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I don't know if it's internally coordinated this way, but undoubtedly some marketing direction was a factor in deciding to move into HTML5 gaming by Degica and Kadokawa. It expanded the platform availability of produced games and developer access. They now run on anything with a javascript-enabled web browser and javascript is one of the easier languages to get started with for newer developers (even easier than C#). Plus, it's gained extreme popularity ever since node and webkit tried pushing javascript into applications beyond just the web browser platform. I don't actually use PGM-MV yet, but I suspect it also uses nw.js wrappers like RMMV and VNM do.
The argument that C# would mass appeal over Java for gamedevs is the same here, only it's Javascript over C# for newer gamedevs.
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Don't get me wrong, C# is a fantastic language and I'd say I prefer it as it's much more optimized for the kinds of games I tend to imagine - but if your appeal is for a wider demographic, I think C# is unquestionably a step backwards in this case (especially for 2D games of this nature). Plus it's a complete re-direction from what they've built already - I'd be hardpressed to believe they'd willingly just drop this entire framework and engine they've built just to appeal to the market of C# gamedevs who already have more technically optimized and tested engines available to them (like Unity). Choosing to compete with Unity is not how any of these game engines on Steam are designed (aside from Godot, but that's FOSS). There's just no incentive for them to do that here.
For what it aims to achieve, I think the HTML5 direction is definitely best. Not because I think Javascript is better than C# for games, but because Javascript is better for the target audience here. If you are already comfortable with C#, you should give javascript a try - it should come across as easier than C#.
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P.S. Nobody can stand Java
Very well said and very helpful.
Let me just set the record straight:
Games made with Pixel Game maker MV are running as C++ applications, not Javascript.
We only allow the use of Javascript for extensible framework aspects (other runtime action script & plug-ins), and the Javascript is converted to C++ during compilation.
As such, changing the backend system is not something we are considering at this time, and hope you can accept our current structure for the time being. Note that we are almost ready to release the documentation for plug-in creation, which we hope will make it easier for those to create new plug-ins.
RPG Maker MV is said to have the MV abbreviation stand for "Mobile Version" as in the HTML5 framework that enabled it across any platform almost universally. I expected it to mean the same here for PGM-MV. If that's not the case, what does the MV stand for here?
At one point "Multi-Versus" was also suggested because we support up to 4 players, but it's easiest to think of the "Maker MV" as part of how we indicate that we are a part of the same software family.
Cocos2d actually supports C# so if that really is the backend it should be simple enough to implement, granted it should be known that you can only use C# or JS you can't use them both in the same project.
Or.... just use lua :)