TAYRUU'S PROFILE
Tayruu
0
Search
Filter
RPG Maker MV announced for PC and MAC
Yeah, I saw the official (English) page about it and I wasn't sure what to think. It sounds basically like RMVXAce, only with a third layer.
Heck speaking of layer stuff, are we still stuck with short characters that don't work right if they're more than two tiles tall? (i.e. in VXA by default if you stand in front of like a lamp post, your character can poke through star priority tiles)
There's so many liiiittle things honestly that I want to experiment with to check how they work, but I'm just too sceptical about this version at the moment.
Heck speaking of layer stuff, are we still stuck with short characters that don't work right if they're more than two tiles tall? (i.e. in VXA by default if you stand in front of like a lamp post, your character can poke through star priority tiles)
There's so many liiiittle things honestly that I want to experiment with to check how they work, but I'm just too sceptical about this version at the moment.
RPG Maker MV announced for PC and MAC
author=Ratty524author=Red_NovaI see you have never used RMXP. :P
What? You could just choose which layer to work on? That... that sounds magical! Holy crap if MV does this I swear I'll never touch Ace again.
But anyway, I'd be in the same boat with you if MV restores that feature.
Sadly, I don't think they have. Judging by this screenshot? http://www.siliconera.com/postgallery/?p_gal=500785|9 Still no layer buttons. I worry that this means repainting the lower layer will do the same thing as VXA too - erase the upper layer.
I'm probably sticking with VXAce at this rate anyway though, I'm not fond of Javascript's wonky logic. (And I'm just bitter about it being everywhere online with sites using 20 offsite scripts and all.)
Does anyone here uses Novelty?
I tried to use Novelty a while back, but it's a pretty heavy beta, and I checked a good half-a-year later and there weren't any updates, leading me to believe it is/was abandonware.
It you can make something of it though, go right ahead. For many, event-based engines are more approachable than pure code. I've grown comfortable with Ren'py... even when I do gripe about its language/design or Python sometimes.
It you can make something of it though, go right ahead. For many, event-based engines are more approachable than pure code. I've grown comfortable with Ren'py... even when I do gripe about its language/design or Python sometimes.
RPG Maker 2000 Value! Is now out in English!
I purchased this through the Humble Bundle deal and it's great to have an up-to-date and official version after all this time. However I do have a few gripes?
Firstly isn't about 2000: the 2k3 version in the Humble Bundle store is the steam version, so it requires Steam to run. I don't really want to have to run Steam to run game projects, is there any way I can get a copy of the non-steam version without having to rebuy it for $20 on the RMWeb site? . -.
As someone has already pointed out, the columns for actor stats are mixed up, but there are more things I have noticed. I'm not sure how well I'll explain this, so I'll try to make this straight forward.
Phew, okay that was pretty long so inside the spoiler it goes.
A big thanks to everyone who worked on improving both these. Just seeing the coloured event commands and striped line bg is really cool as it is! I'm so used to coloured lines in code (be it RGSS, eventing, or notepad++) I don't think I could look at my old evented systems because the uncoloured text would dizzy me. @ -@
Firstly isn't about 2000: the 2k3 version in the Humble Bundle store is the steam version, so it requires Steam to run. I don't really want to have to run Steam to run game projects, is there any way I can get a copy of the non-steam version without having to rebuy it for $20 on the RMWeb site? . -.
As someone has already pointed out, the columns for actor stats are mixed up, but there are more things I have noticed. I'm not sure how well I'll explain this, so I'll try to make this straight forward.
First thing is pretty simple, in the enemy tab the item reward could probably be extended to fill its row. I found this when checking if nothing was mixed up for the enemies tab.

However my real concern was with the battle messages and the like. One shortcoming on RM2k is it kinda has broken english. In the original Japanese version there is a certain character between (Target) and (damage value) (string), this got replaced with either a space or a dash depending on the version. This is still present in this version, but your interface in the database gives the impression otherwise.

By default, many but not all of the default provided messages lack preceding spaces, which results in text like this. It's hard to tell what does it and what does not without testing.


Frequently throughout the database you have things like this, but it's not true to how the message will appear in-game. This is what I'm talking about above: any time you have something between information in the greyed out area, it can be assumed that there actually won't be anything displayed. It's just a space.


Here's what I meant about how the presence of a space is inconsistent. But not only that, a space now exists that wasn't there in the unofficial translation. The space leading gold reward looks jarring and there's no way to remove it myself - the first field is empty.

