw command, and I was actually able to move around the map with the arrow keys! I don't think I figured out passability, though. Some other kids were super into the music part of QBASIC and did chords by playing notes very fast, and I copied their rendition of Enter Sandman into my game.


I had no idea you were so..... awesome.

author=Illy
NAME:ENGINE: Half translated Super Dante 2 Rom


ABSOLUTELY ICONIC i really wish i had some of y'all's SNES/PS1/PS2 RM games to play tbh. I enjoyed my time on RPG Maker 3 on the PS2 so much as a kid. And then on the PS1 and SNES as a slightly older kid.

My very first game... I can't remember the hell it was but I do remember shortly after playing around with RM2000 for the first time I got pissed at my scratched Parasite Eve CD, then had the brilliant idea to "remake" it on my PC... Obviously it was laughable, I wish I still had it.

Well, my real first "game" (as in, the first thing that I made that is playable and has more than 1 screen) is...

NAME:

ENGINE: RPG Tsukuru 2000

DOWNLOAD: https://rpgmaker.net/games/4963/

DESCRIPTION/PLOT: Seraphine, a young woman that lives in a cramped garage-turned-apartment in a tropical island, goes on a quest to rescue her best friend's boyfriend..... that's actually the story of how i met my ex and all characters and locations are real, conversely i stopped working on it when we broke up god that was a... moment.

FEATURES: Self-inserts, self-referential jokes, a touristic guide through the lush island of Santos & São Vicente, A pathetic attempt at emulating Final Fantasy, a pathetic attempt at emulating Epic Elf, an all-original almost-20-track soundtrack (!!) I composed in 2012... But then I proceeded to mostly not use and instead open the game with the iconic To Zanarkand, an Art Gallery with like 3 artworks and I don't think it works properly, a music listener which I'm pretty sure is buggy too.... A steal-from-npcs-mechanic that works for the entirety of one screen............... ok enough ,JDFGSKDFFJHSDFGFFGNJH



Oh well. That was fun. I wish I still got these stories to tell. Now if I were to make a self insert game like that again it'd just be about... IDK? A dungeon simulator. With a computer. You work on the computer then you pay the bills that are delivered to you through the bars of the dungeon room. Lol.