RPG Maker MZ
zephydel 28 AGO 2020 a las 17:27
What do you want to see in RPG Maker MZ or in the next RPG Maker?
Enemy Generator
Icon Generator
Tile Generator
Character Bust Generator
Resize Generator Parts
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Mostrando 46-60 de 71 comentarios
Zarmandis 13 NOV 2023 a las 15:01 
I would prefer a monster generator. I like to make my own characters so why not creating my own monsters?
Hermit Jester 13 NOV 2023 a las 18:58 
Update on my game progress




...




OBFUSCATED AND NON-OBFUSCATED PLUGIN HELL.


edit: if anyone wonders why, I know javascript and the obfuscated code and it's downsides.

I'm gonna take a break, man...
Última edición por Hermit Jester; 13 NOV 2023 a las 19:14
PorkChip 15 NOV 2023 a las 0:49 
It's a strange one because with Unite gone belly skywards for all intents and purposes I came back to MZ after a longish break (maybe 10-12 months of serious project making) and now when I look for plugins for a specific feature around 70% there is one right there for me.

So in terms of MZ catching up with MV on the plugins front it seems to be catching up rather nicely.

What I would like in the next engine vanilla would be these options:

-8 directional movement
-Fully animated sprites including Battlers (enemies)
-Customisable menus and HUDs
-Choice between using tilesets and properly layered parallax mapping with precise collisions
Hermit Jester 15 NOV 2023 a las 8:23 
Publicado originalmente por NinthNei:
It's a strange one because with Unite gone belly skywards for all intents and purposes I came back to MZ after a longish break (maybe 10-12 months of serious project making) and now when I look for plugins for a specific feature around 70% there is one right there for me.

So in terms of MZ catching up with MV on the plugins front it seems to be catching up rather nicely.

What I would like in the next engine vanilla would be these options:

-8 directional movement
-Fully animated sprites including Battlers (enemies)
-Customisable menus and HUDs
-Choice between using tilesets and properly layered parallax mapping with precise collisions
If that were to happen in an MZ or a new engine, I would buy that in a heartbeat.
if the gameplot/gamestory sucks, it doesnt matter if your character can move in 8 directions. Look at all the beautiful games out there, that totally sucks, no matter how cool they look.

A good HUD doesnt save a game from sucking. So I hope you guys have a good plot, or else your games will totally fail in winning the hearts of the audience.

Because it is why you buy a game-maker-engine yes?
To make a game. No pressure.. ^^
Última edición por 𓂀 MithrilArt 𓂀; 15 NOV 2023 a las 8:44
PorkChip 15 NOV 2023 a las 9:23 
Publicado originalmente por 𓂀 MithrilArt 𓂀:
if the gameplot/gamestory sucks, it doesnt matter if your character can move in 8 directions. Look at all the beautiful games out there, that totally sucks, no matter how cool they look.

I was just listing things I would like to see, that's all.

Yes, I just completed an MZ game where you can only move left and right. I'd just like to see 8 directions as on option.
𓂀 MithrilArt 𓂀 15 NOV 2023 a las 10:15 
how about making a common event always running, if button w is pressed go 1 up.
if button q is pressed go 1 up and 1 to left
if button e is pressed go 1 up and 1 to right
etc etc etc

use those heads of yours.
PorkChip 15 NOV 2023 a las 11:01 
Publicado originalmente por 𓂀 MithrilArt 𓂀:
how about making a common event always running, if button w is pressed go 1 up.
if button q is pressed go 1 up and 1 to left
if button e is pressed go 1 up and 1 to right
etc etc etc

use those heads of yours.

I think you are misunderstanding. I know how to do these things.

'What do you want to see in RPG Maker MZ or in the next RPG Maker?'

