Troop events exist. You have to right click the enemy troop, and there should be an option to add an event. I had to look this up in the documentation because I couldn’t find it either.
I bought RPG Maker VX back in college. I still have it and am working on a personal project right now. So seeing all these crazy new features and menus are cool!
I find a lot of things interesting about this new engine, but it's always weird to me how some things are made more difficult to do or removed entirely with each new engine.
RPG maker is what got me into the whole game making hobby, the previous makers the UIs were intuitive but lacked the advance features. This iteration has the advance features but the UI is the opposite, confusing.
Damn, I thought you were dead. Nice to see that rpgMaker finally has an easier and more friendly codebase behind it. I expect this to be a pluginner's paradise.
I've been moving on the engine since XP > VX > VX Ace > MV > MZ without any problem. But I don't think i can move to this new Unite. The UI is confusing me , I mean... yeah I've used the Unity before, but I love RPGmaker tradional UI because it was very simple and easy to use or understand, even the middle schooler have no problem using it.
As I understand it, all of the major changes, such as the jump from Javascript to C#, as well as the consolidation and cutting of certain RPG maker features was to make sure it adhered to the Unity Engine's limitations. RPG Maker Unite isn't so much an RPG Maker Engine powered by Unity as it is a utility added onto Unity to make RPG Maker style games. I don't doubt for a moment that Kadokawa is busy cooking up their next proper iteration of the engine that will _also_ inevitably disappoint its longtime users.
But because of that very dispensable iteration, the next real RPG Maker will suffer from the fact that its release will be closer to that one (Unite) than MZ in the mind of most people who will just think Unite is the new RM, knowing that MZ was already a greedy attempt to make us pay again for what was pretty much MV+ There is a much MUCH better offer than RPG MAKER recently (than any version, including Unite and I'm sure the next one too), the creators of Smile Game Builder released their new engine named RPG Developer BAKIN (Pronounced “backeen” in Japanese) a few months ago, it’s already better than RPG MAKER despite still being in early access. If there's a new real RPG MAKER, you can be sure they will copy what we already have in RPG Bakin, that is overall 20$ less expensive than latest RM by the way.
@@kutobbitok4161 this is why I didnt bother to update to MZ. Until i get it on discount… I currently own all makers from 2000 to mv all through humble bundles. I did get mv on launch. The extra mv and vx, I gave as a gift.
@@zephyrias Same as me then, MZ wouldn't have been so bad for me if the character art didn't clash so hard with MV's which ws just super odd to see. But also just it not having much resource wise for the other size formats. You got more options for tile size but no sample tiles in those extra formats, you would have some if you owned other versions of RM but for those who didn't they got screwed. MV is still great now and MZ would need so much more to actually be a true upgrade, since yes having to use scripts for some is annoying, there's next to nothing MZ can do that MV can't, the only reason to get it I found was for its RTP since it's not just MV's all over again but trying to use the characters together is a big headache.
wow!! I have a lot of great memories binging your vids back in 2016 trying to figure out MV for the first time! It's nice to see you back with another great video :)
Good to see you're still out there. I kinda miss making stuff back in the day with RPG Makers, however they were pretty limiting, but with those limits allowed for more progress of actually creating the story and the game itself in a way. Interesting to see this carried over into Unity.
I still think unite is the way too go, it has more options, and for the same price. I think it’s a waste to buy anything other than unite. Correct me if I’m wrong, I don’t know everything, I just started using rpg maker
Thanks for watching! Did I edit too fast? Was there a setting you missed? You can check out this video on my second channel of unedited footage of me showing every setting in RPG Maker Unite one by one. Happy RPG Makering! ruclips.net/video/oMnpaCDjhhc/видео.html
Great video! I just need one question answered before getting utterly stoked about RPG Maker Unite and purchasing it... Can I use just bits and pieces of it? What I really want to know is whether I can, for example, make a 3D game and then use Unite's database, combat and events? I'd really like to make a retro RPG in the style of old Might&Magic and Sorcery games and this would help me a lot!
Not at all. It was nothing you did, but rather the sprites for the in game footage. The environment sprites look pretty much the same as MV or VX, while the characters look like poorly done pseudo 3d from the Sega Genesis era games. The in game footage just looks awful by comparison to older RPG maker versions.
This video is awesome! Thanks for making it! RPG Maker Unite has been a dream come true for me. Also huge shout out to Unity's profiling feature- really great for debugging frame rate issues among other stuff.
