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Pixel Game Maker MV!!
+++ DynRPG - The RM2k3 Plugin SDK +++
author=Giznadsauthor=TheBlastedHeathThis is easily doable in RM2K3 already.
I swear, I would pay somebody to make an 8-direction pixel movement script!
Personal message me and I will explain.
If you mean by using pictures and X/Y coordinates then yes but seriously not recommended... I think he's referring to an actual script that converts the default script from moving in a grid to 1x1 movements. Just because you set your player graphic to a transparent one, use the picture method for pixel movement it's not really pixel movement as that object is still moving by 16x16 increments.
Pixel Game Maker MV!!
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.
- 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.
Pixel Game Maker MV!!
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.
What are you thinking about? (game development edition)
Think it's safe to say Seiken Densetsu 3 had fantastic tiles!
I can't use the trees because the difference in size of character sprites.

I can't use the trees because the difference in size of character sprites.

What are you thinking about right now?
What are you thinking about? (game development edition)
Considering the developer basically killed any plans of me ever using Pixel Game Maker MV I would just recommend either learning Construct 3, or Unity with Bolt Visual Scripting which actually is pretty dope!
Right now I'm just trying to get into a spriting mood so off to the hot tub!
Right now I'm just trying to get into a spriting mood so off to the hot tub!
Pixel Game Maker MV!!
Pixel Game Maker MV!!
author=visitorsfromdreams
If this engine works as advertised Shooty and the Catfish will be my last turn based RPG and I will start looking more into action RPG/Zelda style hybrids. Don't think I will need a kit but if I ever get it working I will share the working files.
I was planning on the lines of Seiken Densetsu 3(Legend of Mana), Cross-Code, and yes Zelda to a degree. I don't think you'll be able to do 70 objects per screen... you may have to do a lot of js based instancing.
Also...
sprite->removeComponent(sprite->getPhysicsBody());
Should be called with every object, RPGs don't need physics, actually platformers don't need physics at all (Sonic, Mario, RockMan(MegaMan) did not use physics in a sense that you need it for the whole world. They all used custom sprite based physics which is usually very basic)
[Pixel Game Maker MV] Action-RPG Kit
Pixel Game Maker MV launches next Tuesday and I feel a RPG kit should be made for it mainly so it gives users who want to create an action-rpg with little to no programming knowledge.
If you want to help post a reply in what you specialize.
We mainly just need scripters, not planning on creating a RTP.
Features:
- Custom Camera
-- Handles Resolution/Aspect Ratio, Zoom, Shake, Pan, etc (Not a fan of using defaults and I have a 21:9 monitor so would be nice to add a 21:9 option)
- Pixel Based Movement
-- Standard tile Collision
--- Slanted/sloped tile collision (Think about Snes Zelda and it's slanted tiles)
- Projectiles:
-- Standard Projectiles like missiles, bullets, etc
--- Beam/Laser Projectiles
- RPG Maker event scripts
-- Think about the events you can use in RPG Maker, like move_step, fog, change actor, remove actor, change stats etc. There will be event scripts to make life easier.
- Ally Support!
-- Have up to 2 allies help you slay the dragon!
- Equipment:
-- Can hole 1 to 2 weapons
--- Can equip gloves, boots, armor, etc (standard stuff)
- Actor Classes
-- Sub Classes
- Standard Final Fantasy menu
-- Just something to get started with
- Save/Load
-- Do not know if this is a default feature that Pixel provides but the kit will offer something similar to Final Fantasy/Rpg Maker.
Projected release: Next Year...
While I am trying to aim this to those who can't code, keep in mind you will still need to know the basics of javascript in the end.
* I have no idea if pixel will suck or not as an engine, it seems capable enough for snes rpgs based on what I saw during bitsummit and IGNs coverage of the editor.
If you want to help post a reply in what you specialize.
We mainly just need scripters, not planning on creating a RTP.
Features:
- Custom Camera
-- Handles Resolution/Aspect Ratio, Zoom, Shake, Pan, etc (Not a fan of using defaults and I have a 21:9 monitor so would be nice to add a 21:9 option)
- Pixel Based Movement
-- Standard tile Collision
--- Slanted/sloped tile collision (Think about Snes Zelda and it's slanted tiles)
- Projectiles:
-- Standard Projectiles like missiles, bullets, etc
--- Beam/Laser Projectiles
- RPG Maker event scripts
-- Think about the events you can use in RPG Maker, like move_step, fog, change actor, remove actor, change stats etc. There will be event scripts to make life easier.
- Ally Support!
-- Have up to 2 allies help you slay the dragon!
- Equipment:
-- Can hole 1 to 2 weapons
--- Can equip gloves, boots, armor, etc (standard stuff)
- Actor Classes
-- Sub Classes
- Standard Final Fantasy menu
-- Just something to get started with
- Save/Load
-- Do not know if this is a default feature that Pixel provides but the kit will offer something similar to Final Fantasy/Rpg Maker.
Projected release: Next Year...
While I am trying to aim this to those who can't code, keep in mind you will still need to know the basics of javascript in the end.
* I have no idea if pixel will suck or not as an engine, it seems capable enough for snes rpgs based on what I saw during bitsummit and IGNs coverage of the editor.













