Link post got eaten, but at 2:30 - bottom-right of the page looks like a language dropdown. RPG Maker support showed up for me in US English on Google, so probably the built-in button defaults to Japanese.
In their defence, most buys comes from assets are bought during sales. 99 price makes sense if they sell it at 50% and 70% at later date. (Common in unity store).
What surprises me the most is that it got the "Unity Verified Solution" badge. Don't know who failed the most, the devs behind the RPG Maker asset or Unity for giving the badge (and not removing it)
If I had to guess...it's because Unity probably gave them a ton of help to get it on the platform. Some of it seems very well executed, while some of the design decisions are utterly baffling. The help, for example... why default to Japanese? Can't somebody grab the locale and computer's language before pulling it up? It also looks like Mike missed the language selection a the bottom of that help page. I was interested before it came out, but when it launched, I realized it was kind of a train wreck.
Behind the scenes, Unity accepts payment for a lot of that. So someone like RPG Maker pays them on a contract to do the work, and has to pay a yearly licensing fee. In exchange they ensure they are 'Unity Verified'. There are exceptions, but it is very often a tag they pay for as a company.
For a Unity interface overhaul, its actually very impressive. For an RPG maker replacement, it's pathetic. They did nothing to integrate it into the Unity editor.
I feel like ORK Framework (of which I am a huge fan, and it also has a free trial version of the editor itself) is what RPG Maker Unite wants to be, where you have an RPG database / gameplay framework, but can still leverage everything from Unity, especially given they both have the same asking price.
What is interesting is that Unite is not mentioned on the official RPG Maker website as an official RPG Maker product which makes me wondering if its an other one of those 3rd party tools that only published by the RPG Maker guys but it is not developed by them. For example, many years ago they were publishing the 001 RPG Maker which they let go later and the original dev managed to get it back and re-branded it to 001 Game Creator. I would be not surprised if something similar is happening here with Unite.
Ever since RPG Maker XP I've been hoping for a RPG Maker that uses a simple but performant C/++ based engine under the hood, is extended with the Lua scripting language, and gets supported with updates instead of being left behind to work on the new shiny thing to sell. It feels like the series has fallen down the path of chasing trends and reinventing the wheel constantly with every new iteration using different tech instead of providing a solid foundation for 2D RPGs.
I really liked the character and environment aesthetic of the XP version the most. RPG Maker has always been horrible in ways they splinter their userbase between each version.
@@apollolux Oh wow I was wondering if that was the same one as the Sphere RPG Engine I remembered from the early oughts and it looks like it is (a modernized reboot of it anyway), amazing that something that's been around for so long is still in active development.
@@mimimalloc It almost certainly is the same one you're thinking of, just modernized, yea. They're good people passionate about the thing, I just hope that eventually a reliable path to multi-platform publishing similar to Godot can be figured out.
Just took a look at the reviews and this dumpster fire gets even better. The latest person bought it on day one but never got the preorder bonus. They replied that "they're investigating the problem". The reviewer also said there's some sort of DRM in the asset so it lost his license. Their response was to create a new project and try again. Most of the reviews pretty much say the same thing. This thing has horrible performance and want refunds. Whenever there's a negative review they have a copy/paste response saying "hang in there!". Another developer on the Steam forums confirmed the performance was horrible and required vast resources to run (think Unreal 5 level). Stay away, stay far away.
Performance was bound to be an issue, particularly if people assumed this could run on mobile (which seems to be the carrot they're dangling). This is essentially RPG Maker as a plug-in, running atop Unity, with your game running in that RPGM environment. A lot of these plug-in frameworks are woefully unoptimized, so if the game code is not lean either, it's just going to yield a sluggish mess.
@@mandisaw The other thing people were saying is their packages is horrible as they built the stock game and ended up with a 600MB package, a package that the Google store won't accept because it's too big. Fail.
@@occularmalice That also happens alot with these kinds of frameworks. You're essentially bundling a second game engine in there, so of course it'll be bloated af. I think there's a problem with expectations, across the board, not just with RPG Maker. If someone's planning to build commercial games (not just hobby/student/for jams) then they're gonna need to actually take the time & effort to build it properly. That can still involve 3rd party frameworks/assets, but you may have to carefully strip away the stuff that's not needed. Unity can actually be configured to do that, but it's more involved than maybe the RPG Maker help docs are implying.
Honestly, all they really needed to do was take an approach like the Japan-only (I think) PS2 RPG Maker. Unity has built-in 3D support. Just give us a set of character models that we can plop down just like the sprites in the older versions, some basic shaped blocks we can build a 3D environment with, and a list of textures for said blocks. Basically, I want to be able to select the "Grassland" graphics set, and get a set of building blocks where the sides have a dirt/stone texture and the tops have a grass/stone texture. I piece them in one by one, where they snap into place, and slowly piece together a 3D area to explore. I can place NPC objects the same way, and by clicking on one to highlight it, the sidebar changes to show me all of the things I can do like the traditional RPG Maker events, dialogue, etc. Just give us a basic JRPG engine using Unity's built-in 3D capabilities, some basic starter graphics (They don't even have to look good! Just recycle the PS2 ones! We can swap them out ourselves!), and a tutorial of some kind to gently ease the user into each feature one at a time. Hell, post them as RUclips videos or something in a playlist! Users have a resource to learn the engine, and people who stumble across the tutorials and don't have RPG Maker can see first-hand just how easy they've made everything.
9:17 super cool that you can access unreal engine from inside unity now ;) in all seriousness sad to see that rpg maker is in this state. It was my first experiment into game dev like 15 years ago so while I no longer use it or play JRPGs I still have fond memories.
It's a hot mess. I thought it would be a good move, but they have no idea how to build a Unity addon and there's so many things broken. You mention it works with "all of your RPG Maker assets" which is pretty much impossible. The graphics are scaled up so you can't use the traditional 32x32 pixel graphics from XP/VX-Ace and you can't use the 48x48 pixel art from MV. There's also no upscaling tool built in so you're on your own to convert your tilesets, characters, etc. all in your favorite paint program. Also all previous add-ons (which were written in either JavaScript or Ruby) can't be used. The addon example they provide is horrible and doesn't tell you anything about the API. Nobody is building games with this, nobody is making addons. It's a dead product that should have never been released. You can make JRPG games with Unity and existing assets much easier.
Yeah... I didn't expect it. Just look at the fact that they still sell separate versions of the same DLC for both MV and MZ, when they are damn near identical.
Depending on how dependent the game you are making is based on plugins, RPG Maker MV is better for that. RPG Maker MZ is basically just RPG Maker MV with QoL improvements to the editor and a somewhat significant performance boost that most users probably won't end up noticing unless the project gets really resource expensive to run. This is different from RPG Maker MV from RPG Maker Ace which modernized pretty much everything. RPG Maker MV is much better documented for plugin making as well as having a larger library that is better supported than the one for MZ. Having used both, it essentially comes down to if you have MV, it most likely isn't worth upgrading. If just getting into it, either is fine. The biggest difference is Yanfly joining VisuStella. The Yanfly Plugins are considered must haves by many for extending the functionality of the RPG Maker MV editor. While the VisuStella Plugins pretty much fill that same void they are obfuscated meaning that it's pretty much impossible to modify their functionality for your own game or guarantee that plugins you create are compatible with them.
