hmmm, it seems that RPG Maker MV still has a bug with tracking playtime. that's not something i can patch unfortunately, so i've had to remove the playtime window. i've reported it to the devs of the engine but it's unlikely to be fixed considering there is a new version of the engine these days.

i may implement a different system that tracks time, but it could be a little laggy. we'll have to see.

instead, i changed the "playtime" line on the save screen to "days" to show you how many in-game days you have been playing. this can help differentiate save files easier, just like playtime can.

@beardalaxy i thought heavily about buying in to that ecosystem when it was on sale a while ago. then i saw the reviews were uh.

mountains and mountains of third party code to make basic shit work :blobcatterrified:
Follow

@icedquinn if all you wanna' do is make a simple RPG, then the default engine and the default plugins it comes with are totally fine.

thankfully, RPG Maker MZ added a lot of functionality to the engine from things that plugins were doing that people used most often.

if you're using any game engine you're going to be using plugins/libraries from third party devs. there may be a little more in RPG Maker that you need to do specific things, but it's also a much more simple engine.

i'm using about 50 plugins and most of them are just little tweaks. stuff that you could change yourself if you knew how to code but it's great that other people are out there doing it for you. a lot of it is just to help add a little bit of extra polish, or some little features here and there. the biggest one i use won't even be in the game at launch, which is a really robust developer tool.

i like RPG Maker because i can buy the engine once and never have to pay royalties or anything, and it is by far the easiest engine to use for the type of game i want to make. the UI is second to none, seriously. it makes game dev so easy and you can actually do so much with it, then adding plugins on top of that it can get really crazy.

@beardalaxy i was using godot. i have some postscript-esque thing to drive complex dialogue scripts, but then depression hit too hard.

@icedquinn godot and construct are both looking pretty interesting to me. i wanna try learning them eventually but i gotta focus on actually finishing my game first.

Sign in to participate in the conversation
Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.