Yeah cause they want users to keep buying javascript addons from Yanfly and the like. This new engine is just so they can monetize a lot via Unity Store too. Ever since MV they release half-assed engines with basic features released weekly by their few main coders like Yanfly and whats-her-name, Yumi something? With whom they share deals and give early access to develop all those plugins. They turned RPG Maker into a The Sims game, where you buy bread and every condiment of your sandwich is a DLC, except sure, you can technically cook your own pastrami, but during VX-XP era (anything pre-MV) the community would share their top tier salami for free, without anyone doing such aggressive monetization.
The engine ui looks much nicer to navigate in that you wouldn't need to click a hundred times just to set traits for skills or events on a map. Clicking through and closing a ton of pop-up windows gets annoying real fast. There's even more much needed QoL options for skill animation speeds, party position adjustment, separate user and enemy traits/effects boxes for skills, much more flexible and customizable spritesheet frames and size, having a skill do both dmg and healing, and bust images that I had to use plugins to do in rpgmv that really should be engine default features. Would be nice if these were in MZ. Too much work to port over though. Best to use it with a fresh project not an existing in-progress one.
While extra windows can be really annoying, there should've been a mix of both or the option to do that. Drop Down menus are much worse for clutter and anyone doing something more serious will take longer scrolling through a really long list vs a window that isn't much scrolling. It works in cases of small lists but anything beyond that, no a window is and always will beat drop down menus period. They just cluttered everything with this change and it looks horrendous on the UI side and usability side.
You said that you can't change the windowskin, but at 12:25 there's a menu option for "Window Frame Settings" that has an option to upload an image, and you just kind of seem to ignore it. What does it do?
Sorry for the confusion. This is what I meant by window skins kinda still existing but not really. Window skins in other Rpg Makers customize everything about a window including the frame, background, overlay, etc. all in a single png file. But now you need multiple png files. You assign a border image by itself. And a background image by itself. Etc. So you can mix and match different pieces of a window skin.
Being able to not only associate elements with characters and classes, but also set general element rates makes me incredibly happy. This should make games where every character has a particular elemental affinity--like my game--much easier to set up.
We already had those options via the class menu though? This just makes it a bit easier to read those options, which while still nice isn't by any means a new feature. Class traits > Rate, it's been right there and that's what it's for.
This shit looks way more complex to learn all those tools even when it doesn't look all that different overall than RPG Maker MV except larger scale characters.
Good video! I'm just... not interested in this one for some reason. I think the classic RPG Maker UI is just stuck with me permanently. I'd prefer to not require paying Unity for licensing and stuff, too. I hope that they continue to make RPG Makers outside of a plugin for a different engine.
I didnt finish the video and you already sold it to me Unity developer here so seeing this is making me happy If it doesnt cost more than 5000 pesos(arg) (Thats like 10 dollars, in argentina steam prices are lower) (and also in argentine becouse taxes all things buy in dollars cost almost the double, in the case of steam cost more than double) i will buy it. If not, well, it has to wait until discount.
What I am curious is if you can change those hard set variables, like stats for example, being able to add new stats types and then add them in the damage formula, peharps, but more in the Unity editor rather than the RPG maker
The first time I saw that RM might do an engine in unity O got really excited. Now I see this and think I wouldn't use it even if it was free. Man. I don't know what they are doing at ggg. Looks like I'll have to move on to something else pretty soon. Well who knows. Maybe the unity veterans can improve the engine to a degree it gets worth. P.S. happy to see you back on yt.
Looks good! Still no built in passive skills! I want classes to learn Crit up etc! and still no class change in game! Blah! New changes still look good!
having worked with unity professionally, the thing that excites me about this is that one can create custom tools integrated with the engine. if you want to add new features to mz, for example, you'll need to write code that reads data from notetags etc. that can get very clunky very fast when making something complex. just straight up creating new tabs for tools as needed sounds like a massive upgrade.
let's hope it wont happen like on RPG Maker MZ, that there were tons of good plugins to be made, and alas, only Visustella focused on making good plugins, and lacks of the gimmick plugins used on MV on MZ, forcing us to use FOSSIL to use them. I'm still waiting for several years for certain features like Reincarnation feature on MV/MZ (From games like Disgaea and similar, that you make a lvl 99 character to return to level 1 but keeping some % of stats obtained and keeps track of every reincarnation making stats going higher and higher the more you reincarnate.), and features like Summoning creatures like Smrdmdude did on MV but returning to MZ, as weel as Victorvals materia system, and other gimmicks that we miss a lot from Rpg Maker MZ... (T_T) Anyone who is willing to make plugins for RPG Maker Unite, must make sure this is the best option by having the most features, and not make us regret buying RPG Maker Unite, since RPG Maker MV/MZ had most gimmicks/interesting plugins and we have to do the coding just to make stuff more unique.
