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    Amy
  Thu Oct 08, 2015 9:09 pm
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What are you hoping gets made? Particularly anything that wouldn't be doable in VX Ace, although anything really! What are you counting on being done plugin wise?


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    Desecration
  Tue Oct 20, 2015 9:51 am
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I'm quite curious to see the first implementation of advertising in a web deployed game, there are plenty of JavaScript ad libraries that should make this possible. Otherwise I'm just pretty excited to see many of the older scripts being converted into JavaScript and seeing what benefits that brings to the field.


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    Nathaniel3W
  Tue Oct 20, 2015 9:54 pm
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What does MV do that previous versions can't?

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    Amy
  Tue Oct 20, 2015 9:55 pm
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Full access to the base scripts.


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    ZenVirZan
  Wed Oct 21, 2015 1:10 am
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Native socket access is the selling point for me.
No more janky Win32API implementations.

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    coyotecraft
  Wed Oct 21, 2015 1:44 am
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Zoom in, Zoom out. I'm still not entirely sure if plug-ins will work like I think they will. Like, can I add new event commands? Add new event movement types? There's plenty of menu design elements I'd want to add, menu movement but the touch feature opens new possibilities for UI design, I'll have to stop thinking with arrow keys.

Grid Inventory. click and drag, if that's not already a feature. Maybe a context menu, like taping a npc makes them talk but tap and holding does something else. Steal, scan, lock on ect...
Particles? for Gem/coin drops that the character picks up.


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    Ace of Spades
  Wed Oct 21, 2015 1:56 am
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Although it's been done in Ace, I'd like to see a Pixel-movement Plugin, with 8 directional movement and path-finding. Having this combined with mouse support opens up the possibility of making a Diablo/Baldur's Gate styled games.


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    ZenVirZan
  Wed Oct 21, 2015 8:12 am
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Will MV have native mouse support and multiple resolutions? If so, then it could be used for all sorts of things.
And as coyote said, inventory systems and the like would work really well.

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    Desecration
  Wed Oct 21, 2015 9:59 am
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Location: Newcastle, England
MV seems to have native mouse support (touch support also) and supporting multiple resolutions seems as easy as changing a few constants in the code. I've done a little researching and while there isn't a lot of stuff available online just yet this guy http://yanfly.moe/2015/10/09/yep-1-core-engine/ seems to have custom resolutions already done.


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    Amy
  Wed Nov 04, 2015 10:48 am
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I'm going to make a palette swapping script. Does that sound like it's going to be too slow to ever be useful?


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    coyotecraft
  Thu Nov 05, 2015 11:26 pm
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How would you customize it?
That's the biggest hurdle for me. Making something flexible and intuitive. Idk, In some ways ruby scripts seemed easier to customize - like setting up battle animations sequences and customizing specific spritesheets to use specific poses w/ a certain number of frames, you'd just add things to arrays or make new keys. Managing that stuff in the plugin manager wouldn't be easy.


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    Verdandi
  Sat Dec 26, 2015 2:39 pm
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Princess Amy, how about an example how to do on map projectiles?


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