RPGMAKER was born to fulfill the desire of creating an original RPG without programming knowledge. Four years have passed since the release of the previous RPGMAKER, VX Ace. The landscape of gaming, especially for RPGs, has changed greatly. So did the needs of our users. With the latest installment, RPGMAKER MV allows the dreams of many of its fans to come true! RPGMAKER can now create RPGs for MacOSX, Android and iPhone!
To help everyone create a game easily, we included some sample datas that you can easily use! We have over 100 Sample Maps, Character Generator Parts and more! RTP is now integrated in the engine to save the users trouble.
You can now create your own RPG Maker games on Macintosh. It will be released at the same time as the Windows version. RPG Maker MV users will be able to build games for the following platforms:
Tired of doing all actions via the keyboard? You can now play your RPG with your finger on touch devices, and mouse on computers.
Support for twice as many items as VX Ace for a grand total of 2,000!
With a tick of a checkbox, you can switch from the classic Front View Battle to Side View.
RPG Maker MV has an automated upper layer to make it easy to create and edit elaborate maps!
The previous RPG Maker's screen resolution was 544x416 pixels. RPG Maker MV's screen resolution is now 816x624 pixels. The size of all graphical assets (including animations) are now 1.5 times the previous versions of RPG Maker. For example, characters used to be 32x32, and now they are 48x48.
By adding js files in the project's plugin folder, you will be able to select the plugin in the Plugin Manager. You can see script details, script parameters and the ability to set it ON and OFF. Using Plugin Manager will be much easier to use than the old format. Allowing minimal user interference to prevent errors and easily order the scripts than the previous makers.
One of the missed functions from RPG Maker 2003, The Event Search function is back! The bigger your game gets, the more Variables, Switches and Events you'll use. It quickly becomes harder to manage and find specific parameters. Using the Event Search tool will allow you to save time and quickly see all instances of a particular variable or switch!
Without further ado I finally present to you, a new alpha build for the game! Over the past few months I have been working tirelessly on upgrading the game, adding in missing features and making it an overall smooth and enjoyable experience. While there has been plenty of ups and downs, I am really happy with the current progress and am ready to start pushing the game again!
Before releasing the new alpha build I felt the game really needed something and that was this website! So I spent a few days building the site and getting things together for promotion but something was missing... something important. Ah yes! A new promo video to promote the game ^_^ Funny enough the first promo video got a lot of complaints that it "didn't show in game footage" but the fact is that all the footage shown was in game, so it was odd yet amusing to hear people complain about something yet be totally wrong lol
So with this new promo video I went a different direction, I removed all "interactions" scenes as to keep the promo video more of an "atmospheric" presentation, I did this to avoid the complaints about what in game footage was being shown as well as it seemed to me to be a great way to present the game.
- Widescreen 16:9 resolution added
- Complete re-work of all maps
- In game achivements added
- Complete re-work of all interaction choices
- New maps, cutscenes, puzzles and interactions.
- Cutscenes upgraded (particles, sound effects, etc.)
- Hint button added (shows hint indicators on map)
- Instructions for hint and gameplay
- Complete re-work of all dialogue
- Complete re-work for gaining items
- Complete re-work for interaction actions
- Complete re-work for inventory display
- On screen inventory interactable (click to get description)
- Complete re-work for keyboard, mouse and gamepad input
- Complete re-work for title, save/load and options scenes
- Custom save/load scene added
- Added particles to maps for necessary objects/events (fire barrel, slime barrel, generators, etc.)
As you can see there's been some major changes to the game and while there's still a bunch more to do, i am definitely making a good amount of progress ^_^ Let's go over some of the upgrades.
As far as in game achievements go I actually considered waiting until the game got through greenlight to use steams built in achievements, it was an idea but more of an excuse to not put one in the game in the meantime. Laziness never pays off! After I polished everything else in the game I went back to the achievements idea and put it in without hesitation, I can happily say I am happy I did as it changes the overall feel of the game, adding that one thing that pulls the whole game together.
The entire game itself will be 4 episodes long, one episode for each level of the ship, so far I am 50% complete with the first floor and 10% complete with the second floor so there's still a lot to be done but what is currently available is enough to keep anyone playing for 30-60 minutes. Since it's still in alpha stages the game of course will not be complete and only show so much but as progress continues I share a bit here and there. Here's a few videos showing some new maps:
This is a new puzzle and area for the exterior of the main ship, there will be more puzzles like this along the way, varying in difficulty and presentation.
Here's a video showing some rooms on the 2nd floor I am working on, this is an old video and does not show the latest upgrades/additions.
This video shows the pre-credits intro cutscene that displays at the very beginning of the game.
Here's another video, this one displays the credits intro you see at the beginning of the game.
Last but not least a short instructions scene for displaying in game hints!
In game hints is a thing that most games have and while not all of them have it, I felt like it would be a good addition for those not used to playing games of this type. You can call the in game hint arrows at any time by pressing the hint button on the keyboard or gamepad, with the mouse hint show when you hold down the middle mouse button. The hint button simply displays arrows for the most common things you can interact with but it by no means shows you every interactable object, thus giving you hints but not holding your hand throughout the game.
There's plenty more to cover but i'll leave it at that for now, all of this has been an incredible amount of work and I am just happy to finally have so much done and available for the public to play!
If you've read this far thanks so much and I hope you enjoy the new alpha!
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