

My first impression of MZ’s user interface was that it was a familiar if confusing mess.
#RPG MAKER MV DRAGON HOW TO#
What about if you’re new to RPG Maker? Does MZ do a good job at teaching you how to use it? There are other quality of life additions here too, and two worth mentioning are the tracker for all the events in any given map and the preview button for showing where NPCs will move to during events you configure.īut enough about what’s new. Plugin and Javascript support can help a tad here, and there’s now a new and convenient feature to allow developers to enable plugins easily with some checkboxes.

That said, there are some things that are very difficult to customise, like the menus. In order to prevent your project becoming a stereotypical RPG Maker game, you’ll need to spend a lot of time making your own assets (or using assets from a lesser known pack that is compatible with RPG Maker MZ). The main barrier to the success of games made in RPG Maker is the same one that plagued early Unity games: people can tell that you used RPG Maker to make it. This is because, as a game creation tool, some people would like to sell their own creations. It’s a great feature for those who are just starting out with the app and want to create something without the default assets, but for anyone actually trying to make money with their own games, this feature is redundant. The idea being that by choosing facial features, clothing, and other accessories, the app will generate all of the necessary sprites at the correct resolution for you. Previously this was only possible with external plugins, so having the option right in the box is great for those who like classic Final Fantasy.Īnother time saving feature is the new character generator. It's as though my enemy image has a top invisible half which is impossible because my sideview character sheet is perfectly proportioned and my animated images show up perfectly during battle.ĭoes anyone know what the problem is? all help is appreciated.I’d also say that the Time Progress Battle System options, which basically turn your game’s combat into SNES era Final Fantasy, is a welcome addition. Front base has him move to front base but if I try moving to front my actor is at the top of the enemy image, if I try for front center he's off into orbit and front head he's out of the solar system. Now that's not all, when I put tags into the skill so my actor approaches the enemy, the difference between front base, front, front center and front head are off the scale. If I have it to attack the head the animation is way off in outer space out of view. I then changed it so the animation instead attacks at the feet of the enemy and that works fine from what I can tell. The animation is set to attack the centre but doesn't do so. The problem I have is, when I attack the enemy my skill animation (let's use the slash animation as an example) slashes way above the top of my enemy. dead, evade, thrust etc etc) the file is perfectly spaced and arranged and during battle my animation works perfectly fine.
#RPG MAKER MV DRAGON FULL#
I have given this Dragon the full 54 images required to have an animation for every battle stance (ie. This game making gives me a headache, it seems to be one problem after another.
