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  #1    
Old October 9th, 2015 (11:21 PM). Edited October 9th, 2015 by Rayquaza..
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Ok, I don't have much to say other than how awesome this looks. Despite the fact that I know a fair amount about RGSS now but absolutely nothing about JavaScript.

This new version supports multiple platforms, multiple battle systems and plugins also.

Bottom line, we need a Pokémon Essentials kit for this when it comes out. I personally think this version is too good to not have a starter kit for because the potential of this thing is pretty huge.



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  #2    
Old October 10th, 2015 (1:13 PM). Edited October 10th, 2015 by Delusions of Originality.
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It does look very nice, yeah. It'd be amazing to have Essentials working properly on both PC and Mac if we did eventually get it working, and even better to have fangames playable on portable devices (although in the case of iOS I can only imagine that'd involve fiddling around with sideloading and/or jailbreaking, since it's prooooobably a bad idea to attempt to distribute fan-made Pokémon games through Apple's App Store... granted it'd also be a bad idea to distribute through the Play Store, but at least sideloading on Android is much simpler). The .js plugins seem like they'd be pretty convenient, too, even outside the fact that I personally know more JavaScript than Ruby. Also, mouse support out of the box!

Bit unfortunate that it's $80, though. That's... actually quite cheap compared to other top-tier modern game makers/the paid versions of otherwise free game makers like Stencyl or Construct2, and so is probably perfectly acceptable for people who are serious about game dev in general, but I can see it being a stumbling block for some. You may not want to pay that much if you're only planning to make one game, for example. XP's much lower price will probably keep it pretty popular for a while yet. That's not a bad thing, mind, as it's always nice to have options.

I'm not going to lie, there's a tiny part of me that's tempted to see what I could do as far as attempting a conversion for the Essentials kit.. Of course, realistically that is a terrible idea, because at this stage I don't know Essentials or RMXP anywhere near well enough to handle all of that work properly. Wouldn't even know which scripts to start the port with, haha. I think for now I'll just content myself with messing around with XP and actually learning how to do stuff, and then, hey, maybe one day when I actually know what I'm talking about and have some time to boot, I might give it a poke. Unlikely, but it's nice to have a few pie-in-the-sky project ideas, eh?

We'll have to see what RMMV is like when it comes out, at any rate! Maybe it'll be relatively simple to convert Essentials and just require the (massive amount of) time needed to comb through every script and port it from RGSS to JS, maybe it'll be a lot more difficult due to changes in the way maps are handled or whatever else might be different, but either way it is nice to see the RPG Maker series finally catching up with the times and should be very good for original RPGs if nothing else.
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  #3    
Old October 11th, 2015 (3:00 AM).
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I prefer Ruby than JavaScript (even with ECMA 6), so I'm sad that Enterbrain abandoned this nice language.

The portability is awesome! I only doubt about MV performance, since all export options converts into in HTML5, actually. We need a JIT or even AOT compiler! I still prefer to wait Neko RPGXP Player evolve that uses the incredible ruby.

One of best this it's that each section it's on a separate file.js and the data files are all JSON, so this make easier to use versioning software like Hg and SVN and post projects like Essentials on repositories like GitHub.

The other features are almost all easily done by scripts in XP. The 48x48 tiles are a bad idea, but, since pokémon ones are 16x16, the devs there there no problem adapting.

Anyway, RPG Maker is still below other engines in terms of features and price. Even the powerful Unreal is free! RPG Maker MV only get too much money because of this easy-to-use style and established fanbase.