That is the topic title. I was just listing things I would like to see when I download a vanilla project. Yes, I understand that these can be done with events and plugin hunting etc, I was commenting on what I would like to see out of the box.
𓂀 MithrilArt 𓂀 15 NOV 2023 a las 11:07 
im not misunderstanding anything, i am arguing.
I want a make-a-game button in the next rpgmaker so i dont have to work at all.
with the AI on the march, i guess that button eventually exist.
Which takes the fun out of doing work yourself. Gaaah.
ryanwisemanmusic 31 DIC 2023 a las 13:51 
Publicado originalmente por zephydel:
I think the next RPG Maker should make it easier for users to create their own plugins. I do not like the idea of more or less digging through the code of my copy of RPG Maker to make a plugin for it. I also do not like the idea of [most] users being creatively and financially at the mercy of plugin makers.

There would be no need for 90% of plug-ins if they just implemented some basic features people have been wanting. For years, we've had variations of an Active Battle System; but the makers of RMMZ seem to not want the engine to even have that option.

It really shouldn't be that difficult to have more UI options, it would allow games to have less of that RPGMaker look if it was natively supported.

The one feature I would accept is better crosstalk between plug-ins (having more control to the individual variables of the plug-in without jumping into a script editor) because at least I could get the free commercial ones to better communicate if they share elements like menu editing (so that I can take use of some niche features that are distinct to the variations of Core engines without lack of compatibility). If there was a way of consolidating plug-ins into one, it would make me managing projects easier since I could have an overall derivative plug-in that would handle specific areas (like menu, battle mechanics, ect), and it would cut that list of plug-ins down by 5-10x.
Triple G 31 DIC 2023 a las 15:21 
This series is suffering from a lack of innovation. It needs UI customisation as others have said, along with multiple battle systems and custom levelling. I think it's time to implement some degree of 3D so we can change the perspective.
zephydel 31 DIC 2023 a las 15:22 
Publicado originalmente por ryanwisemanmusic:
There would be no need for 90% of plug-ins if they just implemented some basic features people have been wanting. For years, we've had variations of an Active Battle System; but the makers of RMMZ seem to not want the engine to even have that option.

It really shouldn't be that difficult to have more UI options, it would allow games to have less of that RPGMaker look if it was natively supported.

The one feature I would accept is better crosstalk between plug-ins (having more control to the individual variables of the plug-in without jumping into a script editor) because at least I could get the free commercial ones to better communicate if they share elements like menu editing (so that I can take use of some niche features that are distinct to the variations of Core engines without lack of compatibility). If there was a way of consolidating plug-ins into one, it would make me managing projects easier since I could have an overall derivative plug-in that would handle specific areas (like menu, battle mechanics, ect), and it would cut that list of plug-ins down by 5-10x.

RPG Maker should either choose to be an actual game engine or a "maker" game. It cannot be both.
bloopah 31 DIC 2023 a las 15:57 
Publicado originalmente por zephydel:
Publicado originalmente por ryanwisemanmusic:
There would be no need for 90% of plug-ins if they just implemented some basic features people have been wanting. For years, we've had variations of an Active Battle System; but the makers of RMMZ seem to not want the engine to even have that option.

It really shouldn't be that difficult to have more UI options, it would allow games to have less of that RPGMaker look if it was natively supported.

The one feature I would accept is better crosstalk between plug-ins (having more control to the individual variables of the plug-in without jumping into a script editor) because at least I could get the free commercial ones to better communicate if they share elements like menu editing (so that I can take use of some niche features that are distinct to the variations of Core engines without lack of compatibility). If there was a way of consolidating plug-ins into one, it would make me managing projects easier since I could have an overall derivative plug-in that would handle specific areas (like menu, battle mechanics, ect), and it would cut that list of plug-ins down by 5-10x.

RPG Maker should either choose to be an actual game engine or a "maker" game. It cannot be both.
and why is that?
Zerebrat 17 ENE 2024 a las 6:01 
Publicado originalmente por Raylen:
Pixel movement by default.
+1
VobloLub 17 ENE 2024 a las 7:38 
Publicado originalmente por Zerebrat:
Publicado originalmente por Raylen:
Pixel movement by default.
+1
+1
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