Pixel Game Maker MV

Pixel Game Maker MV

letsTPKothers Oct 6, 2018 @ 6:33pm
C#.... please? Pretty please?
I hate Javascript, any form of Java actually. I hate limitations.
Oddly enough I found Java to be much more difficult to learn than C-Sharp. My mind just doesn't function the way Javascript requires. I know that sounds weird but its the truth.
Any chance the Maker series will ever add C-Sharp?

Your sales would explode if you did, IMO.

The Maker series helps a great deal with interface shortcuts, and prototyping, which allows content creators to focus on just that; The content.

True, that if you know C# you don't need the Maker series, but IM lazy.
If something can simplify the process of game creation im all for it. And im not alone in this.
Many programmers, who also happen to be very creative people, feel the same way.

I do the Art and music in my games as well as programming so id love to give your new product a chance....
But Javascript. I just can't stand it.

I do own RPG makerMV and 2000(non-steam versions) but the lack of C# has pushed me in the direction of Unity, which is great and all, just very time consuming when starting from scratch
And your eager to get started on some new ideas. I've made several tools to simplify the process, but still...

If given the chance to choose between starting from scratch in unity and having something pre set up (like rpg maker) with a nice interface that I could just edit with C#; I would choose rpg maker.
Especially if you guys make Assets easy to implement .


If the open source gamemaker 'Toolkit' can implement C# I know you guys can.
Last edited by letsTPKothers; Oct 9, 2018 @ 5:39pm
Originally posted by Bellamy:
Hey all,

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.
< >
Showing 1-12 of 12 comments
◢ k r i s ◤ Oct 6, 2018 @ 6:34pm 
You wrote all this, but seemed to not realize it's Javascript - not Java.
letsTPKothers Oct 6, 2018 @ 6:36pm 
i meant javascript. ill change it.
◢ k r i s ◤ Oct 6, 2018 @ 6:52pm 
No - I mean - Javascript far outweighs C# in terms of your arguments (Java being needlessly complex and an established userbase of existing C# adopters ready to pick up a new game-engine).

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.

----------
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#.

---
P.S. Nobody can stand Java :slimehungry: it's not just you.
Last edited by ◢ k r i s ◤; Oct 6, 2018 @ 7:32pm
Saviliana Oct 7, 2018 @ 12:55am 
Uh, how about try using those C# to JS code to translate your C# to JS coffee? It is possible and doesn't the developer of this software to change anything.
◢ k r i s ◤ Oct 7, 2018 @ 9:03am 
That sounds un-optimal, but it could potentially work. I doubt you will see it any time soon though. Developing an HTML5 game engine is a lot of work already (just keeping up with changes to the webkit engine, if they are using nw.js wrappers). Having a translator on top of that would probably require more manpower and resources than are available.
letsTPKothers Oct 9, 2018 @ 5:52pm 
Thanks for the info k r i s.

Very well said and very helpful.

Last edited by letsTPKothers; Oct 9, 2018 @ 5:52pm
A developer of this app has indicated that this post answers the original topic.
Bellamy Oct 10, 2018 @ 2:21am 
Hey all,

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.
◢ k r i s ◤ Oct 10, 2018 @ 9:20am 
Ah, my mistake. Well then that completely changes my insight. Sorry for assuming and spreading misinformation. I pieced my conclusion together based on what I knew of Kadokawa's other current game engines and what little info I could find a few months ago at release for PGM-MV. I hadn't seen any information to challenge my notions so I stuck to my assumptions for so long that I became increasingly confident in them - especially with copywrite like "Pixel Game Maker MV – the latest entry in the Maker series – is now available on Steam Early Access!"

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?
Last edited by ◢ k r i s ◤; Oct 10, 2018 @ 9:26am
Bellamy Oct 12, 2018 @ 4:56am 
The MV is generally said to be "Multi View", since we support both side and top view games.
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.
GouFPSx9_TTV Nov 4, 2018 @ 7:43am 
JS is still utter crap to begin with, C# is used more and more in mobile development and is really popular on the desktop.

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 :)
H7 Jan 17, 2022 @ 11:55am 
Every now and then when steam alerts me to a discount on Pixel Game Maker, I do a quick search to see if it started supporting C# alongside javascript. I too wish to have that available.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Oct 6, 2018 @ 6:33pm
Posts: 12