Hey all. I've been using RM2K (Rpg Maker 2000) and RM2K3 (RPG Maker 2003) almost two decades ago, and grew highly accustomed to both back then. Since then, I haven't delved into any modern RPG Maker engines, so I'd like to know if RPG Maker MV is the most recent one, and also what major features does it have that those older versions didn't? Thanks!
Edit: Oops, wrong forum section, haha.
About RPG Maker MV
● ARCHIVED · READ-ONLY
-
-
[move]Product Discussion and Support[/move]
-
MV is the most recent of rpg makers. Just like XP and VX it offers scripting in addition to eventing, which opens a whole lot more possibilities, but unlike the older versions, which use RGSS versions of Ruby that have been cut from a lot of features) it uses Javascript. Also, older engines have protected code that handles graphics. MV's code is fully acdessible, editable and customizable, meaning you can create pretty much anything you want. It also has unlimited resolution support, native mouse support and WebGL powered graphics, allowing us to use not only the cpu, but the gpu as well.
-
Don't forget the multi platform port.
Also @Kes you haven't move it :p -
MV is the most recent of rpg makers. Just like XP and VX it offers scripting in addition to eventing, which opens a whole lot more possibilities, but unlike the older versions, which use RGSS versions of Ruby that have been cut from a lot of features) it uses Javascript. Also, older engines have protected code that handles graphics. MV's code is fully acdessible, editable and customizable, meaning you can create pretty much anything you want. It also has unlimited resolution support, native mouse support and WebGL powered graphics, allowing us to use not only the cpu, but the gpu as well.
I see, thanks. In terms of visuals though, are the tile/character resolutions fixed for every MV game made, or can that be customized as well? -
yes and no.I see, thanks. In terms of visuals though, are the tile/character resolutions fixed for every MV game made, or can that be customized as well?
As said above RMMV is the first RM with a fully open engine, so theoretically anything can be changed.
However, some changes require more work than others...
First, for the sprites to be used in events and actors, there has never been a fixed size since RMXP - it is the structure of the spritesheet that is important, not the number of pixels (the engine adapts by dividing the spritesheet into a fixed number of cells, not into cells of a fixed size).
Second, the TILES are fixed to the grid, which is 48x48 pixels for RMMV and 32x32 for older makers. There are ways to get the engine to handle a different grid size, but that will require you to use two sets of pictures for the same tileset - one for the editor and one for playing the game (because the grid can't be changed in the editor, only in the engine).
Anything else can be customized as well, but you need to keep in mind that this is a 2D-Program, not a 3D-one.
That means for example that the screen size you choose will become the required screen size for everyone playing it. Set the screen size to 2048x1536 and every player will need a monitor with that size as minimum. And the screen size will also become the minimum map size and a few more restrictions... -
@TheoAllen Thanks.