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It was one of the first things I tried out because it was my biggest frustration from the previous version. I was so pleased that this has been fixed with MX. It’s really hard to explain without showing what I mean, but just know it’s a major issue for making maps without making items events to force overlapping. One of the biggest turn-offs for RPG Maker VX was the way that map tiles didn’t properly overlap if they are on the same layer.

#Rpg maker mv pokemon plugins full
Instead of having that tiny little box-shaped resolution, I could resize my game to better fit wide-screen and to appear nicer when displayed on a larger monitor in full screen.Īnd to fix the input controls? I found a nice plugin from Astra Cat that worked perfectly, too.Īlright! Now we’re getting somewhere. Then, I could enable it right from within the Maker itself. I could even change all the settings I needed right there, and not have to edit the file in a text editor. Fixing that was much more complicated than it was in MV.Īll I had to do was download the Yanfly Core Engine, take the js script and place it in the game plugin folder. I was familiar with Yanfly’s scrips from struggling with resolution settings in RPG Maker VX.
#Rpg maker mv pokemon plugins install
Thankfully, I was very quickly able to install plugins to fix that. I spun up a demo game from the defaults, and instantly noticed two things that needed changing: the default resolution was too small and movement revolved around the arrow keys rather than WASD. Of course, there’s still things to add and tweak, but it’s a nice start at making sprite creation much easier. For example, I was able to throw together a fairly decent Tai character in a few minutes!
#Rpg maker mv pokemon plugins generator
The community has also created parts for the generator that you can add (though this is a little clunky because the assets have a very specific naming system).īut for getting a game quickly off the ground, this is a wonderful tool. Those who want to embellish these sprites/portraits can export to a file and edit them in an art program. We found this to be a pretty robust system that helps to generate sprites and portrait images even if you have limited ability to create artwork. One very lovely addition to MV is the in-tool character creator.
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But I feel the upgrade to MV is well worth it. The software is expensive unless you pick it up during a sale. Not to mention they added back the side-battle system (something I require for an RPG game), the default sprites are much larger, and you can develop for multiple platforms, such as Windows, Mac and mobile. Adding scripts (now known as plugins) is a snap! Editing those plugin settings is super easy! The screen resolution issue can be fixed fairly easy with a plugin. Well, all of that has been rectified here. I was really frustrated with small things about VX – the way the map tiles didn’t overlap, how many hoops you had to go through to install scripts, the tiny screen resolution limitations, etc.

RPG Maker MV Impressionsįirst and foremost, I have to say that RPG Maker MV is a huge improvement over the previous version, RPG Maker VX Ace. Many years ago, we worked with RPG Maker 2003 to play around with a Wayrift RPG, so we have some familiarity with how the series works overall. Last weekend, before Syn and I even started working on the Nefol game, we spent a good bit of time checking out RPG Maker MV as a toolset.