I think there will be impressive stuff made with it, as it is built on top of Unity. But it is overall not as user friendly as other RPG Makers, so I'm not thrilled to use it.
@@dragonwarriorz1 Looking at it and compared even to Unity it seems less user friendly, not that Unity is the best for that to begin with, but it's better about it than this is.
Someone please correct me if I'm wrong, but from what I can tell, it's largely not (nearly as easily) possible to make add-ons for Unite that are on par with MV or MZ plugins (or scripts for the Ruby-powered RM versions') due to lack of an engine hook system. You're pretty much limited to just plugin commands as runtime entry points, unless the user edits the engine source code. On the other hand the add-ons can finally extend the editor it seems, so yay? The underlying problem is that, unlike JavaScript and Ruby where patching is pretty much a language feature, Unity's version of C# just doesn't support this for most targets.
I swear everyone talking crap on unite has rose coloured glasses on for mv and mc. Unite looks a lot better, and you have more control, so what if it’s a bit harder than previous makers, it’s a new tool that will take some getting used to. I think I’m buying unite over mz Especially since they’re the same price. Unite just has a lot more options.
Would have loved your thoughts on the performance, development efficiency, and overall pros/cons vs MV/MZ. As a professional software developer who uses a lot of Unity, this version is very appealing. But I am not totally convinced due to the price tag, negative reviews and also how it lost its charm to be "straight forward and easy to use". Also the addition of Unity and C# is a huge plus, but also adds more complexicty compared to a standalone editor and javascript. Very on the fence about it. I am however glad to see that they actually look like they put work into this version and it actually feels modern, but just cluttered as usual.
RM Unite is super unoptimized at the current moment, even with the use of C#. Would not recommend switching for performance reasons yet. Might take them a while to really optimize everything kinda like how it took years for MV/MZ to fully optimize using JS.
Idk why I thought this but it would be kinda cool to see a rpg maker game where only your playable characters health is shown in battle and you can only know the condition of the rest of the party memebers through dialogue. Like “need a healer” or “about to faint”
my expectations were low but holy fuck this thing is bad. Every tile, face, and icon, needing to be an individual image is going to majorly slow down the process of making custom assets, the outline editor being the only way to rearrange map order whilst otherwise having little function and having such a large UI is really unpleasant, the new UI in general just looks worse to use even with new QoL features, but above all else, not being able to reposition enemies, and the complete lack of troop events immediately cements this thing's position as the single worst version of RPG Maker since 95. (and I didn't even get into what an ugly mishmash the RTP is)
Is the C# code for the Unite plugin visible? One major issue with the PRG Maker MV/MZ engine was that you had to rely on some outside resource API which made it impossible for someone outside of an inner-circle of hobbyists to write a plugin. If the whole plugin shows its code now - it would be super-easy to extend it with any type of behavior via Scripts.
sucks there is no character generator, yeh can use the old MZ one but i would like to have a custom character that looks the same as the unite sample characters
can we use Unity 3d items in the scenes? can we set up proper z-sorting / layer sorting so a Unity 3d item passes in front of or behind a tile? are there impressive lighting options using Unity's lighting system? full support for gamepads with thumbsticks? if we were gonna have a fight with an important boss could we switch from our tile-mapped arena to a true 3d arena created in Unity? (then we switch back at fight end). just some of the questions i have.
I have similar questions. On the surface this seems like a really powerful tool. Being built into Unity, I figure you should be able to do all of that. If it's as flexible and customizable as I'm hoping it is, then I'm very interested!
They took one of the easiest standalone gamedev programs and turned it into a complicated one that requires another engine to use. I genuinely don't understand this.
The sad part is rpgmaker is already outdated before it comes out. Rpgmaker games were big back in the day, nowadays rogmaker games are a bitch to run on modern hardware.
since the games I'd like to make are story driven, with no battle system AND with my own sprites and characters... I don't thing it's worth it. I'm sticking with mv, I think.
The only feature that's lacking for my RM project is isometric maps. I don't care if I have to craft all the assets myself, because if I want to make a game that stands out, I already have to do that. Still, a steep price to make Unity a smidge more accessible. I mean, you can tweak with this and make isometric maps, right?
Although this seems a very interesting union between game engine. I feel like, it's better for unity's AI stuff. Hopefully, RPG Unite will also benefit from it, otherwise, I feel like it's a major feature to miss out on.
