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Simple Enough for a Child. Powerful Enough for a Developer.

RPGMAKER was born to fulfill the desire of creating an original RPG without programming knowledge. Four years have passed since the release of the previous RPGMAKER, VX Ace. The landscape of gaming, especially for RPGs, has changed greatly. So did the needs of our users. With the latest installment, RPGMAKER MV allows the dreams of many of its fans to come true! RPGMAKER can now create RPGs for MacOSX, Android and iPhone!

Sample Data Included

To help everyone create a game easily, we included some sample datas that you can easily use! We have over 100 Sample Maps, Character Generator Parts and more! RTP is now integrated in the engine to save the users trouble.

RPG Maker MV Feature Map, effect and more, including rich sample data


Javascript to create complex games

RPG Maker MV uses the well known JavaScript, in combination with HTML5 export. By mastering Javascript, you will be able to change the game to your liking, from Battles to Menu UIs. This feature is oriented to experienced developers. You now have the ability to control all parts of the game. No more hidden classes!

RPG Maker MV Feature Javascript scripting


Multiplatform Distribution & Mac Support

You can now create your own RPG Maker games on Macintosh. It will be released at the same time as the Windows version. RPG Maker MV users will be able to build games for the following platforms:

  • Windows/EXE
  • MacOSX/APP
  • Android/APK
  • iOS/IPA
  • HTML 5 for Web Browsers

RPG Maker MV Feature Multiplatform Distribution And Mac Support


Mouse & Touch Input Support

Tired of doing all actions via the keyboard? You can now play your RPG with your finger on touch devices, and mouse on computers.

RPG Maker MV Feature Mouse And Touch Input Support


Large Database

Support for twice as many items as VX Ace for a grand total of 2,000!

RPG Maker MV Feature Large Database


Battle System Modes

With a tick of a checkbox, you can switch from the classic Front View Battle to Side View.

RPG Maker MV Battle System Modes 01 RPG Maker MV Battle System Modes 02


Three Map Layers

RPG Maker MV has an automated upper layer to make it easy to create and edit elaborate maps!

RPG Maker MV Feature Three Map Layers


Higher Screen Resolution

The previous RPG Maker's screen resolution was 544x416 pixels. RPG Maker MV's screen resolution is now 816x624 pixels. The size of all graphical assets (including animations) are now 1.5 times the previous versions of RPG Maker. For example, characters used to be 32x32, and now they are 48x48.

RPG Maker MV Feature Higher Screen Resolution


Introducing Plugin Manager

By adding js files in the project's plugin folder, you will be able to select the plugin in the Plugin Manager. You can see script details, script parameters and the ability to set it ON and OFF. Using Plugin Manager will be much easier to use than the old format. Allowing minimal user interference to prevent errors and easily order the scripts than the previous makers.

RPG Maker MV Feature Plugin Manager


Event Searcher

One of the missed functions from RPG Maker 2003, The Event Search function is back! The bigger your game gets, the more Variables, Switches and Events you'll use. It quickly becomes harder to manage and find specific parameters. Using the Event Search tool will allow you to save time and quickly see all instances of a particular variable or switch!

RPG Maker MV Feature Event Variable Switch Search


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I am thrilled to announce that 8-Bit Adventures 2 launches October 16th on Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and Xbox One! 🥳


I know it's been a long wait since the console versions were first announced in 2021, so I apologise for the delay. I had always hoped for a simultaneous release on PC and console, but it didn't end up being possible.

Switch Image 01


On the flipside, though, I've been able to spend a lot of time improving and optimising the game, based on feedback from players on Steam and GOG. So thank you all very much for your support! And now with our latest update (patch notes below), we're able to share the improvements we've made through console development with PC players too.

World Map Map Update


A HUGE thanks to Ratalaika Games for their work porting the game to consoles, as well as xor_mgambrell_0, ZServ & chaucer for helping me to optimise the game! 🙏

If you love story-driven games, turn-based combat, and the Golden Age of JRPGs, please check out 8-Bit Adventures 2 on your platform of choice and consider supporting our work 😊
~Josh

For more information and updates, please:

Full Patch Notes

Please note, this is just a summary of changes. My personal notes are 23 pages, so listing out everything in explicit detail would be going overboard haha. There were also updates in February, March, and June of 2024, so please check Steam & GOG for a full rundown of the year's changes and features.

  • Improved the speed and flow of text timings in the Prologue, Pheopolis Castle, Driftwood, Charlie Flashback, Raft Sequence, Bruneus, Forest Mimic sequence, and several one off lines throughout the game. This also means that players with the Fast text speed on will run into less interruptions. The first hour of the game in particular saw the most adjustments, as well as some dialogue alterations, as I wanted to create a smoother experience in the opening.

  • Optimised numerous environments, improving performance on lower end PCs. This was a massive effort across the whole game, particularly on the World Map.

  • Optimised the performance of movement in Airship battles, making them run significantly smoother on lower end PCs.

