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But honestly felt like it could have been an upgrade instead of an entire new version. There are a few really nice welcome changes (just the UI itself is way less laggy and the plugin manager is way better). It really feels like an extension and upgrade than an entire new version.
Rpg maker mv time system generator#
As I, mostly am.)įor now, the only useful thing in MZ to me is the character generator parts. And I admit I haven't played enough with it to see its potential, so I could be wrong. and 3D, is a turn off for me at first sight. (Also, the animation system suddenly being different. And other under-the-hood changes like optimizations, updated pixi, JS, and physics.) However, I'm very hopeful that plugin devs will create amazing plugins for MZ, that will elevate this engine above all its previous entries. I still however, won't be moving to MZ, just because I have projects going on in MV. I want to have that optimization, so I can create larger, more detailed maps. (Hence the 'miles ahead' performance.)Īs someone who pushes the graphical limits in MV, performance boost is an amazing selling point for me.
Rpg maker mv time system update#
I'm not sure if MZ COULD have been an update to MV, considering it moved to 64-bit. Then toss on that it's the largest default asset set released to-date, and that the DB and sample maps pretty much give you everything to build a lightweight Dragon Quest clone, and this feels more like pushing folks towards completing projects than just milking the update cycle. Now you've got the ability to change which skill is used for the default attack, you can change the resolution and font straight from the system tab, there's native support for ATB like battle systems, and you can reliably access all these features without having to worry if your plugins are all compatible. MV was very basic, and it was really the plugin community that made it a great engine. MZ also offers a LOT more customization out of the box than MV. The MZ UI is a bit smarter on how it scales.
![rpg maker mv time system rpg maker mv time system](https://forums.rpgmakerweb.com/proxy.php?image=http%3A%2F%2Fwww.gdunlimited.net%2Fmedia%2Fuploads%2Ftutorials%2Fwaiting-until-button-input%2Fb99fl.png)
Try modifying the resolution of the overall screen and UI for MV (you've got to do it with plugins) and see how the different menu elements and text behave. The engine has been updated to accommodate the plethora of devices folks tend to own. In MV, if you made a mistake or decided to modify the base layer, you literally had to start from the ground up for that tile. The layering system was added to decrease the time spent correcting maps. The changes in MZ feel very intentional with a focus on accelerating the construction of a playable project. This doesn't seem like a bare minimum cash crab deployment.