Thanks SRD, your video is a great work of sharing. my opinion, RM's best thing is its UE of the editor, the worst thing is "you can do ONLY the turn-based combat" and this RMU thingy has kept the worst thing and changes the best, so it should be nowhere near good. And what's more, the unity stuff is hard to run in any case, needs more time to load everything. I will definitely NOT use this RMU
Gotta say I had a good feeling about this one and I think it's paying off. Doesn't look as hands on as 2003 was, keep hoping for that free range of features and weird janky way of screwing them up to get effects, but it does seem very well polished for making RPGs. I will be curious to see if we see any plugins that will change the features of the system for other types of games or add things that are missing though. All in all thanks for the preview! Definitely staying on my wish list.
I subscribed a year ago for a tutorial on how making your own RPG game, but honestly my laziness (or ADHD, dunno) took the wheel and postponed it. Now there's yet another new version of the software and I can't buy it due to self restraining, damn...
Weird question, I've been planning on making visual novels in Renpy but I've liked RPG maker just not its limitations. Do you know if it allows for movie files to play as triggered events? I also would want to use 3d models for character icons for more high resolution play, kind of like fallout 2, is something like that possible in Unite? It seems like no, it still seems pretty strict with resolution and type, Chibi only. I want more realism and higher resolution, am I wrong that I couldnt import taller more higher resolution anims and sprites? I was also considering being able to use blender cycles to render out higher resolution world maps, but Im not sure if unite could even do something like that. I saw that you could import custom maps, just not if the resolution could be higher. I would want to use volumetrics and stylized 3d models to do a render. Do you know if we can mix 3d and 2d into a game world? Sorry that was more than 1 weird question.
Awesome👏but, I think I would’ve much rather been able to use all the Unite assets & features inside Unity to easily customize 2.5D / Isometric 3D style games 😬
Troop events exist. You have to right click the enemy troop, and there should be an option to add an event. I had to look this up in the documentation because I couldn’t find it either.
Brooo no waayy 💀💀
I bought RPG Maker VX back in college. I still have it and am working on a personal project right now. So seeing all these crazy new features and menus are cool!
I find a lot of things interesting about this new engine, but it's always weird to me how some things are made more difficult to do or removed entirely with each new engine.
It's honestly tragic bruhh. Pour one out for the troop events. 🍔
@@SomeRanDev It was so useful for boss battles
Which I never understood. I mean why remove things from older versions, shouldn't you want to make the newest version as good as possible?
@@OnehandedGamer-gv3eu they want moneyyyy 😂
Meh I doubt they'll ever do a type of online connectivity (ie trading or any type of vs, especially strategy rpgs).
RPG maker is what got me into the whole game making hobby, the previous makers the UIs were intuitive but lacked the advance features. This iteration has the advance features but the UI is the opposite, confusing.
RPG maker versions in a nutshell lol
you can pick one of these features but not both
Damn, I thought you were dead. Nice to see that rpgMaker finally has an easier and more friendly codebase behind it. I expect this to be a pluginner's paradise.
Rumors of his demise have been greatly exaggerated.
I've been moving on the engine since XP > VX > VX Ace > MV > MZ without any problem. But I don't think i can move to this new Unite. The UI is confusing me , I mean... yeah I've used the Unity before, but I love RPGmaker tradional UI because it was very simple and easy to use or understand, even the middle schooler have no problem using it.
Same.
As I understand it, all of the major changes, such as the jump from Javascript to C#, as well as the consolidation and cutting of certain RPG maker features was to make sure it adhered to the Unity Engine's limitations. RPG Maker Unite isn't so much an RPG Maker Engine powered by Unity as it is a utility added onto Unity to make RPG Maker style games. I don't doubt for a moment that Kadokawa is busy cooking up their next proper iteration of the engine that will _also_ inevitably disappoint its longtime users.
But because of that very dispensable iteration, the next real RPG Maker will suffer from the fact that its release will be closer to that one (Unite) than MZ in the mind of most people who will just think Unite is the new RM, knowing that MZ was already a greedy attempt to make us pay again for what was pretty much MV+
There is a much MUCH better offer than RPG MAKER recently (than any version, including Unite and I'm sure the next one too), the creators of Smile Game Builder released their new engine named RPG Developer BAKIN (Pronounced “backeen” in Japanese) a few months ago, it’s already better than RPG MAKER despite still being in early access.
If there's a new real RPG MAKER, you can be sure they will copy what we already have in RPG Bakin, that is overall 20$ less expensive than latest RM by the way.
@@kutobbitok4161 this is why I didnt bother to update to MZ. Until i get it on discount… I currently own all makers from 2000 to mv all through humble bundles. I did get mv on launch. The extra mv and vx, I gave as a gift.
