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Comunicar un error de traducción
...
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...
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
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.. ^^
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.
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.
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.
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.