  • Optimised the enemy chase behaviour to perform significantly better on lower end PCs.

  • Made the scene in Driftwood where Charlie comments to Thief about the Weapon Saleswoman winking at him unable to be missed. Just because I think it's a charming little moment that people playing with Fast text wouldn't previously have seen.

  • Enlarged the cinematic scene where the Airship reaches the Floating Continent. I don't know why I letterboxed it so heavily before, but I think this looks nicer.

  • Rebalanced the Gold Toss ability from last update, as it was extremely powerful. I initially thought about it as a bit of a joke, but with console players experiencing the game for the first time and Free DLC coming up, I wanted to make some adjustments so that it fit better into the game. Bosses now take 50% damage from it, it has an MP cost of 30, and it uses an eighth of your gold instead of a quarter. It's still incredibly powerful by the end of the game when you're overflowing with Gold, though - I just wanted to make sure that it wasn't too powerful earlier in the game.

  • Fixed a bug where Thief would get stuck with her eyes shut (and unable to animate) in the scene where you meet the Computer.

  • Lowered the volume on the water background sound effect when the water begins running in the Sewers.

  • Fixed a bug where the "What a Croc!" enemy used an incorrect behaviour in the battle where it's paired up with two Antlions. I also made "What a Croc!" immune to counterattacks, as that could break its behaviour.

  • I realised that before his name's introduced, the Bandit Bro named Zeke was called "Pink-haired Bandit"...even though he's clearly got purple hair 😅 So he's now called "Purple-haired Bandit" for clarity.

  • Fixed an issue in the Ship Graveyard and Frozen Wood where some snow is a different shade of white than the snow around it. It was only visible on certain displays, but looked very rough.

  • Fixed a visual bug where some of the fog on the 4th Burial Grounds map was rendering under the player (it should've been appearing over the player).

  • Fixed a visual bug in combat to do with the way that windows are loaded - particularly on lower end PCs.

  • Fixed a bug where, when the menu appears just after leaving the Nexus, I failed to remove the Escape Amulet and World Map items from the player's inventory. If the player used these items while in the menu during a cutscene, the game would break.

  • The boss of the Ice Cavern is meant to have the special Boss-specific death animation, but only had a normal death animation instead, which felt underwhelming. So this has been fixed.

  • Fixed a bug in the Estriatus Ruins, where if you do the whole dungeon in one run, the Escape Amulet never activates (it's meant to activate after you clear out the vines).

  • Fixed a bug on the Foundry's infinite staircase, where you could trick the camera into following the player if you simply doubled back to the entrance after walking up the first set of stairs.

  • Adjusted the sound effects when you attempt to fly to the Floating Continent, to make them more comfortable on the ears.

  • Fixed a bug where you could open Treasure Chests and plant Golden Saplings while in the Airship - the latter of which would actually crash the game.

  • Fixed a bug on the Floating Continent where you could walk up waterfalls which passed under bridges.

  • Improved the performance of the battle which takes place towards the end of the game in the Nexus, by handling the spawning of monsters more efficiently.

  • Had to redo the cutscenes in the large cavern near the start of the Final Dungeon, in order to better optimise the game for lower end PCs. Also fixed a bug here where the wrong character was briefly visible during the party switch over.

  • Fixed a late game scene in Thief's bedroom where the mirror didn't accurately reflect her position.
  • Fixed a bug where, if you mash through the text in the opening scene of the City of Sounds, Charlie will move incredibly slowly.

  • Fixed a bug where, after seeing him leave with his army in a cutscene, the Samurai character would retain his collision after disappearing. This would block the most obvious path to the exit in the Burial Grounds.
MARGO - On the Brink Demo Released!

MARGO - On the Brink Demo Released!

MARGO - On the Brink

MARGO - On the Brink has an hour long demo to play now!

One Fenix Down - Demo and Kickstarter Launch

One Fenix Down - Demo and Kickstarter Launch

One Fenix Down

The One Fenix Down Steam demo and Kickstarter will both be launching over the next week!

Kickstarter and Steam page launch!

Kickstarter and Steam page launch!

One Fenix Down

We're pleased to announce that ONE FENIX DOWN, a turn-based RPG, now has both a Steam page and Kickstarter pre-launch page available!

EVERING, the turn-based pixel art RPG, is releasing on February 28!

EVERING, the turn-based pixel art RPG, is releasing on February 28!

EVERING

Follow the path of a legendary hero to shape your own story.

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Devastator3929
Devastator3929 - - 1 comments

Hey guys how do you download games.

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phetthailand
phetthailand - - 2 comments

Plz add engine for android version with out pc.

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Guest
Guest - - 706,925 comments

The community is pretty great too. The program is still fairly new, and they already have tons of amazing resources. rpgmakermv.co/resources/ for example has over 400 reasources in less than 3 months.

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JulianRice
JulianRice - - 21 comments

Yay, it included the pictures I submitted! I wonder who added all the other cool stuff...

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