- Jun 5, 2017
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Could be, don't know, I managed to find post, so might know what's that about.Yeah, that's never been a thing. I don't know what that dev is talking about.
Could be, don't know, I managed to find post, so might know what's that about.Yeah, that's never been a thing. I don't know what that dev is talking about.
I don't know what he was told on the forums, but that's not really how it works. In MV (Which I assume he was using based off the post) only animations (Database ones, like attacks) and tilesets have a limit that low. Variables and switches go up to 5000, and most database entries go up to 9999. If you really need more than that, you're being yandere dev levels of inefficient. There is zero limit to images and animations. The post he's replying to doesn't make sense either. It doesn't matter how many images are in the folders, it matters how many are shown at one time. That goes for all game engines. Nothing hits performance if it's not being used. You might slow the image selection tab, but I honestly doubt it. MV is 64 bit. Even then you don't even need to use it, you can call images directly with script calls if you wanted to.Could be, don't know, I managed to find post, so might know what's that about.
Ugh. Sounds like it's a Unity fantasy of mixed up plugins?Many would say MZ, I say it depends. If you're not making your own plugins (Unrealistic as you'd need to make over 100 for any serious project) with MZ you're stuck with Visustella for a lot of things, and those chucklefucks obfuscate the code of their plugins. Big no-no when it comes to game development. I personally use MV.
There are ways to use older plugins on MZ, but they broke some stuff I needed, so I just said fuck it and made my second game on MV just like my first. Still has more functions than most MZ games you'd find on here, because it's ultimately the dev that's important rather than the engine. (Something I know you're familiar with.Ugh. Sounds like it's a Unity fantasy of mixed up plugins?
Funny you should mention, you can actually just do that in RPGM without a plugin if you get creative.I actually tried to hunt down one of those phone plugins for godot or unity but I couldn't find it, finding a mobile UI that's a phone was harder than I thought because you get into a billion articles and such about actual mobile UI development, not a UI that's looks like a phone.![]()
Yes, it was MV, I remember playing first version on it. Was curious, so continued to read, and there is another Post. Beats me, I never did anything serious with MV, besides basic recoding of some bugged events in games I downloaded, so... not any kind of expert in it.I don't know what he was told on the forums, but that's not really how it works. In MV (Which I assume he was using based off the post) only animations (Database ones, like attacks) and tilesets have a limit that low. Variables and switches go up to 5000, and most database entries go up to 9999. If you really need more than that, you're being yandere dev levels of inefficient. There is zero limit to images and animations. The post he's replying to doesn't make sense either. It doesn't matter how many images are in the folders, it matters how many are shown at one time. That goes for all game engines. Nothing hits performance if it's not being used. You might slow the image selection tab, but I honestly doubt it. MV is 64 bit. Even then you don't even need to use it, you can call images directly with script calls if you wanted to.
Honestly, it looks like he switched to Renpy based on a misconception.
Yup, basically why I wanted to correct. Didn't want to discourage anyone from using it off of false assumptions.If it's false, then, topic poster... disregard what I wrote.
I don't know if you've used godot or Unity Or unreal before, but I'm pretty decent enough in all of them, though I am getting dirty with godot and somewhat more annoyed at how it's set up and that I have to build every basic thing again.There are ways to use older plugins on MZ, but they broke some stuff I needed, so I just said fuck it and made my second game on MV just like my first. Still has more functions than most MZ games you'd find on here, because it's ultimately the dev that's important rather than the engine. (Something I know you're familiar with.)
Funny you should mention, you can actually just do that in RPGM without a plugin if you get creative.You must be registered to see the links. Though, one change I'd make is to get a plugin that lets you assign common events to buttons so you don't have to use parallel processes, as well as giving you the benefit of vastly expanding what you can do with hotkeys. (I have many in my game, even stuff like quick saving)
That's definitely RPGM. It gives you most of what you need upfront to make an RPG. Stat system, status effects, weapons, armor, magic, skills, tilesets, enemies, items, variable and switch tracking, easy eventing. You can go as simple or complex as you want. It's visual coding at it's base, so it's easy to keep track of too.I honestly am just old and tired and tired of coding, is an RPGM thing actually worth it to learn or should I just use some more modern tool? I'm not looking to break the world with advancements or cool functionality, but I'd like some sort of trashy basic rpg setup for my trash slop game in the easiest path possible that doesn't make my head hurt too much.
Im capable, probably too capable... but I'm just tired of it. tell me the easy path![]()
Ok. I'm gonna try to learn this thing since you think it's cool.That's definitely RPGM. It gives you most of what you need upfront to make an RPG. Stat system, status effects, weapons, armor, magic, skills, tilesets, enemies, items, variable and switch tracking, easy eventing. You can go as simple or complex as you want. It's visual coding at it's base, so it's easy to keep track of too.
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Edit: Ignore the Note section and dmg formula. That's my own stuff, and not standard RPGM.
If you can wait for a sale (they happen pretty frequently) RPGM MV goes on sale for as low as ten bucks US.Ok. I'm gonna try to learn this thing since you think it's cool.![]()
For some reason I think I have all these that I got over time from hundreds of years but I'll see what I got. Don't really want to buy plugins or assets though.If you can wait for a sale (they happen pretty frequently) RPGM MV goes on sale for as low as ten bucks US.
This is exactly why I'm always drawn to stuff like godot, even though I could use RPGM. If I use godot im going to have very unique menu systems and interaction functions.Overall no matter what engine you use I will give a really good recommendation, and that is; before you drop your 0.1 version you should NEVER use the standard menus/presentation that RPG maker or ren'py games give you, wanna know how to get your potential players to run away? when they see no effort on the presentation.
This is something that I tell many people because that's the first thing your players are gonna see, and if they feel that the game has no effort then you are starting in negative points, do not do that, if I see a 0.1 version that has some well made menus and presentation then that has a much bigger chance to make me want to follow your game updates compared to otherwise which I would leave to never return most likely.
Consequence of those options being in the system tab. You're usually only using that once, and completely forget about it later. You could even make those menu sounds a cat, if you wanted. The footstep noise is because it comes default in the quick-door creation. A lot of people don't remove it. (It's loud af, so I got rid of it.)It's like hearing the same squishy cum sound, or the "going to sleep song" that everyone uses, the menu beeps, and by god that "clunk clunk clunk" of walking into a new section footstep sound.
I always find it odd that even well customized and unique games in RPGM still use these corny sounds and songs every game is using.
Pro tier look!Consequence of those options being in the system tab. You're usually only using that once, and completely forget about it later. You could even make those menu sounds a cat, if you wanted. The footstep noise is because it comes default in the quick-door creation. A lot of people don't remove it. (It's loud af, so I got rid of it.)
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