@@zephyrias Same as me then, MZ wouldn't have been so bad for me if the character art didn't clash so hard with MV's which ws just super odd to see. But also just it not having much resource wise for the other size formats. You got more options for tile size but no sample tiles in those extra formats, you would have some if you owned other versions of RM but for those who didn't they got screwed. MV is still great now and MZ would need so much more to actually be a true upgrade, since yes having to use scripts for some is annoying, there's next to nothing MZ can do that MV can't, the only reason to get it I found was for its RTP since it's not just MV's all over again but trying to use the characters together is a big headache.
As far as other RPG Maker type engines I'm looking RPG Architect right now, but it's also in early access.
But the advantage that RPG Maker Unite has is that it is possible to make 3D games. Unlike the previous ones that were limited to 2D.
you were quick with this 1 SRD. glad to have u back
wow!! I have a lot of great memories binging your vids back in 2016 trying to figure out MV for the first time! It's nice to see you back with another great video :)
Good to see you're still out there. I kinda miss making stuff back in the day with RPG Makers, however they were pretty limiting, but with those limits allowed for more progress of actually creating the story and the game itself in a way. Interesting to see this carried over into Unity.
Thanks. This is the most in-depth look at Unite I've seen so far. Very handy for those of us on the fence about the new engine.
I still think unite is the way too go, it has more options, and for the same price. I think it’s a waste to buy anything other than unite.
Correct me if I’m wrong, I don’t know everything, I just started using rpg maker
whoa dude, its been a hot minute!! its so good hearing from ya!! thank you so much for making this as always!
Holy shit your back! Welcome back! okking forward to new material
Thanks for watching! Did I edit too fast? Was there a setting you missed? You can check out this video on my second channel of unedited footage of me showing every setting in RPG Maker Unite one by one. Happy RPG Makering! ruclips.net/video/oMnpaCDjhhc/видео.html
Great video! I just need one question answered before getting utterly stoked about RPG Maker Unite and purchasing it...
Can I use just bits and pieces of it? What I really want to know is whether I can, for example, make a 3D game and then use Unite's database, combat and events? I'd really like to make a retro RPG in the style of old Might&Magic and Sorcery games and this would help me a lot!
I have very low expectation for RMUnite, let's see if i can be impressed by the future plugins this year
Yo he’s backB love the edits
Not at all. It was nothing you did, but rather the sprites for the in game footage. The environment sprites look pretty much the same as MV or VX, while the characters look like poorly done pseudo 3d from the Sega Genesis era games. The in game footage just looks awful by comparison to older RPG maker versions.
You're a killer developer and a brilliant editor, this was a great overview.
This video is awesome! Thanks for making it! RPG Maker Unite has been a dream come true for me. Also huge shout out to Unity's profiling feature- really great for debugging frame rate issues among other stuff.
Also I think the build setting in Unite mode might be something to tell the Unite side what it should build to.
It's neat that it's been stated to be an alternative rather than a replacement.
Yeah cause they want users to keep buying javascript addons from Yanfly and the like. This new engine is just so they can monetize a lot via Unity Store too. Ever since MV they release half-assed engines with basic features released weekly by their few main coders like Yanfly and whats-her-name, Yumi something? With whom they share deals and give early access to develop all those plugins. They turned RPG Maker into a The Sims game, where you buy bread and every condiment of your sandwich is a DLC, except sure, you can technically cook your own pastrami, but during VX-XP era (anything pre-MV) the community would share their top tier salami for free, without anyone doing such aggressive monetization.
The biggest new feature is that you now pay two companies: Unity Technologies AND Degica.
The engine ui looks much nicer to navigate in that you wouldn't need to click a hundred times just to set traits for skills or events on a map. Clicking through and closing a ton of pop-up windows gets annoying real fast.
There's even more much needed QoL options for skill animation speeds, party position adjustment, separate user and enemy traits/effects boxes for skills, much more flexible and customizable spritesheet frames and size, having a skill do both dmg and healing, and bust images that I had to use plugins to do in rpgmv that really should be engine default features. Would be nice if these were in MZ.
Too much work to port over though. Best to use it with a fresh project not an existing in-progress one.
While extra windows can be really annoying, there should've been a mix of both or the option to do that. Drop Down menus are much worse for clutter and anyone doing something more serious will take longer scrolling through a really long list vs a window that isn't much scrolling. It works in cases of small lists but anything beyond that, no a window is and always will beat drop down menus period. They just cluttered everything with this change and it looks horrendous on the UI side and usability side.