There are also several header mistakes. For the sake of clarification I'll also try to include the sub-message issues.
Page 1
Ally Kill (Critical Hit) - "Kill" may give the wrong impression. "Critical Hit (By Ally)" may be better phrasing.
Enemy Kill (Critical Hit) - Same as above
Page 2
In general - Anything that by default only has "!" in the input field is preceded by a space, resulting in text like "Alex 13 HP !".
Inflicted Damage to Enemy, Character to X - To is not printed.
Damage Dealt to Ally - Should be “Enemy taking no damage”
Ally evaded the attack - Inflicted Damage to Ally
Ally evades damage - Ally taking no damage
(Aside: message 2 and 4 of column 1 both seem to be about not taking damage, but I don't know if it's miss or explicitly about 0 damage, because there is also an "Evades a physical attack" string. So these could be "Enemy/Ally avoided damage")
Use Item, Character uses X - Uses is not printed.
MP Recovery, Character recovers X - Not necessarily MP as this also applies to HP. Recovers is not printed.
Stat Increase, Character stats increased by X - Increased by is not printed.
Stat Decrease, Character stats decreased by X - Same as above
Ally MP Absorption, Character absorbs X - Again, also applies to HP. Also again, absorbs is not printed.
Enemy MP Absorption, Character absorbs X - Same as above
Level Up, Character Level Up to X - this might be the one case where a change was made to create readable english! Because the full level string is only displayed on level up (iirc) I would often set "Level" to "grew to level" to make this bit read right.

It's still wrong though. to is not displayed. is is. (And of course we can see skill learning is one of those cases where the space is not present, yet level up's is.) The correct phrase would be "(Character) is (Level) (X)".
I think in the future it would be cool to replace all the term fields with a dynamic system, using full length text entry, that accepts text like "(n) took (v)(p) damage!", similar to the way VXAce functions with the Vocab module.
I understand though that this might require heavy modification that simply isn't possible, or if it would cause massive incompatibility. It would however allow people to create more natural sounding english (or even other languages), as well as setting the tense they want. ('is level' is present tense. So that's stuck like that.)
The rest of the pages are shop, inn, and parameter names, and I don't think there will be issues with them, except perhaps allotted space. The space is limited in characters, so pairing them with message control might not work out so well. Obviously extending the space will cause overflow if too much is used, but I think most veterans know this. (And others learn it quickly.)

However my real concern was with the battle messages and the like. One shortcoming on RM2k is it kinda has broken english. In the original Japanese version there is a certain character between (Target) and (damage value) (string), this got replaced with either a space or a dash depending on the version. This is still present in this version, but your interface in the database gives the impression otherwise.

By default, many but not all of the default provided messages lack preceding spaces, which results in text like this. It's hard to tell what does it and what does not without testing.


Frequently throughout the database you have things like this, but it's not true to how the message will appear in-game. This is what I'm talking about above: any time you have something between information in the greyed out area, it can be assumed that there actually won't be anything displayed. It's just a space.


Here's what I meant about how the presence of a space is inconsistent. But not only that, a space now exists that wasn't there in the unofficial translation. The space leading gold reward looks jarring and there's no way to remove it myself - the first field is empty.

There are also several header mistakes. For the sake of clarification I'll also try to include the sub-message issues.
Page 1
Ally Kill (Critical Hit) - "Kill" may give the wrong impression. "Critical Hit (By Ally)" may be better phrasing.
Enemy Kill (Critical Hit) - Same as above
Page 2
In general - Anything that by default only has "!" in the input field is preceded by a space, resulting in text like "Alex 13 HP !".
Inflicted Damage to Enemy, Character to X - To is not printed.
Damage Dealt to Ally - Should be “Enemy taking no damage”
Ally evaded the attack - Inflicted Damage to Ally
Ally evades damage - Ally taking no damage
(Aside: message 2 and 4 of column 1 both seem to be about not taking damage, but I don't know if it's miss or explicitly about 0 damage, because there is also an "Evades a physical attack" string. So these could be "Enemy/Ally avoided damage")
Use Item, Character uses X - Uses is not printed.
MP Recovery, Character recovers X - Not necessarily MP as this also applies to HP. Recovers is not printed.
Stat Increase, Character stats increased by X - Increased by is not printed.
Stat Decrease, Character stats decreased by X - Same as above
Ally MP Absorption, Character absorbs X - Again, also applies to HP. Also again, absorbs is not printed.
Enemy MP Absorption, Character absorbs X - Same as above
Level Up, Character Level Up to X - this might be the one case where a change was made to create readable english! Because the full level string is only displayed on level up (iirc) I would often set "Level" to "grew to level" to make this bit read right.

It's still wrong though. to is not displayed. is is. (And of course we can see skill learning is one of those cases where the space is not present, yet level up's is.) The correct phrase would be "(Character) is (Level) (X)".
I think in the future it would be cool to replace all the term fields with a dynamic system, using full length text entry, that accepts text like "(n) took (v)(p) damage!", similar to the way VXAce functions with the Vocab module.
I understand though that this might require heavy modification that simply isn't possible, or if it would cause massive incompatibility. It would however allow people to create more natural sounding english (or even other languages), as well as setting the tense they want. ('is level' is present tense. So that's stuck like that.)
The rest of the pages are shop, inn, and parameter names, and I don't think there will be issues with them, except perhaps allotted space. The space is limited in characters, so pairing them with message control might not work out so well. Obviously extending the space will cause overflow if too much is used, but I think most veterans know this. (And others learn it quickly.)
Phew, okay that was pretty long so inside the spoiler it goes.
A big thanks to everyone who worked on improving both these. Just seeing the coloured event commands and striped line bg is really cool as it is! I'm so used to coloured lines in code (be it RGSS, eventing, or notepad++) I don't think I could look at my old evented systems because the uncoloured text would dizzy me. @ -@
Pages:
1













