Actually I'm thinking whether having no changes on the JavaScript codebases but drastic changes on the editor codebases can be good for some MZ users/plugin developers lol
RPG Maker MZ, Preview #5: TPBS, A Closer Look
● ARCHIVED · READ-ONLY
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I mean of course but lets be honest the old code base can be clunky and laggy af.
I am still kinda disapointed they dont use z depth for sprite and still use sprite sorting as hudel mention was heavy af -
It's already been confirmed that this won't be possible. MZ breaks MV plugins, and almost working code doesn't exist. Code works, or it doesn't.I'm pretty sure if that's the real situation a lot of non-programmers will be happy, cause there were many complaints because people just couldn't reuse their plugins from MV.
For MZ that means that any plugin that isn't getting ported, isn't going to work.
If you change the editor, code changes would have to follow in the engine to be able to deal with the new additions to the database & stuff.Actually I'm thinking whether having no changes on the JavaScript codebases but drastic changes on the editor codebases can be good for some MZ users/plugin developers lol
But yeah, I'm actually more bothered by the lack of editor changes than JS changes. Javascript, you can code & work around it on our end. The editor? Not so much. -
That's just not true. MZ has the same base code as MV, with some changes. Any plugin that doesn't touch those changes will continue to work the same way it did before.For MZ that means that any plugin that isn't getting ported, isn't going to work.
It's no different than going from MV 1.0 to MV 1.6. It broke some plugins but not all of them. -
The TPB is rather spiffy. That's going to add a lot of depth to random encounters and provides more options to enhance battle pacing and the scale of difficulty.
It's also some much needed love for the AGI stat. Not saying that initiative order wasn't important, but how often a combatant gets to act is a bit more useful than just when they get to act during a turn.
Definitely love the cast time mechanic. I wonder if that means your party runs the risk of being interrupted before that big spell or attack is executed. -
Anything that uses Plugin Commands is out from the start.That's just not true. MZ has the same base code as MV, with some changes. Any plugin that doesn't touch those changes will continue to work the same way it did before.
It's no different than going from MV 1.0 to MV 1.6. It broke some plugins but not all of them.
The rest will depend on how the code in the respective environments will look (main_scenes, rpg_objects etc.).
Yes, there's a chance that there might be a plugin that only aliases a function that's still named the same, and still has the same arguments and what you're changing is something that can still be changed in that framework, and that would work.
To what degree will those plugins exist, to what degree can you count on the objects, sprites, scenes etc. to be so similar in its function that you can drag& drop? No idea.
What I do know is that when asked, on whether you could use MV plugins directly in MZ, the answer was a very clear no.
And I don't think the user that wants to drag & drop a plugin in MZ is the user that will go through hardcore testing to see whether this still works all the time in all contexts as expected or is no longer functional. Because a plugin that works some of the time and crashes at other times is a plugin that doesn't work at all. -
As I continue reading the new code, I realized there's no new layer. The extra layer added to the editor was already there on MV but used only internaly by a few A tiles that supported transparency. It's only "new" because you can select them manually now.
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as for the code not changing much in BASIS the scene management in MV was fine and worked as intended so I am not really mad for this matter if they changed a lots of how some stuff is handled like sprite etc then it would be cool.
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As I continue reading the new code, I realized there's no new layer. The extra layer added to the editor was already there on MV but used only internaly by a few A tiles that supported transparency. It's only "new" because you can select them manually now.
Well, a layer can easily be extended to 2 or 3 or 10 layers lol.
You could always use external map editors to build extra layers,
And I don't think the user that wants to drag & drop a plugin in MZ is the user that will go through hardcore testing to see whether this still works all the time in all contexts as expected or is no longer functional. Because a plugin that works some of the time and crashes at other times is a plugin that doesn't work at all.
Crowd-sourced testing makes it easier for plugin devs. If I need to test dozens of plugins that would be quite a lot of work. Especially for compatibility with hundreds of other plugins. -
It looks like kadokawa simply never picked up the changes made to MV since 1.0. The changes to the map rendering is simply their own implementation of the changes made by Ivan a few years ago. I don't even know which one is better without testing.