@@andrewkandasamy You are right with the MV version being better for that. there's a certain event that I want to do that increases the cost of the inn based on the players level. Not the party since the player is alone in this journey. And MV has this possibility to work.
MZ is great, but my vote is with MV… The plug-ins for it were made during the peak popularity of the engine + the best content creators that are now retired
Its kinda sad that for Unity, there is already the amazing ORK Framework, and for Unreal there are many plugins and complete RPG assets on the marketplace. RPG Maker seems to just be a cash grab these days :T
It sounds great in concept. But Unity and Unreal have a problem of trying to be an "everything engine". As in, you could do a lot or a little with it. But you then need to pull out a lot of stuff you don't need otherwise you're building a game with dummy code and assets you won't use. Even if you load a blank project on either engine, there is still underlying code that's part of the base engine that's not being used and it adds up in the game size. With RPG Maker there was a similar issue, but it felt ok to have that because the game was still a lot smaller than what an entirely empty Unity or Unreal game size comes out to.
The thing is that in order to become popular they need to be all-purpose engines, otherwise most devs wouldn't be able to use them for making new games, because those engines would only fit very specific niches. An engine I would like a lot would be something with C++, not as heavy as UE and with a less annoying business model than Unity. Godot could fit this for 2D games but it lacks a lot of features, tutorials and documentation.
Oddly enough I was hoping for a system like RPG Maker but in Unity, guess I made that monkey paw wish. To be fair it looks like they are still working on it and it might turn out in the end (possibly after a year of patches ). Though I do worry that we won't see many fan made plugins due to the poor reception.
For anyone who bought it, if you need to read the help in English, if you scroll down and click the 日本語 dropdown in the footer on the right hand side, you can change the language to English.
What a fooking waste of people time. That's all these companies do now and days is waste our time. Like you said it should be a hot fix or next day. I spend most of my money on modders with donations. I use to be very happy about these things but I'm just nit excited as I use to and it's just not an age thing. Come up with these roadmaps like we are suppose to wait on that shi*. Here's the meta of gaming companies.. - game - wait for massive feedback with little testing -throws us some promising intake, fixes, and patches -wait for modders to do their job for them to replicate later.
I'm going to be honest one of the main reasons I ever liked RPG Maker is because it gave me a non back-end web development use case for Ruby. It's such a pretty language and I never get to use it 😂😢
RPG Maker is the only reason I can "read" Ruby at all. I never jumped onboard the Rails hype train, but you do get the occasional containerized Ruby project worth looking over. Good argument for using "real" languages in these sorts of game-dev on training-wheels tools.
you know things are very wrong in the planning when they put an useless feature that is bad for the end user and they have an date to remove it on the schedule of new features... as if that wasnt bad enough, they will take months to remove an button from the UI...
I have RPG Maker MV, been a while since I touched it though. If I'm gonna spend any new money on RPG Maker-branded anything I'll probably just get MZ before anything else.
Can't say that I am surprised at all, considering the team behind RPG Maker. It is par for the course however, that the community fixes, or works around, most issues with plugins. I am guessing that the interest they were hoping for, didn't materialize for Unite; leading to a single person working on it. Likely in their spare time. Hence, the glacial progress... And unlike their usual fair, Unite is bound by Unity's 'openness' requirements for assets sold in the Unity Store. The more they can wall in the user (for their protection, of course) the better. This news also helps explain their sudden renewed interest in fixing/adding features in the MZ toolset lately.
For my understanding, unless they changed names Unite is produced by a different team (Gotcha Gotcha Games) than the regular RPG Maker series (Degica). In my experience, the regular RPG Maker software runs decently out of the box, but you generally want to expand its functionality which is where plugins come in. Unite... apparently doesn't even meet that standard.
Respect for you to wait for the first patch before review. This asset had so much potential. But I honestly think this developer always misses the mark with RPG Maker. It's never innovated and never has been polished nor powerful. It has always had so much potential and has always fell short in my eyes. They have always felt like an amateur developer to me. I wish another company would make something better for competition. At this point I don't think customers should support this company anymore.
Adding an exit button to a program that has an exit button is quite funny. It should take at most ~5min to disable or remove a single button from a UI.
I'll say it again: this is a product with no idea who it's for. RPG Maker users happy with what their engine provides won't bother, those wanting total engine control will either just use Unity directly or use something like Godot, and those looking to generally expand RPG Maker's functionality will find Unite daunting and confusing.
I'm so dissapointed. I really liked RPG Maker ~10 Years ago Everyone knew its "just a toy" but it was a community that shared that. Some even got so big that they got own games out of it. But nowadays it lacks more and more .... looks like a new jampacked feature box but at the end other ends are lacking... like usability. That really makes me sad and makes me think that kadokawa doesnt make it very long anymore....
I used to love banging around in RPG Maker back in the day; but I would very much appreciate if Unity spent some time fixing these problems so it was usable. Not that I expect them to actually do it at this point, but I would appreciate it.
Definitely would be on the RPG Maker team's end. Unity doesn't really help write/support assets - that's the asset-dev's job. That said, I was shocked that Mike was having such lag & editor-loading issues, menu/UI issues, etc - I've never seen that on Windows desktop Unity.
I think VX Ace changed the chibi-style default assets, and went to a new version of the Ruby API. And then MV added limited mobile support, but I think that was also when they switched to JavaScript. I could be fuzzy though - once I switched to Unity, I stopped following that scene.
@@mandisaw You're pretty much right. I'm still using RPG Maker because I find it faster to prototype and build on an engine meant for the kind of game I'm making. But that's pretty much all it's good for. (I'm extending it to do FE style combat, but that's not too much of a stretch.) For general game making purposes learning Unity, Unreal Engine, or my personal preference Godot are much more flexible, powerful, and provide more useful knowledge, skills, and workflow.
@@andrewkandasamy Cool! I'm making a Tactical RPG too 👋😄 I poked around at RPG Maker some yrs ago, but eventually opted not to even use it for prototyping. I felt like any work I'd invest to test out systems, UI, data, etc not only wouldn't carry-over, but also wouldn't be representative enough to make an effective test/proof-of-concept. In the end, I think it worked out - making that leap from RPGM to Unity pushed me to learn/use 3d, and experiment with systems I wouldn't have been able to implement in RPG Maker.
I can't decide what is worse... the whole RPG Maker mess, or Unity popping up more minute-long loading bars than a poorly optimized PS1 game. How is it even possible to make software that runs *this* slow on modern hardware? 🤨
Short answer : NO. Not in 2 years IF they can improve it. And as a lobbyist Makers, i really wanted to see this engine taking a solid "modern" route and was hyped by the project, but quickly if you followed it before release, you can smell miles away that the project beginning to be clunky. Well, anyway, for now MZ is fine and can be "modern" too.
To be really honest I'd rather learn how to make an RPG from scratch, with or without Unity/RPG Maker. But hey, there is still some value if I learn to make good use of VFX and shaders with RPG Maker. Either way... time to time, practice to practice Also fun fact: I just learned Lisa was done with RPG Maker... so there's that
RPG maker is pretty good if you want to do an Earthbound style RPG, where the battles don't matter much (if they exist at all), and the setting is much more important. This is what games like Lisa, Yume Nikki and Omori did. IMO if you want to do an RPG in the style of Pokemon or Final Fantasy, where most of the fun comes from the complexity of the battles, it doesn't add that much value, because you have to customize it so much.
