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http://www.rpgmakerweb.com/products/programs/rpg-maker-mv
Do you know what this means!?....
edit:
RMMV download 534mb
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http://www.rpgmakerweb.com/products/programs/rpg-maker-mv
Do you know what this means!?....
edit:
RMMV download 534mb
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Looks like I might get a new hobby for a while
Gotta learn Java if i can find enough time.
Thanks for sharing senpai!
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Gotta learn Java if i can find enough time.

Thanks for sharing senpai!
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Mobile support is really the seller to me on this. It's huge.
I see a lot of RPG Maker games on Steam as it is (and awfully overpriced tbh) and I think this will be an excellent opportunity to do some stuff with it! Java coding is also a huge plus. Did it say it was strictly java or are they keeping some of the Ruby in it?
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I see a lot of RPG Maker games on Steam as it is (and awfully overpriced tbh) and I think this will be an excellent opportunity to do some stuff with it! Java coding is also a huge plus. Did it say it was strictly java or are they keeping some of the Ruby in it?
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I'm not really sure, but I like the mobile support too since I think that kind of RPG are not fit for PC anymore, but it's a personal opinion I guess.
It is said in the product description that it will be javascript and html5 coding, but I don't know about the ruby
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It is said in the product description that it will be javascript and html5 coding, but I don't know about the ruby
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I think when we get our hands on it, we should collaborate a mobile project together. Mobile games are definitely the easiest way to get the name out there, even simple games. I see many games on the app store that have 10 games in a series that are semi-popular and even 1000 people downloading a game would be enough for me
I do see a lot of Final Fantasy clones though (hell, XP took many texture sprites from FF4) coming out of MV, but I would still enjoy playing them on mobile.
I personally don't like to play RPG's like the early Final Fantasy's while slouching at my computer desk and would much rather play them in the comfort of my bed.
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I personally don't like to play RPG's like the early Final Fantasy's while slouching at my computer desk and would much rather play them in the comfort of my bed.

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man I can't wait when is thing coming out? It will bring back our "Maker" community once again, how exciting for mobile, we could make games, apps, etc... can't wait!
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WOWW!! Can it works on mac and make mac games? n.n
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I have read at that official site and it not just support windows like the old one but also -mac -android -ios and -html 5 too.This is really awesome as I'm an indie android game developer.RPG Maker MV will bring me back my old time of RPG Maker.I'm really excited about this.
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Hmm I dunno, I never could get into small screen RPG's as much.
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Looks like im going to be learning some java scripting.
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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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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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it's a bit pricey but we'll see
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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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I barely used RM2k, so i had to look into what event seracher was.
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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http://rpgmaker.net/tutorials/325/The search button lets you search through events'I rarely ever use it ...
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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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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So this is more like VX for the phone?

I thought there was 3 layers for mapping; i only see 2, and they are not even select-able(like VX) Link ?
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.)
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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I thought there was 3 layers for mapping; i only see 2, and they are not even select-able(like VX) Link ?
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)But in RPG Maker MV, since the program automatically switches between upper and lower, a simple three-layer structure is now possible.
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:
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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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
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Yea leaning java sounds like it will be beneficial in the long run as well.
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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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I haven't even openened XP for a long time, but not gonna lie this makes me keen as. Does anyone know with certainty if MV is more like XP or VX in terms of mapping? I remember VX mapping was pretty limiting because it automated some stuff whereas in XP you could force certain designs cos of the layers. Fuark this is mad. Also, are you totally stuck with the same style of sprites or can you use non-chibi stuff? Yeah VX scarred me for life.
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It is DEFINITELY that awful VX mapping style. lol
I was playing with it and im still trying to get use to how to even use the tile-set database GUI and mapping is just odd. i tend to use right click to erase tiles (paint over) in MV it copies all the layers to that tile and then paints. (grass with a path on it is copied as one piece instead of just the path tile on top of the grass tile)
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I was playing with it and im still trying to get use to how to even use the tile-set database GUI and mapping is just odd. i tend to use right click to erase tiles (paint over) in MV it copies all the layers to that tile and then paints. (grass with a path on it is copied as one piece instead of just the path tile on top of the grass tile)
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I wanted to pre order this but I wanted the disk rather than having to deal with steam. At that time the price was like 72 bucks. Now it's like 80.
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