Quote:
Originally Posted by Rayquaza. View Post
[CENTER]Bottom line, we need a Pokémon Essentials kit for this when it comes out. I personally think this version is too good to not have a starter kit for because the potential of this thing is pretty huge.
Good luck converting more than 110k lines of code. Maybe Opal transpiler may helps you.
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  #4    
Old October 11th, 2015 (5:17 AM).
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Epic takes in a constant stream of royalties (or a very big up-front payment) from the people who produce commercial titles with Unreal Engine, though. They can afford to introduce the offer of UE4 for free* because of their position and how widely used it is in the top level of the industry compared to the sucess of RPG Maker games.
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  #5    
Old October 11th, 2015 (5:28 PM).
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Quote:
Originally Posted by COOLTRAINER♂ View Post
Epic takes in a constant stream of royalties (or a very big up-front payment) from the people who produce commercial titles with Unreal Engine, though. They can afford to introduce the offer of UE4 for free* because of their position and how widely used it is in the top level of the industry compared to the sucess of RPG Maker games.
This was just one example. Stencyl, Wolf Editor and even GameMaker: Studio have nice free plans or are free. RPG Maker mainly use his fame to get money without a decent free plan.
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  #6    
Old October 11th, 2015 (6:52 PM). Edited October 11th, 2015 by Delusions of Originality.
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I would call it "reduced workload" more than I would "fame", although people definitely do shell out more money just for a brand they think is fancy—'sup, Apple. You're paying for the convenience of having the complicated groundwork done for you, which is what makes it appealing to people who don't intend to get into full-on programming. Stencyl and whatnot are free/have free plans and are more flexible, sure, but what you're saving in money you're paying in extra time spent building and debugging the base of your game (especially as far as RPGs go—Stencyl and the like require a lot more work to get a functional RPG off the ground than they do a platformer or something). I'm not entirely sure the comparison to free things is 100% apt thanks to that difference in audience.

$80 really isn't bad compared to other paid options, at least, but I do still think it's a bit pricey for the casual game creators it's aimed at. Stencyl is a minimum of $99 for the studio plan, and it's going to add up to more if you intend to keep renewing your subscription, but you're also probably only paying for it in the first place if you intend to make and sell a lot of games anyway. Like I said, if you're just going to make one game, it's going to take a lot more to justify paying 80 bucks than it is 25. That's probably the most unfortunate thing about MV, really. I'm not against people receiving compensation for producing good software, but it sure would be nice if it were at least closer to XP's original price range.
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  #7    
Old October 12th, 2015 (11:00 AM). Edited October 17th, 2015 by COOLTRAINER♂.
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Stencyl Free is also severely restricted to Flash (a dying platform bad idea) and Game Maker costs a lot more to get platform support other than Windows (both also have forced branding to some extent)

I'm not saying it's not a large hurdle for a lot of people in this kind of place (and unfortunate in this communities' case where we cannot possibly profit off titles that use an existing IP) but I don't think the price/feature comparison is that bad. Splitting off the platforms (moble at least) into seperate purchases like Game Maker would probably be a good idea, though.
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  #8    
Old December 21st, 2015 (10:31 AM).
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I don't believe that it will replace Essentials just yet. People are too used to it and very great games can be made just from Essentials. It's just too much work ( Even for Maruno) to convert Ruby to Javascript so that we could use Essentials with this program .
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  #9    
Old December 21st, 2015 (1:06 PM).
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Quote:
Originally Posted by Astralneo View Post
I don't believe that it will replace Essentials just yet. People are too used to it and very great games can be made just from Essentials. It's just too much work ( Even for Maruno) to convert Ruby to Javascript so that we could use Essentials with this program .
Inability to use essentials in it =/= a bad program. Even if you take away the fact that you can make great non pokemon titles with it, it's still light years ahead of it's predeccesors for the simple fact that it's removed the "hidden classes" from it's coding.

I literally don't think I'd be off base by saying that only being a few months off of release, that there are more/better scripts for MV than during the entiriety of VX Ace's life. That's in a few months!

Considering that there are already pokemon SDK's in the works, is a safe bet that in less than 2 years we'll see one on the market(the degree of completion would be questionable of course), but more importantly that it's potential expansion would be 20x what Essentials can do due to it's rpgmaker xp limitations.

Demo coming August 20!
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  #10    
Old December 22nd, 2015 (6:45 AM). Edited December 22nd, 2015 by Astralneo.
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Maybe someone might make a new Essentials like SDK with MV support from scratch because of language differences. It would be amazing if we could make custom games for Android but it would be double workload for the developers. So far custom games will still reign on the PC platform I'm afraid unless a miracle happens.
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  #11    
Old December 23rd, 2015 (12:33 AM).
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Quote:
Originally Posted by Astralneo View Post
Maybe someone might make a new Essentials like SDK with MV support from scratch because of language differences. It would be amazing if we could make custom games for Android but it would be double workload for the developers. So far custom games will still reign on the PC platform I'm afraid unless a miracle happens.
As I literally said in my post, people already are making kits in MV. Developers just need to be patient and wait a while for them to be worked on is all.

