RPG maker launcher for MacOS/OSX [3.3.3]

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Started by m5kro 63 posts Page 1 of 4 View original ↗
  1. NEW FORUM TOPIC: https://guild.rpgmakerofficial.com/t/topic/1633

    A tool to let MacOS/OSX gamers play most RPG MV, MZ, XP, VX, VX Ace, 2000, and 2003 games natively without the need to manually port each one.

    How to open an app from an unidentified developer <---You will need this for first setup

    By downloading this application you agree to the end user license agreements for the RPG maker VX Ace, VX, and XP RTP applications.

    GitHub <---Recommended Download Link (Apple Silicon / ARM is supported.)

    If you have any suggestions please leave them here!

    v3.3.3 Universal2 (both intel and apple silicon)

    Changelog
    Changelog:
    Added video instructions by xem/pgm
    Updated Python libraries for prebuilt release
    GitHub

    Under the Hood
    This is a brief explanation on how it works:
    1. Downloads nwjs, mkxp-z, and EasyRPG
    2. Checks package.json, Game.ini, or RTP_RT
    3. Unpacks game_en.exe if it exists
    4. Points nwjs, mkxp-z, or EasyRPG to directory
    5. Launches game
    FAQ
    Q: How to use?
    A: Open the app, making sure to bypass apple, and tell the app where the game is.

    Q: This game doesn't work?!
    A: Some games have issues with plugin support. These will need to be manually ported.

    Q: [Other Issue]
    A: Post it here or as an issue on the GitHub repo.
  2. How difficult would it be to get this to work with iOS?
  3. Freedom said:
    How difficult would it be to get this to work with iOS?
    MV and MZ are fairly easy. I've already done it before. Everything else (VX Ace, VX, XP) needs to be properly ported and a solution doesn't exist yet.

    However, iOS is not on my radar as the dev fee is just too much. It's also hard to get it approved on the app store.
  4. m5kro said:
    However, iOS is not on my radar as the dev fee is just too much. It's also hard to get it approved on the app store.
    In the US, the fee was $99 and 30% royalties. If you have the experience and time, I would be interested in commissioning you for having it easily available for iOS too. Last time I checked, I needed to either buy/rent a Mac or get a cloud Mac just to release on their platforms. If you already have everything you need, it could save many people and me a lot of time.
  5. Freedom said:
    In the US, the fee was $99 and 30% royalties. If you have the experience and time, I would be interested in commissioning you for having it easily available for iOS too. Last time I checked, I needed to either buy/rent a Mac or get a cloud Mac just to release on their platforms. If you already have everything you need, it could save many people and me a lot of time.
    Yeah, it's $99 per year for a developer account, the 30% royalties don't matter if I make the app free.
    The main issue for development is that ios has a terrible file system design. I need to figure out a way to reliably get the path of the game every time. Also xcode is hot garbage.

    I'll get back to you another time (gimme like a week to experiment). And if you are still willing to commission me by then, be ready to use crypto (ethereum or bitcoin).
  6. Announcement
    Version 2.4 has been released!

    Changelog:
    Added Kawariki patches to fix some Windows API calls
    Fixed bug where corrupted json files would prevent launch
    Exported mkxp-z games now also include Kawariki patches
  7. DrFreeman said:
    In the US, the fee was $99 and 30% royalties. If you have the experience and time, I would be interested in commissioning you for having it easily available for iOS too. Last time I checked, I needed to either buy/rent a Mac or get a cloud Mac just to release on their platforms. If you already have everything you need, it could save many people and me a lot of time.
    I'm sorry, but I don't think I can do this. I usually only have enough time for 1 project at a time and rn it's Xenolauncher, which is gonna take a while.

    If anyone else is intrested in implementing this themselves, here's a good place to start:
    Filesystem Capacitor Plugin API | Capacitor Documentation
  8. Announcement
    v2.4.1 has been released!

    Changelog:
    Added a check for mkxpz updates
  9. Hi!

    I'm trying to run MGQP using this, and I'm getting the following error when starting the game:

    "Script '(eval)' line 2: NameError occured
    uninitialized constant RPG::SE"

    Do you have any idea how to solve this? I'm not sure if it's an issue with the launcher, my mac, or the game files.
  10. Hejtan said:
    Hi!