You said that you can't change the windowskin, but at 12:25 there's a menu option for "Window Frame Settings" that has an option to upload an image, and you just kind of seem to ignore it. What does it do?
Sorry for the confusion. This is what I meant by window skins kinda still existing but not really. Window skins in other Rpg Makers customize everything about a window including the frame, background, overlay, etc. all in a single png file.
But now you need multiple png files. You assign a border image by itself. And a background image by itself. Etc. So you can mix and match different pieces of a window skin.
Welcome back! I am excited to see how Unite goes and to see you back on RUclips!
Wow Thank you for this. I really like your voice, it's so calming. Great Video !!
The Return of the King! Glad to have you back.
Also when Bork 6
😏😏
This is an incredibly good video! You deserve more followers. Thank you so much for the level of detail and effort you put into this for us!
Just awesome to hear your voice again honestly ✨
Being able to not only associate elements with characters and classes, but also set general element rates makes me incredibly happy. This should make games where every character has a particular elemental affinity--like my game--much easier to set up.
We already had those options via the class menu though? This just makes it a bit easier to read those options, which while still nice isn't by any means a new feature. Class traits > Rate, it's been right there and that's what it's for.
@@Arcanuayou can also change rate on the character and not just class
@@MemoriesLP Well aware I merely gave one method, doesn't change the option was always there either.
This shit looks way more complex to learn all those tools even when it doesn't look all that different overall than RPG Maker MV except larger scale characters.
I god damn bought MZ like 9 days ago and now this has released in the meantime.
Anyway, you're a saint for making this video so thank you.
You love to see it. Triumphant return + helpful new features breakdown = profit.
holy crap you're alive!? It's been awhile since you've been around here
Welcome back. SomeRandomDude.... I mean... SomeRanDev. (I take it that means you're a dev now, grats!)
So basically new lipstick on the same pig? Other than a few new QOL stuff, I don’t see why this over MZ. Lots of things also removed….
All of my interest, which was not much, disappeared once I realized this version of RM works with Unity.
Good video! I'm just... not interested in this one for some reason. I think the classic RPG Maker UI is just stuck with me permanently. I'd prefer to not require paying Unity for licensing and stuff, too.
I hope that they continue to make RPG Makers outside of a plugin for a different engine.
Those section transitions are so stupid and brilliant I love it so much
this looking like the best rpg maker editor by far.
I mean, it look "better" im waiting for the Steam version, i dont know why tho, amazing video as always bro!
I didnt finish the video and you already sold it to me
Unity developer here so seeing this is making me happy
If it doesnt cost more than 5000 pesos(arg) (Thats like 10 dollars, in argentina steam prices are lower) (and also in argentine becouse taxes all things buy in dollars cost almost the double, in the case of steam cost more than double) i will buy it.
If not, well, it has to wait until discount.
What I am curious is if you can change those hard set variables, like stats for example, being able to add new stats types and then add them in the damage formula, peharps, but more in the Unity editor rather than the RPG maker
yes, you can!
Oh hey you're actually alive, I had gotten worried about you.
The legend is back!
(i thought you like, quit or something lol)
I got it, it is a plug-in for UNITY for a hundred dollars, which cuts the functionality of unity so that it looks like an RPG maker?
Great overview!
Glad to see ya back! Your tutorial videos have the right blend of education and entertainment that make them super awesome.
This is such a well edited vid..
Thank you so much for this dude. That was very helpful!
Can't wait to play with it once it comes out!
i believe it is? it's in the link in bio at the unity asset store.
The first time I saw that RM might do an engine in unity O got really excited. Now I see this and think I wouldn't use it even if it was free.
Man. I don't know what they are doing at ggg. Looks like I'll have to move on to something else pretty soon.
Well who knows. Maybe the unity veterans can improve the engine to a degree it gets worth.
P.S. happy to see you back on yt.
Idk, if this is downgrade or upgrade... And still no alternate battle system like hack n slash type
nice. I was almost convinced.
manny light
manny light
2 years ago
Not gonna lie
I thought this channel was dead.
Looks good! Still no built in passive skills! I want classes to learn Crit up etc! and still no class change in game! Blah! New changes still look good!
having worked with unity professionally, the thing that excites me about this is that one can create custom tools integrated with the engine.
if you want to add new features to mz, for example, you'll need to write code that reads data from notetags etc. that can get very clunky very fast when making something complex. just straight up creating new tabs for tools as needed sounds like a massive upgrade.
great video editing skills
Nice! :)
Hey there good looking.
Do you have any plans to make videos on RM Unite? I really liked your videos on MZ!