Also I don't see how it would be twice the workload. The entire selling point of MV is that with the touch of a button, you can export your game to PC or mobile without any changes.

It would be a smidge more work on the developer of the kits part, to make sure that menus are all touch activatable and what-not, but even that's built into MV right from the get-go. So...yeah.

Demo coming August 20!
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  #12    
Old December 25th, 2015 (11:44 AM).
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I have both XP and MV, and I'm really excited about the multi-platform support.
The one thing I can't stand about MV (and VX Ace before it) is the lack of a proper layering system. Instead of being able to set what layer you're placing tiles on, each tile has a preset layer. When you place a new tile, it automatically goes on top of any other tiles you've already placed there. Trying to change the ground under a cliff tile you just put down? Nope, you just changed the ground on top of the cliff. It's so much faster to just have one hand on the F5-F8 cluster when mapping than to have to deal with this.
If there was an Essentials equivalent in MV, I'd still probably use it. Despite the mapping being annoying, I'd still love to be able to export to mobile devices, and there are a couple of other features that XP will never be able to do.

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  #13    
Old December 30th, 2015 (12:43 PM).
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I've been using XP since I was maybe 12 so I'm getting pretty used to how it works and switching would make it hard to use the new version at first. But regardless, if someone were to make an Essentials Kit for it, I would use it in a heartbeat.

The main reason why I'd prefer it over XP is that it uses Java instead of Ruby.
Seriously, this is huge to me. I hate Ruby and consider myself pretty skilled with Java so it'd make scripting so much easier.
Multi-platform is really nice too, but I don't care about it as much,
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  #14    
Old December 30th, 2015 (5:21 PM).
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Quote:
Originally Posted by Schrroms View Post
I've been using XP since I was maybe 12 so I'm getting pretty used to how it works and switching would make it hard to use the new version at first. But regardless, if someone were to make an Essentials Kit for it, I would use it in a heartbeat.

The main reason why I'd prefer it over XP is that it uses Java instead of Ruby.
Seriously, this is huge to me. I hate Ruby and consider myself pretty skilled with Java so it'd make scripting so much easier.
Multi-platform is really nice too, but I don't care about it as much,
It actually uses JavaScript, which is very different from Java. (Though they do share a lot of similarities, like most programming languages do)
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  #15    
Old December 30th, 2015 (7:27 PM).
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Quote:
Originally Posted by A Dork of Pork View Post
It actually uses JavaScript, which is very different from Java. (Though they do share a lot of similarities, like most programming languages do)
Aw crap, I thought it used Java.
Oh well the portability is still nice.
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  #16    
Old 1 Week Ago (6:18 AM).
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Played with it for few hours and I'm really interested in it. If we can create a team, we can bring simpler version of Pokemon Essential to RPG MAKER MV.
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  #17    
Old 1 Week Ago (3:27 PM).
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RPG Maker is making a comeback, especially thanks to indie companies such as Freebird Games. However MV wasn't the step up I was hoping it would be. Portability is great, but it still remains a quite unoptimised and weak program.

There's two main reasons I think porting Essentials to it is pointless 1) If you're going to spend that amount of time porting an engine you may as well do it in a better (free) game engine like Unity and 2) As soon as someone tries to release an Essentials game on a mobile platform you can kiss goodbye to anyone releasing a Pokémon game using MV. Immediate C&D. Nintendo will blacklist the program the same way they did with Flash. Portability is a massive threat to them. This is why RPG Maker XP games rarely (if ever) receive C&D letters, while Pokémon games made in portable engines do (Evoas in Flash etc.).

If one wanted to port Essentials to MV - go for it. However treat it as a learning experience because it is 99.9% likely that as soon as someone uses it to release their game on a mobile platform the project will be shut down. Rendering the engine almost pointless. Aside from that, I'm glad to see RPG Maker begin to catch up with the rest of the industry and actually allow for mobile development.
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