RPG Maker MV

RPG Maker MV

Scalius Jul 24, 2017 @ 6:46pm
ONLINE GAME!
Hello, can you tell me if i can create a online game mmo with RPG maker MV and if possible in android devices? thanks
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Showing 1-15 of 15 comments
While technically possible, it's not recommended.
Scalius Jul 24, 2017 @ 8:05pm 
Why please?
Marquise* Jul 24, 2017 @ 8:43pm 
It is not native to MV
If you are asking that question you don't have the skills to do it. If you had the skills to do it it would be obvious why doing it is a bad idea.
JohnDoeNews Jul 24, 2017 @ 9:34pm 
Originally posted by kittylitterproduction:
If you are asking that question you don't have the skills to do it. If you had the skills to do it it would be obvious why doing it is a bad idea.
Whaha, I just said the same thing, (if you need to ask, you don't have the skills) then went to the next subject (battle system question) and saw someone said the same thing there too. :p So I deleted mine. Don't wanna feel like a parrot. :p

However, don't deel bad about not being able to do so ScaLpa. This would be out of reach for much RPG Maker users. Including me.
Last edited by JohnDoeNews; Jul 24, 2017 @ 9:36pm
Scalius Jul 25, 2017 @ 7:48am 
Lol, of course i dont have the skill but i can learn? you know what is "Learn" ?
every one started at zero.
Marmalade Chainsaw Jul 25, 2017 @ 11:17am 
But I think you kind of ignored the part about it being a bad idea. It's not the best engine if you're planning on anything MMO. Doing MMO as indie isn't a good idea in the first place, honestly.

If you're just looking at it as a practice project to see if it's possible, that's one thing, but for an actual serious project, I would not recommend it.
MaGicBush Jul 25, 2017 @ 5:32pm 
Id recommend using byond if your wanting to make an mmorpg. It has networking built in.
JohnDoeNews Jul 26, 2017 @ 8:19am 
Sure, you can learn. I don't mean to be rude or talk you down, I just want to say, this is a very complex and hard process. Most of us on here have spend many hours learning about all the possibilities of RPG maker MV, but not many, if any, of us can do this.
JohnDoeNews Jul 26, 2017 @ 8:21am 
If you can do it, let me us know, though. I would love to check your MMO out. :) And maybe you would share with us how you did it. :p You would make a lot of people very happy.
I saw a video about that. I don´t really know, if that can help you. Here is the link: https://www.youtube.com/watch?v=Xca8Z8bDLbM
Hajami Jul 30, 2017 @ 4:41pm 
Not Possible with the standard engine or with existing plug inns.
But the engine allows you to use java script, thatway you could script it from scratch if you
are an expert on it.
So in general , no not possible. And its not likely someone will do this in a userfriendly way and share it with the public. But it could be done the engine does not restrict it like it seems with vx ace.
Last edited by Hajami; Jul 30, 2017 @ 4:42pm
JT Aug 3, 2017 @ 8:12pm 
Originally posted by ScaLpa 乇ムらㄚ:
Lol, of course i dont have the skill but i can learn? you know what is "Learn" ?
every one started at zero.

oh, sure, but the people who jumped into making a >mildly successful< mmo certainly didn't start the project at 0

You certainly aren't about to coerce the entire engine to bend to your will as you force things into said engine that was totally not built for said things at 0

You definitely aren't going to get a fully functional APK (in terms of all the nice things Google Play can get you like achievements, apk expansion files, etc, last I checked) from what MV spits out and trying to figure how to do that was a massive pain (I know from experience, and this was walking in already having a good amount of Java and Comp Sci. under my belt)

Heck, this is before we talk about servers, SQL databases, packet protocols, and all that nice stuff. That crap has to be set up in such a precise manner as to achieve acceptable pings for the serviced areas and just throwing crap together ain't gonna cut it. Hope you can wrap your head around multi-threading, cause you're definitely gonna need some of that to have a server (and no, you can't just MT everything; have fun figuring out what can and can't be threaded and how to handle blocking operations). You aren't gonna be building said server in MV or JS, either, so now comes the fun of learning a whole new language (probably C++) to build it from scratch; ah, and have fun trying to figure out how to connect the MV client to the server and maintaining the connection

Unless you're entirely dedicated or heavily masochistic, you will absolutely burn out starting from 0, guaranteed; probably before any of the actual game creation gets started due to the amount of preplanning required to do it right

Now if this is just to learn/for giggles, then by all means have fun, but at least know what you're about to get in to :p
Donoghu Aug 6, 2017 @ 12:48am 
There's a trick into getting toward what you want.

