RPG Maker MV 1.5.0 Update!

● ARCHIVED · READ-ONLY
Started by Archeia 171 posts Page 6 of 9 View original ↗
  1. Great update! Am I the only one excited about the memory changes for mobile deployment?

    And on that topic, has anyone tested a game exported to a mobile device to see if it runs any better than before the update? I haven't quite got around to it yet.
  2. Just updated and all is working now.

    If I did this line;
    • Update gamefont.css just in case.
    I got stuck on the now loading screen. Using the old file and not editing the new version fixed it.

    Just thought i'd share that in case anyone else got stuck.
  3. Hey guys!

    1.5, Awesome update. It seems to run a bit smoother, be more stable and handle memory better.

    I am having one issue however, battle backgrounds are a mess at greater than normal resolution.

    I run my game in 1280 x 720 resolution. It seems MV resizes the battle background then places a regular scaled background on top of it. (I have MV STEAM 1.5 and deployed a new project and just used the community plugin to adjust the resolution). Anyone else experiencing this problem?
  4. Steam is saying "Update required" even though I am already at 1.5.0

    I'm scared to launch RPGM MV.

    Did you guys release a mini update?
  5. masterlobo said:
    Steam is saying "Update required" even though I am already at 1.5.0

    I'm scared to launch RPGM MV.

    Did you guys release a mini update?

    It seems it's only a mini-update, but I don't know what are the changes. My RPG Maker MV version it's the same after updating and I didn't saw any changes that affect the use of the engine.
  6. The update is a free graphic DLC, given out as a part of the promotion for the Summer Sale. :)
  7. Lunarea said:
    The update is a free graphic DLC, given out as a part of the promotion for the Summer Sale. :)

    What exactly is included in this update? Where do we find the new graphic DLC?
  8. The original post in this thread outlines the new features of this update. The free DLC can be found in your DLC folder, if you have the Steam version. I'm not certain where it is for non-Steam version.

    For the Steam version you can go to steam->steamapps->common->RPG Maker MV-> dlc or you can click in the Resource Manager in the editor and use the DLC button there to import it.
  9. mlogan said:
    The original post in this thread outlines the new features of this update. The free DLC can be found in your DLC folder, if you have the Steam version. I'm not certain where it is for non-Steam version.

    For the Steam version you can go to steam->steamapps->common->RPG Maker MV-> dlc or you can click in the Resource Manager in the editor and use the DLC button there to import it.

    There's many folders in the DLC folder. Which one is the one that contains the new content from the free update?
  10. The Sangokushi pack I believe is the one Lunarea is referencing here. I also have a Team Fortress pack that says it is new and is a free pack.

    You may also look on Steam at the DLC available there, there are some other free packs as well.
  11. Thanks for the freebies!
  12. I would like to talk about a strange little BUG with pixi interactivity.

    PHP:
                function mouseInterac () { console.log('hello') };
    
                var childTxt = new PIXI.Sprite(texture);
                childTxt.buttonMode = true;
                childTxt.interactive = true;
                childTxt.on('mouseover', mouseInterac); // *** Bug no longerwork
    i try some touch events
    It seems that only someone works?

    .on('click', mouseInterac); //work
    .on('mouseupoutside', mouseInterac); //work
    .on('mouseup', mouseInterac); //work

    those one not work ??? and they are very important
    mousedown , pointerdown, onPointerOver, mouseover, mouseout

    Would it be possible to have explanation or a solution or a correction, thank you.
  13. Hi guys thank you again for the latest awesome update and improving the rpgmaker mv, I haven't got the time to play with my rpg nowadays to check properly what is going on but will do when I start again on another new project game again very soon.
  14. Jonforum said:
    Would it be possible to have explanation or a solution or a correction, thank you.

    MV's TouchInput class wraps the click events on event.preventDefault. Because of this, click events doesn't bubble to PIXI's interactive objects. This is probably the reason of why the Sprite_Button class was created.

    I don't know why this aproach was taken, 'though.
  15. Kyo Panda said:
    MV's TouchInput class wraps the click events on event.preventDefault. Because of this, click events doesn't bubble to PIXI's interactive objects. This is probably the reason of why the Sprite_Button class was created.

