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Pixel Game Maker MV!!

author=kory_toombs
You can make action RPGs with Solarus, but it's not anywhere near as easy to use as RPG Maker. Just a simple conversation requires a pile of code. But its good if you like Zelda type games.

Solarus Engine = http://www.solarus-games.org/


I'd just use game maker and write your own dialogue script. I've made most of my scripts basically to mimic RPG Maker event functionality.

I've only seen Zelda games made with it sadly so I dunno on solarus but it's in constant development.

Pixel Game Maker MV!!

author=Cap_H
Not being able to code isn't a problem. But It changes audiences.
There wasn't any RM type of coding either, you had some if statements and switches but that was it no way to utilize algorithms, loops, etc. Which is a big deal, what if RM had the same type of setup? It would literally be useless...

I like the RPG Maker series but it's not something I'd use for an A-RPG as better tools exist.

We know you don't have to use the flowchart method of coding you can use javascript which is what most people will end up using anyway. I can't judge something that isn't released yet but I'd likely just use javascript as it's less likely to cause a headache.

Pixel Game Maker MV!!

author=MarkusT
I was hoping they would make more genre specific makers.. Platformer maker.. Beatemup maker.. so on and so forth.
But instead, they keep trying to make an all in one maker and lumping different genres together into one genre as "action" .. noooooooooo
I even went to their facebook page, AND their website to let them know this was tried before with IG Maker (also known as the first Action Game Maker) and told them why it failed..
I would hope kadokawa would learn, but I guess not..

IG maker failed because there was no way at all to code, at least Pixel Game Maker MV does not have this problem.

Pixel Game Maker MV!!

It looks a lot like IG Maker because it's the next version in that series.
As for the flowcharts that was only used to connect scenes, not actually program an object.

Pixel Game Maker MV!!

author=turkeyDawg
RPG Mclean MV
this is like the 50th time I've seen Google Translate handle it this way and I'm still laughing at it :D

Anyway, new engines are always exciting. Since it has slopes, I wonder if its doing like most modern 2D game engines and using a full physics system. I'd... kinda be more interested if it wasn't, actually, just to have an option out there for when you want slopes but don't need all the other 60 thousand variables and calculations that come with a full system.
 this->getPhysicsBody()->removeFromPhysicsWorld();
Something like this would disable physics, granted assuming pixel is using cocos2d-x.

https://twitter.com/dorapikanisan/status/995536682316324864
More screenshots of the editor and flow-chart system

Pixel Game Maker MV!!

Hoping Cocos2d-x is the backend, as I could port some rpg stuff over :)
We should have more info on the 24th since that's when the Famitsu issue drops.

Windows 10

The RPG Maker 2X released on steam will work on Windows 10, the original versions would need to set compatibility to XP SP1 (surprisingly doesn't work at least for me with Win7SP1)

There was some glitch errors, and actually loading the game took time for some reason... but they worked.

Pixel Game Maker MV is going to SUCK

Basically minus this announcement you can't really conclude what's going to "suck" until it's released. Speaking of release you can complain once early access is available but I don't expect PGMMV to have the issues that plagues MV and hope to god a proper tile mapping tool is available, saw slopes so fingers crossed.

I do hope that it is new code and that most of the tools weren't just retooled from AGM/IGM as that would suck...

I plan on checking it out once I can buy it, but I do suspect people switching over from MV if they're planning on doing A-RPGs since MV is pretty slow...

Since cocos2d-x is used I expect a pretty snappy experience, I'm actually surprised cocos2d wasn't used for MV or moved in recent versions as it offers some pretty interesting features over pixel...

DragonBall Z: Saiyajin Legend

I see you added a new control system, mapping controls is nice but I feel most people end up using pads for these types of games so maybe pick a controller layout and go with it? Xbox or PS4 are the most common layouts on PC today, I took another route and chose the Sega Saturn Controller, Z and C buttons would just be LT and RT on a xbox or ps4 pad.

Worth moving a game from VX to MV??

If you're planning on doing anything that has several objects on screen "I tried about 2,000" well that led to fps issues and I knew it would... Anything that's really fast paced or anything with lots of objects on screen personally is a bug *to me not the general public.

This is a simple test I do to just about any engine, well except Unity or Godot because well they handle it with ease ^O^

For traditional RPGs it's perfectly fine, waste of time for A-RPGs though.