• Start by making a full game. This means one you start, play, have fun and has an ending. Nothing fancy and no custom script. Only something made with the tool already avalaible to you. As long as you haven't done that... even if you have tried 1000 of project, you're not ready for the next phase. It's easy to make a game. Pong's concept is a game's concept after all! It's hard to make a game that works well from the start to the end. You got menus, audio, actions (content), and interaction to take into consideration. Master those tools first.

• Then make a full game that has new stuff added with scripts you have written yourself. If you can't script, look online for tutorial that give you not only the script, but also all the explaination about what does what. The key rule here is that you got to write it yourself. Don't copy-paste anything. You don't learn how to drive a bicycle just by looking at someone else as you got to do it yourself! It's scary, but it's necessary.

• Then look online for how the language you learned can be used with online stuff. Don't look for anything like gameplay yet! It could be something like getting some kind of list from a website and adding its content onto a scoreboard in-game. Then once you're able to download something, you'll have to try to upload something. This can be done with 2 clients if you don't own any kind of online storage with public access. (Forget things like Google Drive and other storage system that has keys identification. You want something simple as of now). Now try to upload a score or something from inside the RPG Maker's client. (the client is the executable .exe you run that is "the game" itself) It doesn't have to be something complex or even be readable from a page. Just try to send a .txt file into another PC or storae on a server is already a good beginning.

• Then start thinking about how you can use that kind of file/data transfer to transfer stuff like positions and actions. Push it further and make it so that 2 clients can connect to each other. (no server yet). A "simple" LAN access where you use run 2x the client on the SAME PC for a start. Later you could try on 2 PCs through a router/LAN access.

•Only after all that you can start thinking about actual MMO-features.
Belaaron Aug 11, 2017 @ 9:04am 
One thing...and one thing only, to remember...

If you do things right, and as carefully as possible, it may take longer, but it will be far less frustrating...in every conceivable way.

If you do things the fast way, or the easy way (as nearly all software is, today), it will do nothing but aggravate you, anyone helping you, and everyone using whatever you made (just like today).

Better to take two decades and have it be as close to flawless as is practically possible...than get it done in a few months and basically be unfinished, buggy, and ultimately impossible to fix (just like today).

It's an enormous task. One far beyond a beginner...but it's just as far from being impossible, also. Don't plan on even starting it for a good few years, at a minimum...and that's if you're especially talented (in which case, stay indie, because most development studios are so oppressed by their publishers that there's no point in their existence).

A good choice would be to outline the MMO world you want to build (preferably on paper), and begin with the smallest, simplest starting point in it. Build that starting point in MV, and just build a single-player game outward from there...piece by piece, learning as you go. Focus on getting things right, instead of making things as you wish.

Eventually, you'll come to a point where you either know how to accomplish what you wanted to do (or know what else needs to be done for that goal), and do it. Or, you'll come to that point and realize it's just not practical.

That said, all the issues relating to getting a game to operate as an MMO, mentioned by others, is valid. But, ignore that for now. Make something that works, first. Then make it something you want it to be. Then, if it all comes off without a hitch (unlikely, but if you're careful enough, doable), start looking into what you (or someone else) can do to address the issues brought up by the others.

Here's a little something to keep in mind, when someone tells you that you have to be singularly dedicated to something to accomplish it...

"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, and die gallantly. Specialization is for insects."

-Robert A. Heinlein
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Date Posted: Jul 24, 2017 @ 6:46pm
Posts: 15