RPG Maker MV

RPG Maker MV

Auto-Save/Auto-Back Up Project?
Does this exist as an option or add-on for RPG Maker MV? Just lost two hours of progress thanks to a crash. Anything that can recover lost data from crashes like with MSWord? If these don't exist, are they planning on adding these fixes?
< >
Showing 1-5 of 5 comments
Caethyril Apr 7, 2019 @ 4:06am 
Nothing like that exists currently, but you could suggest it over on RMW: https://forums.rpgmakerweb.com/index.php?forums/editor-suggestions-and-improvement.168/

I believe MS Office apps use a hidden "recovery" file that auto-saves every so often. When the program closes normally, this file is deleted. When launched, the app checks for the existence of any such file and if so launches the recovery process. Not sure if that's possible in RMMV without a major rework of how it accesses files, but could be worth requesting regardless. =)
JohnDoeNews Apr 7, 2019 @ 6:33am 
So... You lost 2 hours but not the whole project? Note that working in MV for hours without saving, might even be the reason for the crash. You need to make saves more often.

Don't you test everything you do? If you work for 2 hours, and run into a strange error in the game, how will you ever find out what went wrong? Is it something you changed 2 hours ago, or did you make the mistake just now?

My advice is to test your progress with every little change you made. This way you save often enough, and you are always sure everything works.

What Caeth says is right too. MS office uses temporary saves on a timer, which only saves the changes, not the whole file. This is impossible (or at least very hard) for MV, because your project is not 1 file, but a collective of many files.
Originally posted by Caethyril:
Nothing like that exists currently, but you could suggest it over on RMW: https://forums.rpgmakerweb.com/index.php?forums/editor-suggestions-and-improvement.168/

I believe MS Office apps use a hidden "recovery" file that auto-saves every so often. When the program closes normally, this file is deleted. When launched, the app checks for the existence of any such file and if so launches the recovery process. Not sure if that's possible in RMMV without a major rework of how it accesses files, but could be worth requesting regardless. =)

Thank you amigo.

Originally posted by BigFatX:
So... You lost 2 hours but not the whole project? Note that working in MV for hours without saving, might even be the reason for the crash. You need to make saves more often.

Don't you test everything you do? If you work for 2 hours, and run into a strange error in the game, how will you ever find out what went wrong? Is it something you changed 2 hours ago, or did you make the mistake just now?

My advice is to test your progress with every little change you made. This way you save often enough, and you are always sure everything works.

What Caeth says is right too. MS office uses temporary saves on a timer, which only saves the changes, not the whole file. This is impossible (or at least very hard) for MV, because your project is not 1 file, but a collective of many files.

The two hours was spent mainly writing dialogue and building maps- nothing that really needed testing. I think I grew complacent with RPG Maker VX Ace. I have a little over 700 hours in it and it never crashed, so I suppose I didn't think RPG Maker MV would either. I suppose I there's not much to do except start saving/closing the game more often.
JohnDoeNews Apr 8, 2019 @ 9:51am 
Originally posted by Baron von Tansley:
The two hours was spent mainly writing dialogue and building maps- nothing that really needed testing. I think I grew complacent with RPG Maker VX Ace. I have a little over 700 hours in it and it never crashed, so I suppose I didn't think RPG Maker MV would either. I suppose I there's not much to do except start saving/closing the game more often.

You don't have to close the game all the time. It won't crash all the time either. But if you don't test, just teach yourself to hit ctrl+s everytime you changed something important.
JohnDoeNews Apr 8, 2019 @ 10:26am 
Btw, I don't want to take your hand and lead you trough all the steps of making a game, but do you not use choices, or conditional branches, or animations, moveroutes, sound effects, variables, color codes, shortcuts, anything like that during dialogue? I think that should be tested.

And even without all that, you need to test dialogue to see if all tekst fit the screen. And to see if you didn't make any weird typo's. And if the dialogue gets triggered right.

But if you make a tiny mistake somewhere, and you miss it cause you don't test, that could mess up the whole flow of your game. And if you work for 2 hours after that mistake, and you finally test, it is hard to pick out those tiny mistakes.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Apr 6, 2019 @ 9:03pm
Posts: 5