The older RPG Makers are not HTML5. You are missing my point...
I'm only talking about legacy and success from the past. (You are a lot on the tech-side
;) no pb with that.)
The fact it was (at least partly) made possible by games created with that technic. MV needs to provide that level-design technic to be as successful, imo.
And on the bright side, I added that now it finally looks fine, just like with ACE
(sort of... without further tests), even with big badass maps, it seems to be alright.
So, CONGRATULATION guys. (well, this new update messed up the battle-background plugin from MOG HUNTER and I'll have to write him now haha)
And oh, something I am wondering about the CHANGE LOG we can read on Steam:
- Fix to the Skill owned condition in Event Condition
- Fixed some crashes in mobile play
- Fixed to the Scroll Text event command
- Pixi Bug: Unnatural Tile Scaling
- Pixi Bug: resolution is not defined
- WebGL Blend Mode: Overlay not working on certain features
- Character Generator:ID can now not be sequential, and qXXX can be used for ID too
- Fix to the damage popup when drain skill is reflected
- TilingSprite Scale Bug
- Fix to prevent negative value to be entered in Attack State
- Support for Direct Input Controllers (not ALL controller are supported)
The bullet points number 4, 5, 6 and 9 don't have the mention "fixed" or anything that would suggest it's something that is fixed, so we can wonder if it's instead some kind of "new bug" or some kind of "known issues"?
Just because something "has always been that way" does not mean it's a good thing or that it should always be that way in the future.
Not saying that, I would actually love any improvement and I'm always eager for novelty, the thing is that RM's editor is kind of "written in stone" so any stuff we want to add will always be a little cumbersome and/or add some trouble to the process, so I think that parallax-mapping is still a good option (or should at least be respected as a choice), especially when you have good skills with managing layers with photoshop-like softwares, it might be hard and boring sometime but it would be the same with tools that are created "on top of RM's editor".
Not sure it's a better option, but I'm ready to see any tool that could really facilitate level design without giving up artistic freedom. Would be great tbh, but unfortunately we have to deal with RM's (editor more specifically) limitations at some point.