The Plug-In Commands being set to easy-to-use pop-up settings is incredibly useful. MZ's improved audio player just is simply better than MV's) ![]() The great improvement to playing audio files is appreciated (MV smoothed out its audio playing function for audio files that were over 3 MB big over time with patches, but still had sorta' a delay problem to it. The ability to be able to choose a tile size (between 16x16 pixels, 24x24 pixels, 32x32 pixels & 48x48 pixels), and it change mapping to reflect it, is a very neat feature which is something I've long hoped RPG Maker would add in-engine (without complicated work arounds to accomplish it). With all this said, here's what I'd identify as how RPG Maker MZ is superior to MV: Any version can make a good game, but if you want the most tools available, then MZ is the one I'd recommend if having more tools means more to you than a cheaper price tag. I'm going to write these points as if you know what MV is capable of, but if trying to decide as a first time purchaser of RPG Maker which version to buy, just know my overall opinion having thousands of hours in the last three versions of RPG Maker is that at this point, MZ is the best. 10% better), and mostly similar to MV.īut with the updates, and the 1.5 update especially, I can now pretty easily recommend RPG Maker MZ. While MZ was better, it was only marginally better (I'd say like. I'll say at launch, unless you had a very specific problem with MV like I did, I would've recommended staying with MV for the cheaper price tag. ![]() It'd be a bit hard & technical to explain, but the bug had crept up in enough of my projects that I decided to make the switch to MZ because of it (as MZ has better cache & crash handlers, where MV would shut-down over any problem, MZ tends to glaze over an error & keep playing even if a small hiccup occurs, which I prefer). There was this particular bug I started to run into with certain projects I was never able to solve, that usually crept up around the game crashing when certain visual effects would load while doing more complex math problems. The reason I originally switched to MZ is in MV, I started running into some issues with doing more complicated games. Below are some of my anecdotes on why this is. Maybe for specific purposes, people may choose to use other RPG Maker versions still, but as of the 1.5 update of MZ, I do think it's just the outright best version of the engine to date. As of its newest 1.5 update, I think MZ is the best overall version of RPG Maker. I also had over 3000 hours in VX Ace & 11,000 hours in MV. For what you are too lazy to write yourself, you can likely find it at no cost with some generalized interweb searches.Īt the time of writing, I have over 1,600 hours in MZ. If you're a crafty developer, you can basically code up any additional functionality you could want (I wrote an ABS for example). It is also written in JAVASCRIPT, and not typescript which translates to minimal support for typing- kind of a surprise since typescript was definitely super popular during the time I imagine the underlying source was written.Īll in all though, I still believe it delivers what it states it will deliver. Despite it leveraging nodejs+electron, it is completely unable to leverage additional npm packages to streamline your cool plugin development. Monkey-patching prototypes of classes is the standard of how to write your cool plugins. ![]() That being said, as a software engineer by day, I will say that the underlying source code is definitely not the way I would've written it. Take one step further, and you've got a small iterative improvement in the form of RPG Maker MZ. It was pretty aewsome, though at the time of RMXP days, I had no clue about coding.įast-forward to RPG Maker MV and they basically rewrote all the underlying source of the engine into javascript. This enabled developers to customize (without hacky dll modifications) the underlying source allowing fun stuff to come in the form of "plugins" (or "scripts" as they used to be called). Once upon a time, in ye olde days of RPG Maker XP, they opened up some of the inner workings of the engine of your game. How about I talk a bit about that instead? If you're a developer, you might be curious about what is inside. Most folks seem to be reviewing this as a consumer of the product with no/minimal coding knowledge.
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