From scratch how, though? If you're not using any game engine, you're probably using a library/framework/api of some sort. If not, you're using a pre-existing language. If not, you're using premade hardware. If not, you're making electronics with parts, or from raw materials. I would say making it using Unity still counts as "from scratch".
@Aeroxima has it right - the best tool is the one that helps you finish. There's an entire spectrum of assets from all-in-one genre-specific templates like this, to drop-in single-systems that do one thing, but do it quite well. You have flexibility - figure out what unique parts you want to DIY, and what parts are better suited to a library or template. There's no prize for having an unfinished game because you wanted to do everything "from scratch".
@@Aeroxima I'm ok with using either Unity or RPG Maker, heck, I even try to learn electronics to understand the why of consoles (there is an amazing course that teaches how to make a NES game and it's really rewarding to make a NES game). But yeah, my biggest question is "why would I use RPG Maker when I can get the same results with Unity and C#?". I can just use RPG Maker, make the game I want with its limitations (good games can come from that) and call it a day, but I'm the kind of person who prefer to learn C#, capitalize on it and make a flexible RPG while understanding how it is implemented (Unity considered). There are pros and cons about that but I'm ok with it. One days I'll make something RPG Maker and other days something with C#. Knowing them both is important to me
I just recently bought RPG Maker MZ. After I bought it I found the RPG Maker Unite and I hoped I didn't kame a mistake. I actually thought I should have bought RPGM Unite. lol Thank god I did not.
So many dang things on that roadmap are things that should've been implemented before release. Freaking 8-directional movement? What is this, the early ps2 era? As a longtime user of RPG Maker, this iteration pisses me off...
I see this as a porting setup, useful potentially for folks who already have a full-fledged RPGMaker game, but want the benefit of Unity builds. That said, Unity Editor tooling is easy enough for someone to wire up to the RPG Maker stuff to make their own interface. I don't think any of the RPGM versions ever let you customize the actual tools.
Then I have bad news: I can’t find any evidence Unite supports importing projects from previous RPG Maker versions. So it’s not even that helpful as a porting setup, because you’ll be reimplementing your entire game whether you use Unite or not. The last JavaScript-based RPG Maker releases started to enable UI customization in the smallest of ways, but the developer really dove into the concept in VN Maker. VN Maker, an engine that committed a lot of the same “we are inventing our own UI paradigm” sins as Unite. You’d think they’d have learned from that experience, but apparently they did not.
@@arashikou6661 Ah, I stopped paying attention to the RPGMaker world somewhere between VX Ace and MV. Hadn't even heard of VN. I figured this would be similar to prior times when they've changed languages - folks will have to rewrite scripts (or copy/community-source them), but so long as the structures are the same, databases/assets should carry over. Honestly, that's usually what's involved with any porting process. Even with Unity, you still hit areas that need script or asset revisions (shaders, UI, mobile/VR capabilities, etc). There's always some labor involved, but it's better than trying to do entirely per-platform native coding.
honestly if you end up not making rpg maker a standalone program and make it for unity only, you might as well make an actual rpg game yourself in scratch
Why would anyone want to use a nearly limitless program like RPG Maker, with a game engine that literally fights you against making a game every chance it gets.
I was one of the users who bought it on day 1 of launch. Don't take more than 3 days to make a refund, and then when I saw the bug fix road, I didn't regret it at all. This is possibly the worst RPG MAKER ever. A great missed opportunity. I will continue to use the MZ and hopefully they will continue to update it with new features.
But people would get this version because you can use unity inside the game. Of course you would get a different version if you didn't want or care about using Unity.
As much i get what they were trying to do rpg amker unite is pretty much the exact oppsite of rpg maker its clunky, confusing and definitely not beginner friendly like all the other entries. And yeah i know alot of rpg maker games seem like theyre made by 5 year olds but at least they could actually make a game. I think the thing i like the most about rpg maker is that it is beginner friendly but still has alot of plugins to make games even better.
I'm going to say that anyone SHOULD buy this license, however there is something you may not have thought to consider when looking into it. RPG maker is a cumulative license with regards to it's assets or at least it has been in the past (I am not 100% sure they have included unite for this purpose) however if it indeed follows the same pattern as it's predecessors buying the Unite license would give you access to a HUGE library of Music, anime inspired face sets, character sets, monster pictures, sprites backgrounds, tilesets among other things and this includes the console Exclusives RPG maker 3 which has some really good music and reaches all the way back to RPG maker '95. The caveat to all of that is typically that you need to make the game that uses all of those said assets "in the engine" but since you own the license and it's meant as a plugin for Unity, this very well could be an easy loophole for allowing you to legally use all of the above mentioned assets without really needing to use the plugin.
$100+ or up for assets, that in EULA is not stated clear how you can use it, it is not worth it (their EULA is confusing) RPG Maker series is a scam and people really should stop supporting it.
@@bunny_incup132 RPG maker has mostly always been a hobbyist's tool not an engine that anyone seriously considers for making legitimate projects unless that project is virtually centered around the functionality that RPG maker was designed for, JRPGs. And even within that genre of games there aren't many who would use it for serious commercial projects. So, its not a scam its a toy, or some step between a toy and a tool. Though I would be curious to ask you exactly where in the EULA does it say you cannot use previous engine RTPs for Unite. If indeed it is in there I suppose I wouldn't be surprised by that either considering what I posted initially that having purchased unite doesn't necessarily obligate one to use that plug-in within unity so long as one retains the license that allows for the use of the assets.
It is a scam. That is the point, from one side "yes it is an engine!", but if something will not work, or it is difficult to work, then we have excuses "it is a toy". Let we look at the RM series as at all. It stops at RMXP I guess. There is nothing new. No new changes, options, commands or ideas (I notice they started to add something recently to mz, good for them). When you look at 95 and 2000, you can see clear differences there. Between 2000-2003, not so much, but it was also a nice upgrade. 2003-XP, there was also a lot of upgrade... and then XP-VX, what happend? It is like they do not know what they are doing with it, VX,VXAce,MV,MZ it is not much different from previous ver of the software, yet they are asking for high $ for it each 5 years, giving nothing new; min.spec. to use the software (i5, 8GB ram) are rediculus, when in battle system enemies are simple pictures. Games are still basic 2D, where characters are locked to 3 frames animation, walking in 4 direction thanks to the grind. Do not forget, many times they took some options from previous version and after 5 years they bring this option back as a new feature. Let we not forget about that if you start your project on one version, you have to finish it, because you are not able to export it to newer version of the app which is sick (yes exceptions: 2000-2003, VX-VXAce, MV-MZ) Now let we take a look at RM Unite, until today, Unite did not show on the Steam Shop page, although it was promised, promoted etc. It went down, no explenation why. Another thing with unite, there suppose to be promotion at launch $79.99, still, the launch date was postpone many times, promotion price that should be 79.99 was changed to $99.99+TAX, and in the end app is working depending on its own will, maybe it will work, maybe not. Something that suppose to be powerful and give a lot of hopes for users, it end up as a total joke. Paying $100 for soft that many comments suggest, has problems, difficult to work, having strange behaviours, "funny updates" with the X button or what was it. Man... the list just goes on an on. Seriously, $100 it is a lot of cash, donating it to some other projects like example: RPG Architect, might be way more better idea, just saying. Resources from EULA, this EULA was changed many times for the past few years. At the current step as I see it is: - you have permission to use them in any GGG products. Which means example: if you own RMXP, you can use those resources in UNITE, if you bought it also. If you bought UNITE, you can use those resources in RMXP. Yet, the EULA statement is written in that way, that it seems they tell you like: - you have permission to use resources from the app you bought in 3rd party app, example: if you own RMXP, you can use those resources in Godot. Which is not true. But again, those are my issues with the app and their policy. Do not get me wrong, app is nice, easy to use, if you plan to start with it, then go for it. It is a good start, but only for 5 years and only if you stick to one ver. of the app. Otherwise it is just a waste of time, since each 5 years, new ver of the app it is same old thing, and you can not export your project to a newer ver of the app. At the end: "But you can create a game in this tool so it is not a scam" OK, if not scam, then cash grab. Sorry for long post, not looking for a fight or anything. Just pointing out some views, that I guess many people are overlooking. But again looking on the comments here, there are many users that are not pleased with the app policy or how it works, and it is for a reason. Take care.
