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#11 RPG MAKER MV !?!?!? - Page 2 Empty Re: RPG MAKER MV !?!?!?
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G@MeF@Ce

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Ok gang, I pre-ordered and paid for RPG maker MV, it was $71.99.
I was e-mailed a product key and now I'm waiting for the ability to download, install, and use the program, (Oct.23rd) will keep you posted!
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NuKa_BuBble

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it's a bit pricey but we'll see
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mr_wiggles

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I think the price is because its cross platform.
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this maker promises builds for; Windows/EXE, MacOSX/APP, Android/APK, iOS/IPA, HTML 5 for Web Browsers...mouse and touch support, 2000 items, 3 layer maps like RPGXP +, 48x48 sprites and 816 x 624 resolution and beyond through plug-ins, uses javascript for plugins (faster and just about every device uses js), event searcher (like rm2k) it's going to be totally worth +
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mr_wiggles

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I barely used RM2k, so i had to look into what event seracher was.
The search button lets you search through events'I rarely ever use it ...
http://rpgmaker.net/tutorials/325/

Maybe to the instructor it didn't seem like an important topic to talk about, but perhaps someone uses it far more.
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G@MeF@Ce

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one thing I loved about RMXP was the three layered maps, I'm certain someone will create a plugin/script for fog and panoramic background.
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mr_wiggles

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So this is more like VX for the phone?
RPG MAKER MV !?!?!? - Page 2 Untitl14

I thought there was 3 layers for mapping; i only see 2, and they are not even select-able(like VX) Link?
But in RPG Maker MV, since the program automatically switches between upper and lower, a simple three-layer structure is now possible.
Idk i kinda like being able to manually make my decisions on what layer i should put my custom tile-set tile onto. Seeing how i drew it i think i know how it should look when used in the editor. (why i like RMXP)

I can see that the tileset must manage its memory better then RMXP because instead of creating 3 layers of your map (width X height X 3) it trys and sort out what it only uses. (say width = 20 height = 15 X 3 = 900 tiles, most of which are nil on the top two layers being all you have drawn was a grass field)

But that could be fixed with a map compressor script to shift out the nil tiles and make look up faster in the hash pile. (20 X 15 X 3 -(nil_Tiles X 2) you end up with just 300 tiles instead)

I never liked auto shadows, at-least the sprites don't look like a RMXP sprite went deep sea diving. (Though i can't find any VM sprites to look at in depth, google just wants to show me VX stuff.)
Spoiler:
Was this to save memory and speed the game up? Smaller sprites = less video memory. Cause i was never a fan of the small "compressed" sprites.

The script data base, (my bad, plugin manager) looks nifty, super simple for those who do not wish to see an ounce of code and looks like you can just use an 'on/off' instead of =begin and =end for commenting large scripts or "plugins" to disable them to check conflicts. It also has the script settings, usually in a header anyways, into a parameter box. Looking more at it now, looks like they removed the script editor, and made it a plugin manager instead. So going to have to use a 3rd party editor when writing them. (Notepad+)
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G@MeF@Ce

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I hope MV has the same mapping like rmxp, I like that hash pile example... it made my mind say damn! I'm sure we are going to see an influx of plugin scripts now in javascript instead of ruby, I'm curious to see who will be first to make an 8-way directional / pixel movement plugin. I'm definitely going to need your help on making a shooting platformer + so excited about RMMV even the site makers; avatar, frame, icon, namegen, are all written in javascript Cool
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mr_wiggles

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Yea leaning java sounds like it will be beneficial in the long run as well.
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G@MeF@Ce

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ok gang, here's the link to download the trial, which is actually the complete version should you have a key

RMMV download 534mb
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