    I don't know why this aproach was taken, 'though.

    Because the interactivity provoke memory leaks and was removed from the use of mv if you notice in the stage class it set interactivity to false due how its provoke memory leak

    So guys stop trying to use the pixi interactivity its will simply not work with mv
  16. nio kasgami said:
    Because the interactivity provoke memory leaks and was removed from the use of mv if you notice in the stage class it set interactivity to false due how its provoke memory leak

    So guys stop trying to use the pixi interactivity its will simply not work with mv

    Setting Stage to be non-interactive should not affect its children, as each object defines its own "interactiveness". And even if it truly causes a memory leak, the system shouldn't be designed in such a way that it prevents a native function to work.

    Code:
    (function() {
        'use strict';
      
        /**
        * @static
        * @method _onPointerDown
        * @param {PointerEvent} event
        * @private
        */
        TouchInput._onPointerDown = function(event) {
            if (event.pointerType === 'touch' && !event.isPrimary) {
                var x = Graphics.pageToCanvasX(event.pageX);
                var y = Graphics.pageToCanvasY(event.pageY);
                if (Graphics.isInsideCanvas(x, y)) {
                    // For Microsoft Edge
                    this._onCancel(x, y);
                    // event.preventDefault(); <-- Bad
                }
            }
        };
      
        var _Scene_Title_create = Scene_Title.prototype.create;
      
        Scene_Title.prototype.create = function() {
            _Scene_Title_create.apply(this, arguments);
          
            // Brings the game canvas to the front. It will mess with the
            // UpperCanvas, used for showing the "Loading" message, the
            // VideoCanvas and with the ErrorPrinter element.
            Graphics._canvas.style.zIndex = 10;
          
            this._kawaii = new Sprite(ImageManager.loadEnemy('Rat'));
          
            this._kawaii.position.set(Graphics.width / 2, Graphics.height / 2);
            this._kawaii.anchor.set(0.5);
          
            this._kawaii.interactive = true;
            this._kawaii.buttonMode = true;
          
            var onDragStart = function(event) {
                console.log('Drag start');
              
                this._dragging = true;
              
                // TouchInput is dead here
                this.data = event.data;
                var xy = this.data.getLocalPosition(this.parent);
              
                this._offset = new PIXI.Point(this.x - xy.x, this.y - xy.y);
            };
          
            var onDragEnd = function() {
                console.log('Drag end');
              
                this._dragging = false;
              
                this._offset = null;
            };
          
            var onDragMove = function() {
                if (this._dragging) {
                    var xy = this.data.getLocalPosition(this.parent);
                  
                    this.move(xy.x + this._offset.x, xy.y + this._offset.y);
                  
                    console.log('Drag move', this.x, this.y);
                }
            }
          
            this._kawaii
                .on('pointerdown', onDragStart)
                .on('pointerup', onDragEnd)
                .on('pointerupoutside', onDragEnd)
                .on('pointermove', onDragMove)
            ;
          
            this.addChild(this._kawaii);      
        };
    }());

    If there is a memory leak, we should identify where it is and which platform it affects. And probably start to use other PIXI built in features, like the PIXI.Application, with it sweet FPS control and deltaTime in update.

    That Sprite_Button class, man... It is just evil. >-<"
  17. @JGreene

    I fixed the battle background issue, I use the Yanfly Core engine script and selected scale background and it works great.

    The only problem I am having with 1.5, (which isn't that big of a deal), is that the title screen is initially default size (my game is 1280x720) when it first loads. If you select options (or mess with the menu in any way) and go back the title screen, the title screen scales correctly. No biggie, just a little annoying and noticeable. Besides that I am loving 1.5 (though loading is a tiny bit slower lol, but worth the better memory management and stability)

    PS: I just ordered 25 copies of the RPG Maker MV Game Engine for my College. Yay! Can't wait for class to start!
  18. Hello. Help please, what can be caused by the problem with the graphics. When moving from 1.2 to 1.5, sometimes the image starts to twitch when the character moves. There are no errors, all the plug-ins are disabled for the duration of the check, parallax, etc. These twitches do not penetrate the FPS, but they irritate the eyes very much ...