@@brandongore711 I will be focusing on Godot4 for the next year or so.
You're back!
i'm pretty sure with PUN's networking service you can probably host a online game, in which you can now do in rpg maker mz (through a plugin)
I have very low expectation for RMUnite, let's see if i can be impressed by the future plugins this year
let's hope it wont happen like on RPG Maker MZ, that there were tons of good plugins to be made, and alas, only Visustella focused on making good plugins, and lacks of the gimmick plugins used on MV on MZ, forcing us to use FOSSIL to use them. I'm still waiting for several years for certain features like Reincarnation feature on MV/MZ (From games like Disgaea and similar, that you make a lvl 99 character to return to level 1 but keeping some % of stats obtained and keeps track of every reincarnation making stats going higher and higher the more you reincarnate.), and features like Summoning creatures like Smrdmdude did on MV but returning to MZ, as weel as Victorvals materia system, and other gimmicks that we miss a lot from Rpg Maker MZ... (T_T)
Anyone who is willing to make plugins for RPG Maker Unite, must make sure this is the best option by having the most features, and not make us regret buying RPG Maker Unite, since RPG Maker MV/MZ had most gimmicks/interesting plugins and we have to do the coding just to make stuff more unique.
I think there will be impressive stuff made with it, as it is built on top of Unity. But it is overall not as user friendly as other RPG Makers, so I'm not thrilled to use it.
@@dragonwarriorz1 Looking at it and compared even to Unity it seems less user friendly, not that Unity is the best for that to begin with, but it's better about it than this is.
I am not Impressed, yeah, won't buy that crap -_-
Someone please correct me if I'm wrong, but from what I can tell, it's largely not (nearly as easily) possible to make add-ons for Unite that are on par with MV or MZ plugins (or scripts for the Ruby-powered RM versions') due to lack of an engine hook system. You're pretty much limited to just plugin commands as runtime entry points, unless the user edits the engine source code. On the other hand the add-ons can finally extend the editor it seems, so yay?
The underlying problem is that, unlike JavaScript and Ruby where patching is pretty much a language feature, Unity's version of C# just doesn't support this for most targets.
i have questions. can this software make rpg with multiplayer feature? likes WiFi or online multiplayer?
I swear everyone talking crap on unite has rose coloured glasses on for mv and mc.
Unite looks a lot better, and you have more control, so what if it’s a bit harder than previous makers, it’s a new tool that will take some getting used to.
I think I’m buying unite over mz
Especially since they’re the same price.
Unite just has a lot more options.
Would have loved your thoughts on the performance, development efficiency, and overall pros/cons vs MV/MZ.
As a professional software developer who uses a lot of Unity, this version is very appealing.
But I am not totally convinced due to the price tag, negative reviews and also how it lost its charm to be "straight forward and easy to use".
Also the addition of Unity and C# is a huge plus, but also adds more complexicty compared to a standalone editor and javascript. Very on the fence about it. I am however glad to see that they actually look like they put work into this version and it actually feels modern, but just cluttered as usual.
RM Unite is super unoptimized at the current moment, even with the use of C#. Would not recommend switching for performance reasons yet. Might take them a while to really optimize everything kinda like how it took years for MV/MZ to fully optimize using JS.
@@SomeRanDev Thank you for the response! That's a shame to hear but guess i'm not surprised.
Idk why I thought this but it would be kinda cool to see a rpg maker game where only your playable characters health is shown in battle and you can only know the condition of the rest of the party memebers through dialogue.
Like “need a healer” or “about to faint”
almost feels persona like
my expectations were low but holy fuck this thing is bad. Every tile, face, and icon, needing to be an individual image is going to majorly slow down the process of making custom assets, the outline editor being the only way to rearrange map order whilst otherwise having little function and having such a large UI is really unpleasant, the new UI in general just looks worse to use even with new QoL features, but above all else, not being able to reposition enemies, and the complete lack of troop events immediately cements this thing's position as the single worst version of RPG Maker since 95.
(and I didn't even get into what an ugly mishmash the RTP is)
Dude, I missed you
Is the C# code for the Unite plugin visible?
One major issue with the PRG Maker MV/MZ engine was that you had to rely on some outside resource API which made it impossible for someone outside of an inner-circle of hobbyists to write a plugin.
If the whole plugin shows its code now - it would be super-easy to extend it with any type of behavior via Scripts.