@@bunny_incup132 So its a scam because they didn't do enough to differentiate the versions of the program? No, it takes a bit more than that to make it a scam. You are much closer to the mark when you say, its a cash grab. The other thing you mentioned with the 5 year limit on being able to use the engine, says who? why can't you just keep on using what you have till you finish your project? Or better yet start a new project in the engine you already bought even after the newest engine is out? If they aren't doing enough to increase the functionality then stick with what you know/already own. All I'm saying is, not liking something, or being dissatisfied with a product, or the evolution of that product, does not make even one single version of that product a scam. New users come on board, they like the idea of a simple to use engine like this and they pay for it, if you've stuck with the series long enough to have paid for multiple versions of it, no one forced you to get the new version, so buying the next thing wasn't the fault of the company that produced it. IF someone were to buy it and after having spent their money find out that the program doesn't do at all what was advertised, THAT would be a scam. But this isn't the case with any of the RPG maker series (maybe the console versions I never played around with those). You absolutely can make a game from start to finish with everything that is included in the engine. Is it going to be the next Final Fantasy, or Dragon Quest? Hell no it isn't, but someone not being able to execute their own vision even if its because of the limitations of the engine they are using does not make that engine's purpose illegitimate. I'm not looking to fight either, but I suggest you don't jump the gun and start claiming things are bogus when they really are only just poorly managed. As for the asset flips from one engine to another, I did some searching and how it works is any of the engines on the PC (meaning excluding the console versions) can use the RTP assets of any other version. There was no mention of any previous purchases of said engines. I will say this with one caveat, and that is, this was a general response to this question rather than specific to the Unite Version, so if there is something within the Unite agreement it would be entirely new.
@@dougdeming3115 The real question here is: do you want to see RPG Maker develop into a proper game engine, or is it okay for it to remain just a toy? Thank you for agreeing with my point. It doesn't matter if it's considered a scam or a cash grab; I don't care how it's labeled. Selling the same app at the same prices with fewer options, etc., is not a 'fair' move. Choosing to stick with the old app (because no one is forcing you, as you said) is a bad idea on many levels. When the new app arrives, with all its flaws, terrible reviews, disastrous support, it's clear it doesn't live up to the promotion. Yet, as you mentioned in your first post, "anyone SHOULD buy this license." Yes, that makes sense. There's no need to get emotional; No one is wielding guns here, we're simply pointing out the obvious facts. Or is it that these days only sugarcoating counts and we can't mention flaws anymore? No need to reply to my questions. I'm leaving them as reflections for everyone to ponder. Have a great day!
I haven't used this and don't plan to, but I still feel like a bunch of the grievences in the video weren't a problem with the RPGmaker asset. The loading times, I think could be improved, but the window docking is the user's own undoing. If it's messed up by the user, that's their own fault for making a mess. Though, if there's an option to force the windows back into a default view, that would be the most ideal. The one thing I found alarmingly baffling is the roadmap's planned removal of the exit button, and how distant in time the roadmap is for much small fixes. I've worked with Unity's editor GUI quite a lot, and I can say with confidence that it only needs a tiny change. The asset honestly looks decent and stable from my perspective watching this video, just has some very noticeable UX issues.
There are really 2 different POVs to address. 1- someone who likes RPG Maker, but would like to gain Unity benefits (assets, porting, support, etc). And 2- someone who likes Unity, and may find use in the RPG Maker approach (premade JRPG structure, default assets, robust community). I think Mike sort-of made a case for #2, but with a "wait for sale/improvements" caveat. But #1 went unaddressed.
About the UX changes like the exit button: What this means is that the person doing the roadmap is being spoonfed crap like "it takes months! totally complicated!" and then sets it accordingly. In other words: sucky project management...
I can understand why they wanted to do something like this, but like from what I've seen, not even just this video, firstly I feel like they maybe could have done it in Godot instead of Unity, I understand Unity is more well known, but I feel like maybe doing this in Godot could have maybe felt better and more familair to coming from the older versions of RPG Maker. Take RPG In a Box for example it was made with Godot, and it seems much more polished than what I've seen of Unite, it is more simple than RPG Maker, but that's made by one guy if i'm not mistaken so I just imagine what the RPG Maker guys could have done(Gotcha Gotch Games Inc iirc). IDK I'm just some Random guy in the RUclips comments though.
It's funny that this comment gets a like now and reminds me I made it. Right after all the Unity dumpster fire starts. Could the new runtime fee kill RPG Maker Unite now?
Nesting a game engine inside of another game engine is the disturbing yet natural end progression to nesting code inside of other code. This is what happens when we don't call out coders for their bad practices. Never-nesters MUST UNITE!!!
When I first seen the first trailer of this game engine I was instantly not interested in it. Also with the mess they are making and slowly implementing content makes me think they are lazy and unprofessional... Anyways I wish there was a HD 2D rpg maker so we can make rpg's that are something like octopath traveler and also I wish there was a FFT style HD 2D tactical rpg maker so we can make FFT style games, would be awesome as hell if those were to be made. 😃 Edit: Oh wait there is a HD 2D rpg maker, I forget what it's called, oh yes! it's called "Rpg Developer Bakin".
I don't understand the rpg maker team, hard to understand version code is annoying, I hope they have a better sense of naming their new version. If it's free I may try it, but for my money with this quality? Pff, don't make me laugh.
"RPG Maker Unite for Unity Review is Bad!" What a cursed title, is the game called Unite for Unity Review. Or the review: is bad. Not even the game is bad, but the review is bad? idek
2:30 At the bottom you see the text 日本語, this is where you can switch the language. But I do agree that they should not make Japanese the default hahaha
They should have done more to integrate Unity's systems into it. Focused on making everything easier. Instead they basically just made a Unity version of their editor and allow users to run that editor over Unity in the Unity Editor. It's lame.
They should've built it on top of Godot instead. Cheaper, more hackable and has all the improvements for rendering and export that people wanted for the previous versions.
Links
gamefromscratch.com/rpg-maker-unite-for-unity-review/
assetstore.unity.com/packages/tools/game-toolkits/rpg-maker-unite-please-read-the-description-about-early-bird-bon-253689?aid=1011l4rAy
gamefromscratch.com/rpg-maker-unite-for-unity-released/
Link post got eaten, but at 2:30 - bottom-right of the page looks like a language dropdown. RPG Maker support showed up for me in US English on Google, so probably the built-in button defaults to Japanese.
Yes, RPG Maker Unite is very bad
that why i always had my eyes set on Yume RPG Builder for many years instead
They want $99 for a product that's roadmap says "We'll fix undo/redo next year"? That is embarrassing.
Yeah well that's like 95% of assets on the Unity store. I regret wasting so much money on it.
In their defence, most buys comes from assets are bought during sales. 99 price makes sense if they sell it at 50% and 70% at later date. (Common in unity store).
Yes, it is only $99, what is the problem here :D
@bunny_incup132 the problem is it's trash
What surprises me the most is that it got the "Unity Verified Solution" badge. Don't know who failed the most, the devs behind the RPG Maker asset or Unity for giving the badge (and not removing it)
If I had to guess...it's because Unity probably gave them a ton of help to get it on the platform. Some of it seems very well executed, while some of the design decisions are utterly baffling. The help, for example... why default to Japanese? Can't somebody grab the locale and computer's language before pulling it up? It also looks like Mike missed the language selection a the bottom of that help page. I was interested before it came out, but when it launched, I realized it was kind of a train wreck.
lots of unity verified solutions are terrible, one of them "Astra" was scrapped less than a year after being "verified"
Behind the scenes, Unity accepts payment for a lot of that. So someone like RPG Maker pays them on a contract to do the work, and has to pay a yearly licensing fee. In exchange they ensure they are 'Unity Verified'. There are exceptions, but it is very often a tag they pay for as a company.
For a Unity interface overhaul, its actually very impressive. For an RPG maker replacement, it's pathetic. They did nothing to integrate it into the Unity editor.
I feel like ORK Framework (of which I am a huge fan, and it also has a free trial version of the editor itself) is what RPG Maker Unite wants to be, where you have an RPG database / gameplay framework, but can still leverage everything from Unity, especially given they both have the same asking price.
ORK framework is goated.
oh wow, never heard of this before; this is exactly what ive been looking for
So THIS is what it's called... I looked up for "Orc Unity RPG" or whatever for ages
What is interesting is that Unite is not mentioned on the official RPG Maker website as an official RPG Maker product which makes me wondering if its an other one of those 3rd party tools that only published by the RPG Maker guys but it is not developed by them. For example, many years ago they were publishing the 001 RPG Maker which they let go later and the original dev managed to get it back and re-branded it to 001 Game Creator. I would be not surprised if something similar is happening here with Unite.
I also found it strange that it's also not mentioned anywhere on the official site. Like, anywhere.
Ever since RPG Maker XP I've been hoping for a RPG Maker that uses a simple but performant C/++ based engine under the hood, is extended with the Lua scripting language, and gets supported with updates instead of being left behind to work on the new shiny thing to sell. It feels like the series has fallen down the path of chasing trends and reinventing the wheel constantly with every new iteration using different tech instead of providing a solid foundation for 2D RPGs.
I really liked the character and environment aesthetic of the XP version the most.
RPG Maker has always been horrible in ways they splinter their userbase between each version.
RPG Maker 2003 is perfectly fine for me, personally.
Not Lua, but the Sphere Game Engine is written in C++ and uses JavaScript for scripting.
@@apollolux Oh wow I was wondering if that was the same one as the Sphere RPG Engine I remembered from the early oughts and it looks like it is (a modernized reboot of it anyway), amazing that something that's been around for so long is still in active development.
@@mimimalloc It almost certainly is the same one you're thinking of, just modernized, yea. They're good people passionate about the thing, I just hope that eventually a reliable path to multi-platform publishing similar to Godot can be figured out.
Just took a look at the reviews and this dumpster fire gets even better. The latest person bought it on day one but never got the preorder bonus. They replied that "they're investigating the problem". The reviewer also said there's some sort of DRM in the asset so it lost his license. Their response was to create a new project and try again. Most of the reviews pretty much say the same thing. This thing has horrible performance and want refunds. Whenever there's a negative review they have a copy/paste response saying "hang in there!". Another developer on the Steam forums confirmed the performance was horrible and required vast resources to run (think Unreal 5 level). Stay away, stay far away.
Performance was bound to be an issue, particularly if people assumed this could run on mobile (which seems to be the carrot they're dangling). This is essentially RPG Maker as a plug-in, running atop Unity, with your game running in that RPGM environment. A lot of these plug-in frameworks are woefully unoptimized, so if the game code is not lean either, it's just going to yield a sluggish mess.
@@mandisaw The other thing people were saying is their packages is horrible as they built the stock game and ended up with a 600MB package, a package that the Google store won't accept because it's too big. Fail.
@@occularmalice That also happens alot with these kinds of frameworks. You're essentially bundling a second game engine in there, so of course it'll be bloated af. I think there's a problem with expectations, across the board, not just with RPG Maker.
If someone's planning to build commercial games (not just hobby/student/for jams) then they're gonna need to actually take the time & effort to build it properly. That can still involve 3rd party frameworks/assets, but you may have to carefully strip away the stuff that's not needed. Unity can actually be configured to do that, but it's more involved than maybe the RPG Maker help docs are implying.
I was so jazzed about this because I knew a lot of people who used RPGMaker, but found Unity daunting. Too bad it's not quite there yet.
Good thing that MZ is still supported, then.
Honestly, all they really needed to do was take an approach like the Japan-only (I think) PS2 RPG Maker. Unity has built-in 3D support. Just give us a set of character models that we can plop down just like the sprites in the older versions, some basic shaped blocks we can build a 3D environment with, and a list of textures for said blocks.
Basically, I want to be able to select the "Grassland" graphics set, and get a set of building blocks where the sides have a dirt/stone texture and the tops have a grass/stone texture. I piece them in one by one, where they snap into place, and slowly piece together a 3D area to explore. I can place NPC objects the same way, and by clicking on one to highlight it, the sidebar changes to show me all of the things I can do like the traditional RPG Maker events, dialogue, etc.
Just give us a basic JRPG engine using Unity's built-in 3D capabilities, some basic starter graphics (They don't even have to look good! Just recycle the PS2 ones! We can swap them out ourselves!), and a tutorial of some kind to gently ease the user into each feature one at a time. Hell, post them as RUclips videos or something in a playlist! Users have a resource to learn the engine, and people who stumble across the tutorials and don't have RPG Maker can see first-hand just how easy they've made everything.
9:17 super cool that you can access unreal engine from inside unity now ;) in all seriousness sad to see that rpg maker is in this state. It was my first experiment into game dev like 15 years ago so while I no longer use it or play JRPGs I still have fond memories.
When they've fixed all the issues in RPG Maker Unity XX Accent Core Plus Z 8000 Ultra in 2094 it will totally be worth it!
It's a hot mess. I thought it would be a good move, but they have no idea how to build a Unity addon and there's so many things broken. You mention it works with "all of your RPG Maker assets" which is pretty much impossible. The graphics are scaled up so you can't use the traditional 32x32 pixel graphics from XP/VX-Ace and you can't use the 48x48 pixel art from MV. There's also no upscaling tool built in so you're on your own to convert your tilesets, characters, etc. all in your favorite paint program. Also all previous add-ons (which were written in either JavaScript or Ruby) can't be used. The addon example they provide is horrible and doesn't tell you anything about the API. Nobody is building games with this, nobody is making addons. It's a dead product that should have never been released. You can make JRPG games with Unity and existing assets much easier.
Yeah... I didn't expect it.
Just look at the fact that they still sell separate versions of the same DLC for both MV and MZ, when they are damn near identical.
9:12 this lets you use Unreal Engine inside of Unity, quite impressive!
Explains the performance. It's game engines all the way down.
I'm *afraid* of seeing the source code.
MZ might be the one to use the most since there are a surplus of plugins that can immensely change the game entirely.
Depending on how dependent the game you are making is based on plugins, RPG Maker MV is better for that.
RPG Maker MZ is basically just RPG Maker MV with QoL improvements to the editor and a somewhat significant performance boost that most users probably won't end up noticing unless the project gets really resource expensive to run. This is different from RPG Maker MV from RPG Maker Ace which modernized pretty much everything.
RPG Maker MV is much better documented for plugin making as well as having a larger library that is better supported than the one for MZ.
Having used both, it essentially comes down to if you have MV, it most likely isn't worth upgrading. If just getting into it, either is fine.
The biggest difference is Yanfly joining VisuStella. The Yanfly Plugins are considered must haves by many for extending the functionality of the RPG Maker MV editor. While the VisuStella Plugins pretty much fill that same void they are obfuscated meaning that it's pretty much impossible to modify their functionality for your own game or guarantee that plugins you create are compatible with them.
@@andrewkandasamy You are right with the MV version being better for that. there's a certain event that I want to do that increases the cost of the inn based on the players level. Not the party since the player is alone in this journey. And MV has this possibility to work.
MZ is great, but my vote is with MV… The plug-ins for it were made during the peak popularity of the engine + the best content creators that are now retired
I always love that your demonstrations are in real time so we can hear you respond to a product's rough edges as you encounter them.
Which is basically what a product review is supposed to be, isn't?
Its kinda sad that for Unity, there is already the amazing ORK Framework, and for Unreal there are many plugins and complete RPG assets on the marketplace. RPG Maker seems to just be a cash grab these days :T
Niche, and lots of stuff built with it.
It sounds great in concept. But Unity and Unreal have a problem of trying to be an "everything engine".
As in, you could do a lot or a little with it. But you then need to pull out a lot of stuff you don't need otherwise you're building a game with dummy code and assets you won't use.
Even if you load a blank project on either engine, there is still underlying code that's part of the base engine that's not being used and it adds up in the game size.
With RPG Maker there was a similar issue, but it felt ok to have that because the game was still a lot smaller than what an entirely empty Unity or Unreal game size comes out to.
The thing is that in order to become popular they need to be all-purpose engines, otherwise most devs wouldn't be able to use them for making new games, because those engines would only fit very specific niches.
An engine I would like a lot would be something with C++, not as heavy as UE and with a less annoying business model than Unity. Godot could fit this for 2D games but it lacks a lot of features, tutorials and documentation.
Oddly enough I was hoping for a system like RPG Maker but in Unity, guess I made that monkey paw wish.
To be fair it looks like they are still working on it and it might turn out in the end (possibly after a year of patches ). Though I do worry that we won't see many fan made plugins due to the poor reception.
>unity
>sells you something
>it sucks
Sounds about right!
This video made me feel a lot better about the UI design on my game engine
For anyone who bought it, if you need to read the help in English, if you scroll down and click the 日本語 dropdown in the footer on the right hand side, you can change the language to English.
Yes but it's like Google translate English...😅
there was a language select option in the bottom right hand cornerduring the second issue with the help section being only available in Japanese.
What a fooking waste of people time. That's all these companies do now and days is waste our time. Like you said it should be a hot fix or next day. I spend most of my money on modders with donations. I use to be very happy about these things but I'm just nit excited as I use to and it's just not an age thing. Come up with these roadmaps like we are suppose to wait on that shi*. Here's the meta of gaming companies..
- game
- wait for massive feedback with little testing
-throws us some promising intake, fixes, and patches
-wait for modders to do their job for them to replicate later.
Can you do an update video? I am looking at this but there isn't any reviews that are recent for me to know if the current system is in better shape.
I feel like if I'm already using unity there's way better tools than rpg maker
The "Exit" button I think is actually supposed to be an export button to export it as a compiled game. Even if they still call it an exit button >_>
as somebody that got it at launch it still doesn't work it still cant find the license even though i am already logged into unity hub.
I'm going to be honest one of the main reasons I ever liked RPG Maker is because it gave me a non back-end web development use case for Ruby. It's such a pretty language and I never get to use it 😂😢
RPG Maker is the only reason I can "read" Ruby at all. I never jumped onboard the Rails hype train, but you do get the occasional containerized Ruby project worth looking over. Good argument for using "real" languages in these sorts of game-dev on training-wheels tools.
Thank you so much for the review, I was thinking about buying it now I'm not so sure.
2:20 Problem numero ni
you know things are very wrong in the planning when they put an useless feature that is bad for the end user and they have an date to remove it on the schedule of new features...
as if that wasnt bad enough, they will take months to remove an button from the UI...
I have RPG Maker MV, been a while since I touched it though. If I'm gonna spend any new money on RPG Maker-branded anything I'll probably just get MZ before anything else.
Can't say that I am surprised at all, considering the team behind RPG Maker. It is par for the course however, that the community fixes, or works around, most issues with plugins.
I am guessing that the interest they were hoping for, didn't materialize for Unite; leading to a single person working on it. Likely in their spare time. Hence, the glacial progress... And unlike their usual fair, Unite is bound by Unity's 'openness' requirements for assets sold in the Unity Store. The more they can wall in the user (for their protection, of course) the better.
This news also helps explain their sudden renewed interest in fixing/adding features in the MZ toolset lately.
For my understanding, unless they changed names Unite is produced by a different team (Gotcha Gotcha Games) than the regular RPG Maker series (Degica). In my experience, the regular RPG Maker software runs decently out of the box, but you generally want to expand its functionality which is where plugins come in.
Unite... apparently doesn't even meet that standard.
Respect for you to wait for the first patch before review. This asset had so much potential. But I honestly think this developer always misses the mark with RPG Maker. It's never innovated and never has been polished nor powerful. It has always had so much potential and has always fell short in my eyes. They have always felt like an amateur developer to me. I wish another company would make something better for competition. At this point I don't think customers should support this company anymore.
Can mz made games be exported to android in 2023?
I really thought that this was going to be the one, and Lucy was finally going to let me kick the ball. Good grief.
RPG maker unite didn’t age well with the unity runtime news
RPG Maker Unite was already pretty awful before this ;)
Adding an exit button to a program that has an exit button is quite funny.
It should take at most ~5min to disable or remove a single button from a UI.
Just FYI, trying to update anything on the C# end causes the game to crash 🤷♂️🤬
I'll say it again: this is a product with no idea who it's for.
RPG Maker users happy with what their engine provides won't bother, those wanting total engine control will either just use Unity directly or use something like Godot, and those looking to generally expand RPG Maker's functionality will find Unite daunting and confusing.
Even in piracy forums which no one was scammed or bait you to FOMO tactics, use RPG maker as a joke.
Even a pirater is embarrassed to use this.
I'm so dissapointed.
I really liked RPG Maker ~10 Years ago
Everyone knew its "just a toy" but it was a community that shared that. Some even got so big that they got own games out of it.
But nowadays it lacks more and more .... looks like a new jampacked feature box but at the end other ends are lacking... like usability.
That really makes me sad and makes me think that kadokawa doesnt make it very long anymore....
Looks like it is better to just use other assets or even program that stuff yourself than buying RPG Maker Unite.
This is really weird, the earlier versions have tooltips from the get-go. Very odd.
Given the Unity implosion, it seems that RPGMaker might be better off making assets for Godot or Gamemaker.
I used to love banging around in RPG Maker back in the day; but I would very much appreciate if Unity spent some time fixing these problems so it was usable. Not that I expect them to actually do it at this point, but I would appreciate it.
Definitely would be on the RPG Maker team's end. Unity doesn't really help write/support assets - that's the asset-dev's job. That said, I was shocked that Mike was having such lag & editor-loading issues, menu/UI issues, etc - I've never seen that on Windows desktop Unity.
I already have RPG MAKER Z but if you can use Unity Assets along with it, than it's worth it at 50% - 75% off
The good ones I can remember were Rpg Maker 2000, 2003 and XP. VX didn't seem bring anything relevant, but I might be wrong.
I think VX Ace changed the chibi-style default assets, and went to a new version of the Ruby API. And then MV added limited mobile support, but I think that was also when they switched to JavaScript. I could be fuzzy though - once I switched to Unity, I stopped following that scene.
@@mandisaw You're pretty much right. I'm still using RPG Maker because I find it faster to prototype and build on an engine meant for the kind of game I'm making. But that's pretty much all it's good for. (I'm extending it to do FE style combat, but that's not too much of a stretch.)
For general game making purposes learning Unity, Unreal Engine, or my personal preference Godot are much more flexible, powerful, and provide more useful knowledge, skills, and workflow.
@@andrewkandasamy Cool! I'm making a Tactical RPG too 👋😄 I poked around at RPG Maker some yrs ago, but eventually opted not to even use it for prototyping. I felt like any work I'd invest to test out systems, UI, data, etc not only wouldn't carry-over, but also wouldn't be representative enough to make an effective test/proof-of-concept.
In the end, I think it worked out - making that leap from RPGM to Unity pushed me to learn/use 3d, and experiment with systems I wouldn't have been able to implement in RPG Maker.
But it's a "Verified Solution"! Who verified it? lol
I can't decide what is worse... the whole RPG Maker mess, or Unity popping up more minute-long loading bars than a poorly optimized PS1 game.
How is it even possible to make software that runs *this* slow on modern hardware? 🤨
Short answer : NO.
Not in 2 years IF they can improve it.
And as a lobbyist Makers, i really wanted to see this engine taking a solid "modern" route and was hyped by the project, but quickly if you followed it before release, you can smell miles away that the project beginning to be clunky.
Well, anyway, for now MZ is fine and can be "modern" too.
To be really honest I'd rather learn how to make an RPG from scratch, with or without Unity/RPG Maker.
But hey, there is still some value if I learn to make good use of VFX and shaders with RPG Maker.
Either way... time to time, practice to practice
Also fun fact: I just learned Lisa was done with RPG Maker... so there's that
RPG maker is pretty good if you want to do an Earthbound style RPG, where the battles don't matter much (if they exist at all), and the setting is much more important. This is what games like Lisa, Yume Nikki and Omori did.
IMO if you want to do an RPG in the style of Pokemon or Final Fantasy, where most of the fun comes from the complexity of the battles, it doesn't add that much value, because you have to customize it so much.
@@felipelopes3171 RPG in a Box.
From scratch how, though? If you're not using any game engine, you're probably using a library/framework/api of some sort. If not, you're using a pre-existing language. If not, you're using premade hardware. If not, you're making electronics with parts, or from raw materials.
I would say making it using Unity still counts as "from scratch".
@Aeroxima has it right - the best tool is the one that helps you finish. There's an entire spectrum of assets from all-in-one genre-specific templates like this, to drop-in single-systems that do one thing, but do it quite well. You have flexibility - figure out what unique parts you want to DIY, and what parts are better suited to a library or template.
There's no prize for having an unfinished game because you wanted to do everything "from scratch".
@@Aeroxima I'm ok with using either Unity or RPG Maker, heck, I even try to learn electronics to understand the why of consoles (there is an amazing course that teaches how to make a NES game and it's really rewarding to make a NES game).
But yeah, my biggest question is "why would I use RPG Maker when I can get the same results with Unity and C#?". I can just use RPG Maker, make the game I want with its limitations (good games can come from that) and call it a day, but I'm the kind of person who prefer to learn C#, capitalize on it and make a flexible RPG while understanding how it is implemented (Unity considered).
There are pros and cons about that but I'm ok with it. One days I'll make something RPG Maker and other days something with C#. Knowing them both is important to me
I'm just going to stick with RPG MV not only does it have some of the best plugins but it is one of the best ones that I used
I just recently bought RPG Maker MZ. After I bought it I found the RPG Maker Unite and I hoped I didn't kame a mistake. I actually thought I should have bought RPGM Unite. lol Thank god I did not.
So many dang things on that roadmap are things that should've been implemented before release. Freaking 8-directional movement? What is this, the early ps2 era? As a longtime user of RPG Maker, this iteration pisses me off...
I see this as a porting setup, useful potentially for folks who already have a full-fledged RPGMaker game, but want the benefit of Unity builds. That said, Unity Editor tooling is easy enough for someone to wire up to the RPG Maker stuff to make their own interface. I don't think any of the RPGM versions ever let you customize the actual tools.
Then I have bad news: I can’t find any evidence Unite supports importing projects from previous RPG Maker versions. So it’s not even that helpful as a porting setup, because you’ll be reimplementing your entire game whether you use Unite or not.
The last JavaScript-based RPG Maker releases started to enable UI customization in the smallest of ways, but the developer really dove into the concept in VN Maker. VN Maker, an engine that committed a lot of the same “we are inventing our own UI paradigm” sins as Unite. You’d think they’d have learned from that experience, but apparently they did not.
@@arashikou6661 Ah, I stopped paying attention to the RPGMaker world somewhere between VX Ace and MV. Hadn't even heard of VN. I figured this would be similar to prior times when they've changed languages - folks will have to rewrite scripts (or copy/community-source them), but so long as the structures are the same, databases/assets should carry over.