MZ is also not using pixi-tilemap, instead they created their own class.
Yes. What I mean is that there's no change to the map structure. Unless there's something else, you'll be able to copy a MV map and paste it on an MZ project.Well, a layer can easily be extended to 2 or 3 or 10 layers lol.
You could always use external map editors to build extra layers, -
Yes. What I mean is that there's no change to the map structure. Unless there's something else, you'll be able to copy a MV map and paste it on an MZ project.
Well, it was said (don't remember if it was confirmed here or only in the jp site) you'd be able to convert your MV project to MZ minus the plugins, so I guess it makes sense. The good thing is that many will be able to port their projects to MZ without much problems if they didn't rely heavily on plugins. On the other hand, it means that a lot of things of the editor itself are almost the same. -
Is there a limit on the size for the battlers?
I don't mean monsters and such.
I mean player battlers.
Can I make a larger battler if i want to? -
Keep in mind that you aren't seeing all the code. To say there are no or very little changes is again because you are not seeing the whole thing.
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@Touchfuzzy, you should tell them. You have to wait for the corporation to inform you too. You have to wait just like everybody else lol.
Or you know than you tell us? Hahaha create a doubt in people's mind.
@Uzuki, @??????,@ImaginaryVillain, @DoubleX and @nio kasgami , just say hello. I hope you are well. :kaohi: -
Keep in mind that you aren't seeing all the code. To say there are no or very little changes is again because you are not seeing the whole thing.
Why are you doing some damage control for those liars?
I despise the team who made MZ, when I pre-ordered (before cancelling now), I wanted a new shiny engine and not a Frankenstein of MV engine.
I'm shattered in 1.000.000.000 pieces, really. -
On the one hand, I kind of feel sorry for Degica and Kadokawa, since people are making up a lot of opinions based on not having all of the info such as with the code. On the other, they kind of did it to themselves by doing this whole dragged out advertising campaign. So it's kind of to be expected situations like this would arise.
Also all of this coding discussion is fascinating. I'm actually more interested in MZ now than I was before, mostly because I want to poke and prod the code with a "stick" to see what it does. :LZSexcite: -
It is the same discussion as when VX Ace was launched. And in the end, we still use Ace today because, like it or not, it's better than VX. If the price is worth the improvement is another story, I will wait for the usual promotions to buy.
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I despise the team who made MZ, when I pre-ordered (before cancelling now), I wanted a new shiny engine and not a Frankenstein of MV engine.
I'm shattered in 1.000.000.000 pieces, really.
This is ridiculous. You don't buy a game development tool because it's "shiny", you buy it to make games. If you do so for any other reason, you're doing it wrong. The only relevant question for evaluating the engine is whether it's good at doing that.
MV is a pretty good engine. Unlike previous RPG Makers, it's cross-platform, supports mobile, and even web! The only thing that really sucked about it was performance, and it looks like that's what a lot of MZ is focused on. From the name, it should have been clear that MZ is a refinement of MV, not a complete reinvention. -
It's a forgone conclusion I will buy MZ at some point. I am simply waiting until the plugins I require are ported over or a suitable replacement is made (be it by me or someone else). Also unless I put Windows 10 back on my computer, I have to wait on a Linux version. There is no hurry, it's not like my game will be possible on MZ for quite some time.
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I mean I was speaking with ramiro.
VX ace was yelled at because it seemed so similar but it showed some interesting change in the programming.
As for MZ we will have to wait
@Proxxie_Desu the problem wasn't a reinvention they promised ES6 standard (which was wrong due to the lack of proper communication between the two team) which wasn't not Mistake happen it's fine.
some people will be angry and it's normal they was hyper to see it as I was ES6 was a big change to many people lol
well we can still write in ES6 but yet coding standard make it more difficult but that's another story that was ranted again and again on this thread.