Yes! I didn't go over the code in this video, but you can modify the editor C# code. Though a little tedious to refresh editor.
sucks there is no character generator, yeh can use the old MZ one but i would like to have a custom character that looks the same as the unite sample characters
can we use Unity 3d items in the scenes? can we set up proper z-sorting / layer sorting so a Unity 3d item passes in front of or behind a tile? are there impressive lighting options using Unity's lighting system? full support for gamepads with thumbsticks? if we were gonna have a fight with an important boss could we switch from our tile-mapped arena to a true 3d arena created in Unity? (then we switch back at fight end). just some of the questions i have.
I have similar questions. On the surface this seems like a really powerful tool. Being built into Unity, I figure you should be able to do all of that. If it's as flexible and customizable as I'm hoping it is, then I'm very interested!
Your back!
no way he back!!!!
They took one of the easiest standalone gamedev programs and turned it into a complicated one that requires another engine to use. I genuinely don't understand this.
The sad part is rpgmaker is already outdated before it comes out. Rpgmaker games were big back in the day, nowadays rogmaker games are a bitch to run on modern hardware.
THE LEGEND RETURNS
Thanks for this
You're alive!
How big can you make maps with Unite?
since the games I'd like to make are story driven, with no battle system AND with my own sprites and characters... I don't thing it's worth it. I'm sticking with mv, I think.
The only feature that's lacking for my RM project is isometric maps.
I don't care if I have to craft all the assets myself, because if I want to make a game that stands out, I already have to do that.
Still, a steep price to make Unity a smidge more accessible.
I mean, you can tweak with this and make isometric maps, right?
i mise well make the game in unity. its too hard to make a turn around in rpg maker
I just about to learn about RPG maker MZ and now there is another one? help
What you're still alive!
Already a year ago? It felt like yesterday I watched a video of mz.
Although this seems a very interesting union between game engine. I feel like, it's better for unity's AI stuff. Hopefully, RPG Unite will also benefit from it, otherwise, I feel like it's a major feature to miss out on.
Holy, you're back :DDDD
Thanks SRD, your video is a great work of sharing.
my opinion, RM's best thing is its UE of the editor, the worst thing is "you can do ONLY the turn-based combat"
and this RMU thingy has kept the worst thing and changes the best, so it should be nowhere near good.
And what's more, the unity stuff is hard to run in any case, needs more time to load everything.
I will definitely NOT use this RMU
Gotta say I had a good feeling about this one and I think it's paying off. Doesn't look as hands on as 2003 was, keep hoping for that free range of features and weird janky way of screwing them up to get effects, but it does seem very well polished for making RPGs. I will be curious to see if we see any plugins that will change the features of the system for other types of games or add things that are missing though. All in all thanks for the preview! Definitely staying on my wish list.
Yo ur backkk
HES BACK!!
I subscribed a year ago for a tutorial on how making your own RPG game, but honestly my laziness (or ADHD, dunno) took the wheel and postponed it.
Now there's yet another new version of the software and I can't buy it due to self restraining, damn...
i am thinking of making something but i want action combat, is it possible with this program?
you can make something ys-like with plugins
@@friedtofus3705 thank you!
Weird question, I've been planning on making visual novels in Renpy but I've liked RPG maker just not its limitations. Do you know if it allows for movie files to play as triggered events?
I also would want to use 3d models for character icons for more high resolution play, kind of like fallout 2, is something like that possible in Unite? It seems like no, it still seems pretty strict with resolution and type, Chibi only. I want more realism and higher resolution, am I wrong that I couldnt import taller more higher resolution anims and sprites?
I was also considering being able to use blender cycles to render out higher resolution world maps, but Im not sure if unite could even do something like that. I saw that you could import custom maps, just not if the resolution could be higher. I would want to use volumetrics and stylized 3d models to do a render.
Do you know if we can mix 3d and 2d into a game world?
Sorry that was more than 1 weird question.
Can you use other Unity features with it? Like 2D lights and Unity Particles?
Can you use custom animations for SV enemies? or are they still stuck in static img limbo?
There'll probably be a plugin just like for mv
Awesome👏but, I think I would’ve much rather been able to use all the Unite assets & features inside Unity to easily customize 2.5D / Isometric 3D style games 😬
looks cool
Long time no see, king.
Woah! :D Thanks!
Good stuff!
Baz! Tell those lost souls how much better RPG Developer BAKIN is.
(than any RM, including that fake one apparently)
Show them light!!!!!!!!
He is back
Can you add your own C# code into the game tho? that'd awesome!
u back, yaaaaaay
At this point just use unity itself.
I noticed you didn't mention anything about Plugins, are they just not a thing? or done differently?
They're still a thing. Called add-ons now. Use C# and work kinda differently afaik? But the way they are installed is pretty similar to MZ/MV