    I'm trying to run MGQP using this, and I'm getting the following error when starting the game:

    "Script '(eval)' line 2: NameError occured
    uninitialized constant RPG::SE"

    Do you have any idea how to solve this? I'm not sure if it's an issue with the launcher, my mac, or the game files.
    You have 2 options (I recommend the first one):
    1.
    Go to the folder where the game files are stored, open up the file Game.ini with a text editor and add the following line to the bottom:
    RTP=RPGVXAce

    Then give it a minute to load everything when it's starting.

    2.
    Open up the advanced settings and set rgssVersion to 3
  11. m5kro said:
    You have 2 options (I recommend the first one):
    1.
    Go to the folder where the game files are stored, open up the file Game.ini with a text editor and add the following line to the bottom:
    RTP=RPGVXAce

    Then give it a minute to load everything when it's starting.

    2.
    Open up the advanced settings and set rgssVersion to 3
    Tried the first option and it worked perfectly. Thank you!
  12. DrFreeman said:
    How difficult would it be to get this to work with iOS?
    RPGViewer
    Looks like this already exists
  13. I was just looking around for some Mac Pros I found on eBay for about $200 for testing.
  14. Hello, I'm trying to play this rpg maker game I downloaded, but I keep getting this error when I run the program: "ReferenceError: DataManager is not defined".

    When I delete the file where this error comes from (CheatMenu.js), the problem goes away and the game runs okay, with "Failed to load: js/plugins/CheatMenu.js)" at the center of the screen.

    Do you know how to fix the ReferenceError, if not remove the "Failed to load" at the center of the screen?

    Would appreciate any help. Thanks.
  15. plano said:
    Hello, I'm trying to play this rpg maker game I downloaded, but I keep getting this error when I run the program: "ReferenceError: DataManager is not defined".

    When I delete the file where this error comes from (CheatMenu.js), the problem goes away and the game runs okay, with "Failed to load: js/plugins/CheatMenu.js)" at the center of the screen.

    Do you know how to fix the ReferenceError, if not remove the "Failed to load" at the center of the screen?

    Would appreciate any help. Thanks.
    Did you run the game with the cheat engine enabled? If you did, disable it, then reinstall the game.

    Due to how the cheat engine works there is no easy way to remove it.

    Edit: Nvm there actually is an easy way. It'll be part of the next update.
  16. I'm a bit new to rpgmaker games and I've been trying to play on my mac, the game launches and actually brings me to the main menu screen but whenever I press "New Game" a popup appears that says:
    "Script 'Cache' line 106: SDLError occurred. Error loading image 'Graphics/Tilesets/(filename in Japanese characters)': Unsupported image format" and the game closes once I dismiss the popup.

    The thing is that it's the same file every launch and the tileset file is a png, like every other tileset in the folder. I can't tell if this is happening because downloading the game folder messed up (there was trouble unzippping the folder on mac) or if its because the filenames are in Japanese, are there any ways to fix this?
  17. tallyfally said:
    I'm a bit new to rpgmaker games and I've been trying to play on my mac, the game launches and actually brings me to the main menu screen but whenever I press "New Game" a popup appears that says:
    "Script 'Cache' line 106: SDLError occurred. Error loading image 'Graphics/Tilesets/(filename in Japanese characters)': Unsupported image format" and the game closes once I dismiss the popup.

    The thing is that it's the same file every launch and the tileset file is a png, like every other tileset in the folder. I can't tell if this is happening because downloading the game folder messed up (there was trouble unzippping the folder on mac) or if its because the filenames are in Japanese, are there any ways to fix this?
    It's an issue with mkxp-z and I can't fix it. You will need to wait for the maintainers.
  18. Thank you very helpful!
  19. Announcement
    v2.5 has been released!

    Changelog:
    Fixed possible permissions issue for MV and MZ games
    Added better checks for RPG maker version (needed for mkxpz)
    Cheat menu toggle now removes the cheat menu if untoggled
    Fixed uninstall menu to only show installed nwjs versions
  20. Announcement
    v3.0 has been released!

    Changelog:
    Added EasyRPG Player for RPG 2000/2003 games
    Exporting EasyRPG games is working