01-26-2023, 09:32 PM
(This post was last modified: 01-26-2023, 09:45 PM by kyonides.
Edit Reason: Added quote
)
I'm still wondering why people defend a product that reached the 1.6.1 milestone. That fact alone speaks of the product's instability and lack of competence of their developers. Did they add so many features as to justify that? The actual answer is NO. Most of them were compatibility issues. Compare it with XP where you reached version 1.0.5 only because they made minor changes to non essential stuff.
When I say non essential I mean they're all about characters you don't use in European languages at all or Steam issues. You could still play the same games using the good old RGSS102E.dll library after quickly editing the Game.rxproj file. This means it's proven to be backwards compatible for sure. You can't say the same about MV at all. If a coder made a plugin for version 1.3 or older, be sure there's a HUGE possibility something stopped working after upgrading the engine to 1.5 or 1.6.
Yes, MV claims to be portable to Android, I guess iOS as well. Not sure if it truly runs on Mac. Even the process of porting the game to Android isn't an easy task. You can finally managed to test it on your phone and notice that its buttons are too large and the message window's contents minuscule. Oh and it lags TERRIBLY! It might be a step in an interesting direction, but it's still quite far from being acceptable, not even satisfying. Then they keep making so called improvements in MV's portability to Android, yet, they break the normal behavior of many components during test runs on PC's. MV has been buggy for quite some time.
Just a recent example. We all know how a map and the player's character might stutter or jitter every so often, especially visible in MV games. There are people that have tried even 4 jitter fixes and they keep getting the same 1 pixel offset bug while playtesting their demos. One single plugin has inspired 4 or 5 threads that have been opened as a desperate way to try solving such a basic issue one for all.
They only true flaw XP has is that it doesn't offer you more than 4 layers. 4 AREN'T enough!
If XP were as outdated as to make people think it doesn't deserve some extra help or change in their development strategies, why can it be run on mkxp and HiddenChest and mkxp-z and other engines? I'll tell you why! It's because its code base is stable enough as to port it to custom engines. If that weren't the case, all games they can emulate, actually they RUN them natively, and what really breaks any game there is the Windows specific stuff.
Do you need those alternative engines to make a decent game in RMXP? Not really. It has specific limitations, still, you can't count those features that can be implemented by adding new scripts as flaws nor limitations. If scripts weren't good enough to reimplement faces, then yeah baby, XP would suck. But hey! They easily work! What a scripting miracle!
There's something many but many people ignore by default when they actually shouldn't. I'm talking about XP being an inspiration for a generation of gamers and developers and scripters to improve their scripting knowledge and eventually become full fledged programmers. That's something newer engines that aren't RM related skip on purpose? because they only focus on making it visually appealing or easy, I might just say possible instead, to event stuff. Yeah, it can make your project look like that piece of crap called Minecraft. Nonetheless, people are unable to learn anything besides eventing and mapping. Bakin seems to allow it, because they don't suggest you should depend on the use of C#. It's not one of my favorite programming languages, by hte way. Others don't even consider it. Heck, some of them even register ancient and slightly recent petitions to include any scripting language in their code base, and they still refuse to address the issue.
They might be great developers of middle to upper end engines, yet, they are blindfolded by their followers still picking their engines without realizing the great gift and improvement the inclusion of RGSS and other engines' own languages was back in their early days.
Oh and that argument that MV can be used to make Visual Novel games is mere crap. Even RMXP can do that. Just keep using portraits or busts of your favorite characters, make the engine ignore most of its RPG features and you're done. Nope, it's not a monumental task for experienced users and even less for skillful scripters.
Well, make a list of all of the VX Ace game devs that stick to Ace's default windows for all of their menus. I've met dozens of them already.
And you know, MV's initial resolution isn't even 800x600 but a few pixels wider and higher / taller than that, meaning they use a non standard resolution for weird reasons. Tile size related but still inconvenient.
When I say non essential I mean they're all about characters you don't use in European languages at all or Steam issues. You could still play the same games using the good old RGSS102E.dll library after quickly editing the Game.rxproj file. This means it's proven to be backwards compatible for sure. You can't say the same about MV at all. If a coder made a plugin for version 1.3 or older, be sure there's a HUGE possibility something stopped working after upgrading the engine to 1.5 or 1.6.
Yes, MV claims to be portable to Android, I guess iOS as well. Not sure if it truly runs on Mac. Even the process of porting the game to Android isn't an easy task. You can finally managed to test it on your phone and notice that its buttons are too large and the message window's contents minuscule. Oh and it lags TERRIBLY! It might be a step in an interesting direction, but it's still quite far from being acceptable, not even satisfying. Then they keep making so called improvements in MV's portability to Android, yet, they break the normal behavior of many components during test runs on PC's. MV has been buggy for quite some time.
Just a recent example. We all know how a map and the player's character might stutter or jitter every so often, especially visible in MV games. There are people that have tried even 4 jitter fixes and they keep getting the same 1 pixel offset bug while playtesting their demos. One single plugin has inspired 4 or 5 threads that have been opened as a desperate way to try solving such a basic issue one for all.
They only true flaw XP has is that it doesn't offer you more than 4 layers. 4 AREN'T enough!
If XP were as outdated as to make people think it doesn't deserve some extra help or change in their development strategies, why can it be run on mkxp and HiddenChest and mkxp-z and other engines? I'll tell you why! It's because its code base is stable enough as to port it to custom engines. If that weren't the case, all games they can emulate, actually they RUN them natively, and what really breaks any game there is the Windows specific stuff.
Do you need those alternative engines to make a decent game in RMXP? Not really. It has specific limitations, still, you can't count those features that can be implemented by adding new scripts as flaws nor limitations. If scripts weren't good enough to reimplement faces, then yeah baby, XP would suck. But hey! They easily work! What a scripting miracle!
There's something many but many people ignore by default when they actually shouldn't. I'm talking about XP being an inspiration for a generation of gamers and developers and scripters to improve their scripting knowledge and eventually become full fledged programmers. That's something newer engines that aren't RM related skip on purpose? because they only focus on making it visually appealing or easy, I might just say possible instead, to event stuff. Yeah, it can make your project look like that piece of crap called Minecraft. Nonetheless, people are unable to learn anything besides eventing and mapping. Bakin seems to allow it, because they don't suggest you should depend on the use of C#. It's not one of my favorite programming languages, by hte way. Others don't even consider it. Heck, some of them even register ancient and slightly recent petitions to include any scripting language in their code base, and they still refuse to address the issue.
They might be great developers of middle to upper end engines, yet, they are blindfolded by their followers still picking their engines without realizing the great gift and improvement the inclusion of RGSS and other engines' own languages was back in their early days.
Oh and that argument that MV can be used to make Visual Novel games is mere crap. Even RMXP can do that. Just keep using portraits or busts of your favorite characters, make the engine ignore most of its RPG features and you're done. Nope, it's not a monumental task for experienced users and even less for skillful scripters.
Some Ramen Obsessed Wolf Wrote:And towards the menus, who would use a 4:3 menu in a 16:9 viewport? Of course they would need to be changed. That's just common sense. Besides, who wants to use the default menus in the first place?
Well, make a list of all of the VX Ace game devs that stick to Ace's default windows for all of their menus. I've met dozens of them already.
And you know, MV's initial resolution isn't even 800x600 but a few pixels wider and higher / taller than that, meaning they use a non standard resolution for weird reasons. Tile size related but still inconvenient.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE