SGT M'S PROFILE
Search
Filter
MV is OUT!
I feel like a lot of people have the same sentiments as I do so far.
It's a good upgrade if you're a power user, but more of a sidegrade for casual users. The files sizes for projects are massive and the game launchers alone are like 60 MB.
I like the engine overall, but if there's one thing I want to see revamped, it's file efficiency.
It's a good upgrade if you're a power user, but more of a sidegrade for casual users. The files sizes for projects are massive and the game launchers alone are like 60 MB.
I like the engine overall, but if there's one thing I want to see revamped, it's file efficiency.
Screenshot Survival 20XX
author=Pizza
16x16 tiles in MV. Honestly, I'm considering buying this because of how crisp and readable low rez art becomes in it.
This is good news for me, since I'll likely be using 16x16 tiles again down the road.
MV is OUT!
I enjoy the fact that it's much easier to exclude the RTP files from projects than it was before. While there were workarounds for Ace, you can now pretty much pick and choose what you want to keep. I was very worried at first that it would be the "all or nothing" case again like it was for Ace. And with the MV RTP being 400-ish MB, I was relieved to find this increase flexibility.
My big thing right now is the performance issues. I don't know if it's just me, but I feel like the games run a bit more janky than they did in Ace, and character movement isn't always fluid. It's especially noticeable in areas where you've implemented random encounters. Menu transitions and menu-related sound effects seem slightly delayed on occasion, too.
The editor feels unresponsive at times, especially when registering right-clicks.
MV has been an overall splendid upgrade from Ace in a lot of ways. But there's just little things here and there that makes it feel like they might have rushed it a bit.
EDIT: And yeah, I know it's not technically called RTP anymore. That habit will drop, don't you worry. :)
My big thing right now is the performance issues. I don't know if it's just me, but I feel like the games run a bit more janky than they did in Ace, and character movement isn't always fluid. It's especially noticeable in areas where you've implemented random encounters. Menu transitions and menu-related sound effects seem slightly delayed on occasion, too.
The editor feels unresponsive at times, especially when registering right-clicks.
MV has been an overall splendid upgrade from Ace in a lot of ways. But there's just little things here and there that makes it feel like they might have rushed it a bit.
EDIT: And yeah, I know it's not technically called RTP anymore. That habit will drop, don't you worry. :)
Whatchu Workin' On? Tell us!
For a while, I had been unsure of whether or not I would make another game after Brave Hero Yuusha. But I started thinking about what Yuusha would have been like if it used sideview battlers, and then ideas have started fluttering about in regards to a sequel or successor.
So I spent the evening putting together this (rough) mockup screen of what I want to tackle next. Maybe this will become an actual game someday.

So I spent the evening putting together this (rough) mockup screen of what I want to tackle next. Maybe this will become an actual game someday.

Super Pantito
RPGMaker MV Community
Reading this whole exchange has been a bit saddening. Do you really want to look back on these posts one day, BM?
I sure wouldn't.
I sure wouldn't.
[Poll] A quick question about ads and RMN
I'm usually pretty cool with ads as long as their usage and frequenct reasonable, unintrusive, and do not constitute and overwhelming portion of a given website. If a site makes me struggle to find the relevant content on a page, there's a problem.
As it stands now, I've never really had a problem with the way RMN uses ads, so I keep my adblocker off when browsing the site.
However, I WOULD be against the "Please disable your adblocker to view this content" thing that was mentioned earlier in the thread. Users should not be punished for wanting to browse the web on their own terms, and such measures are aggresively anti-consumer. Messages that ASK you to disable are fine, but locking content entirely seems like unnecessary punishment. I stopped visiting The Escapist altogether when they implemented that.
I'm sharing this viewpoint as someone who is a user and not a web developer. When a site tells me that I can't access it if I'm using an adblocker, my first thought is "I should stop visiting this site." And I think many, many others think the same way.
As it stands now, I've never really had a problem with the way RMN uses ads, so I keep my adblocker off when browsing the site.
However, I WOULD be against the "Please disable your adblocker to view this content" thing that was mentioned earlier in the thread. Users should not be punished for wanting to browse the web on their own terms, and such measures are aggresively anti-consumer. Messages that ASK you to disable are fine, but locking content entirely seems like unnecessary punishment. I stopped visiting The Escapist altogether when they implemented that.
I'm sharing this viewpoint as someone who is a user and not a web developer. When a site tells me that I can't access it if I'm using an adblocker, my first thought is "I should stop visiting this site." And I think many, many others think the same way.
Brave Hero Yuusha
author=JohnLeagsdurg
It's ScoopJohn from the Starmen.net forums.
This game is one who made me start planning my fangame, so, in other words, did you script the modified battle HUD? I might need somebody who can do a EarthBound Beginnings look-a-like battle HUD for my fangame. :P
The battle HUD, and anything else modified in the UI, was built entirely with the Luna Engine scripts. :)
Tides of War
I ended up playing about thirty minutes of the demo and I think you have a good base so far. I'm excited to see how this develops.
I'm curious though: does the demo use all of the music that you've included in the game files? There is a LOT of it here, and you might want to look at ways to cut some of the fat off that 600 MB file size to entice more people into downloading it. (Trust me, I've had people completely lose interest in some of my projects because the file size was too big.)
I'm curious though: does the demo use all of the music that you've included in the game files? There is a LOT of it here, and you might want to look at ways to cut some of the fat off that 600 MB file size to entice more people into downloading it. (Trust me, I've had people completely lose interest in some of my projects because the file size was too big.)














