![]() I looked for answers, (I looked for the entire 5 years it took to create Killer Gin on MV). It has never made sense to me, and this has really bothered me because I really wanted my game to run well (since its a commercial game)! How could anyone take me seriously as a video game developer if I had a hard time optimizing a simple 2d game? Is the RPG Maker Engine really that poorly optimized? How can these simple 2d graphics bog down powerful computers?! How come powerful Gaming PCs/Laptops that can run triple A Games like WOW (old I know), Just Cause 4, and Assassins Creed well (in 4k) somehow, for some awful reason, have a very difficult time running RPG Maker MV games? ![]() ![]() This is my SECOND big discovery, my first discovery being "Massively improving RPG Maker Game performance by updating the NW.js" (Link below) That niche of competent hobbyist computer users that enjoy making JRPGs probably aren't going to be willing to pay that much for an engine.The reason why I am creating this thread is because I feel this is a VERY important aspect of RPG Maker games that is overlooked by most devs and players alike. Competent hobbyists that use computers in Japan is a niche- even in University, a lot of people were left clueless when computers were involved, and even my university, a fairly well known one in Kanto (hint, one of the founders was James Hepburn, who set up the form of romanization you see used frequently outside of Japan), still took handwritten papers (the only students who usually typed up papers were the linguistics/English language department's) for submission. The boxed copies are something you find hidden in a corner of Yodobashi, far from prying eyes. What's the problem here? RPG Maker, at least in Glorious Japan, is a niche product. 3D assets involve often work on the model, the rigging, the texture, and the skinning- a library of assets close to the versatility of the 2D RPG Maker RTP would probably set you anywhere from 500USD to a over 1000USD, depending on the complexity of the assets, including or excluding the cost of the software itself. Previous RPG Makers released close to or within the 90-150USD range, and that's with 2D assets. It's not as fast as writing in C++, but as long as you don't need to make overhauls to the engine to implement functionality, it works well and has most of the same core functionality as the C++ game logic.Īs far as a 3D RPG Maker? Aside from the difficulty in content generation, the price would be extremely prohibitive. They're simple but depending on what you want to do with 3D they could be more what you're looking for.Īctually, Unreal Engine includes Blueprint, which lets you 'program' using events/bubbles rather than writing code. On the other hand, 3D scripts for existing engines are entirely possible and do exist for some of them. That runs directly contrary to the goals of many people wanting a 3D engine. The only way to make a 3D engine simpler would be to limit it in some way, like removing the ability to create your own rigs or only using pre-existing maps or something. There were some people who absolutely loved it, but it wasn't enough to make it worth the effort. ![]() I never used it myself but my understanding was that it was extremely limited, there were clipping and collision errors, and the whole thing was blocky and muddy looking. I think that version is part of the reason we won't see it, they've tried it before, it wasn't worth it. Please don't scare off the Master There actually was a 3D based RPG Maker at one point. It's frustrating but it wasn't an unreasonable question. We've heard it a lot, but that's just the cost we pay for having new members from time to time. Please, though, try not to be directly antagonistic. They're just not ever used because it's a pain to work with and doesn't necessarily improve anything. ![]() The forms themselves are pretty basic but the view rotates smoothly and it has all 3 axises to move in. There have been a couple of heavy duty scripts out there that have done more with 3D modeling. ![]()
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