Honestly, that's usually what's involved with any porting process. Even with Unity, you still hit areas that need script or asset revisions (shaders, UI, mobile/VR capabilities, etc). There's always some labor involved, but it's better than trying to do entirely per-platform native coding.
honestly if you end up not making rpg maker a standalone program and make it for unity only, you might as well make an actual rpg game yourself in scratch
I will use MZ, especially with the unity pricing Change thing.
I don't usually laugh out load, but you got me on the help button 😅
Best example how to convert the most accessible and user-friendly game engine into the most complicated and broken one!
Purchased then refunded, it was so bad and slow to use.
Why would anyone want to use a nearly limitless program like RPG Maker, with a game engine that literally fights you against making a game every chance it gets.
I was one of the users who bought it on day 1 of launch. Don't take more than 3 days to make a refund, and then when I saw the bug fix road, I didn't regret it at all. This is possibly the worst RPG MAKER ever. A great missed opportunity. I will continue to use the MZ and hopefully they will continue to update it with new features.
But people would get this version because you can use unity inside the game. Of course you would get a different version if you didn't want or care about using Unity.
As much i get what they were trying to do rpg amker unite is pretty much the exact oppsite of rpg maker its clunky, confusing and definitely not beginner friendly like all the other entries. And yeah i know alot of rpg maker games seem like theyre made by 5 year olds but at least they could actually make a game. I think the thing i like the most about rpg maker is that it is beginner friendly but still has alot of plugins to make games even better.
I'm going to say that anyone SHOULD buy this license, however there is something you may not have thought to consider when looking into it. RPG maker is a cumulative license with regards to it's assets or at least it has been in the past (I am not 100% sure they have included unite for this purpose) however if it indeed follows the same pattern as it's predecessors buying the Unite license would give you access to a HUGE library of Music, anime inspired face sets, character sets, monster pictures, sprites backgrounds, tilesets among other things and this includes the console Exclusives RPG maker 3 which has some really good music and reaches all the way back to RPG maker '95. The caveat to all of that is typically that you need to make the game that uses all of those said assets "in the engine" but since you own the license and it's meant as a plugin for Unity, this very well could be an easy loophole for allowing you to legally use all of the above mentioned assets without really needing to use the plugin.
$100+ or up for assets, that in EULA is not stated clear how you can use it, it is not worth it (their EULA is confusing)
RPG Maker series is a scam and people really should stop supporting it.
@@bunny_incup132 RPG maker has mostly always been a hobbyist's tool not an engine that anyone seriously considers for making legitimate projects unless that project is virtually centered around the functionality that RPG maker was designed for, JRPGs. And even within that genre of games there aren't many who would use it for serious commercial projects. So, its not a scam its a toy, or some step between a toy and a tool.
Though I would be curious to ask you exactly where in the EULA does it say you cannot use previous engine RTPs for Unite. If indeed it is in there I suppose I wouldn't be surprised by that either considering what I posted initially that having purchased unite doesn't necessarily obligate one to use that plug-in within unity so long as one retains the license that allows for the use of the assets.
It is a scam. That is the point, from one side "yes it is an engine!", but if something will not work, or it is difficult to work, then we have excuses "it is a toy".
Let we look at the RM series as at all. It stops at RMXP I guess. There is nothing new. No new changes, options, commands or ideas (I notice they started to add something recently to mz, good for them).
When you look at 95 and 2000, you can see clear differences there. Between 2000-2003, not so much, but it was also a nice upgrade. 2003-XP, there was also a lot of upgrade... and then XP-VX, what happend? It is like they do not know what they are doing with it, VX,VXAce,MV,MZ it is not much different from previous ver of the software, yet they are asking for high $ for it each 5 years, giving nothing new; min.spec. to use the software (i5, 8GB ram) are rediculus, when in battle system enemies are simple pictures. Games are still basic 2D, where characters are locked to 3 frames animation, walking in 4 direction thanks to the grind. Do not forget, many times they took some options from previous version and after 5 years they bring this option back as a new feature.
Let we not forget about that if you start your project on one version, you have to finish it, because you are not able to export it to newer version of the app which is sick (yes exceptions: 2000-2003, VX-VXAce, MV-MZ)
Now let we take a look at RM Unite, until today, Unite did not show on the Steam Shop page, although it was promised, promoted etc. It went down, no explenation why.
Another thing with unite, there suppose to be promotion at launch $79.99,
still, the launch date was postpone many times, promotion price that should be 79.99
was changed to $99.99+TAX, and in the end app is working depending on its own will,
maybe it will work, maybe not.
Something that suppose to be powerful and give a lot of hopes for users,
it end up as a total joke. Paying $100 for soft that many comments suggest, has problems, difficult to work, having strange behaviours, "funny updates" with the X button or what was it. Man... the list just goes on an on.
Seriously, $100 it is a lot of cash, donating it to some other projects like example: RPG Architect, might be way more better idea, just saying.
Resources from EULA, this EULA was changed many times for the past few years. At the current step as I see it is:
- you have permission to use them in any GGG products.
Which means example: if you own RMXP, you can use those resources in UNITE, if you bought it also. If you bought UNITE, you can use those resources in RMXP.
Yet, the EULA statement is written in that way, that it seems they tell you like:
- you have permission to use resources from the app you bought in 3rd party app,
example: if you own RMXP, you can use those resources in Godot.
Which is not true.
But again, those are my issues with the app and their policy. Do not get me wrong,
app is nice, easy to use, if you plan to start with it, then go for it. It is a good start, but only for 5 years and only if you stick to one ver. of the app.
Otherwise it is just a waste of time, since each 5 years, new ver of the app it is same old thing, and you can not export your project to a newer ver of the app.
At the end:
"But you can create a game in this tool so it is not a scam"
OK, if not scam, then cash grab.
Sorry for long post,
not looking for a fight or anything. Just pointing out some views, that
I guess many people are overlooking. But again looking on the comments here, there are many users that are not pleased with the app policy or how it works,
and it is for a reason.
Take care.
@@bunny_incup132 So its a scam because they didn't do enough to differentiate the versions of the program? No, it takes a bit more than that to make it a scam. You are much closer to the mark when you say, its a cash grab.
The other thing you mentioned with the 5 year limit on being able to use the engine, says who? why can't you just keep on using what you have till you finish your project? Or better yet start a new project in the engine you already bought even after the newest engine is out? If they aren't doing enough to increase the functionality then stick with what you know/already own. All I'm saying is, not liking something, or being dissatisfied with a product, or the evolution of that product, does not make even one single version of that product a scam.
New users come on board, they like the idea of a simple to use engine like this and they pay for it, if you've stuck with the series long enough to have paid for multiple versions of it, no one forced you to get the new version, so buying the next thing wasn't the fault of the company that produced it.
IF someone were to buy it and after having spent their money find out that the program doesn't do at all what was advertised, THAT would be a scam. But this isn't the case with any of the RPG maker series (maybe the console versions I never played around with those). You absolutely can make a game from start to finish with everything that is included in the engine. Is it going to be the next Final Fantasy, or Dragon Quest? Hell no it isn't, but someone not being able to execute their own vision even if its because of the limitations of the engine they are using does not make that engine's purpose illegitimate.
I'm not looking to fight either, but I suggest you don't jump the gun and start claiming things are bogus when they really are only just poorly managed.
As for the asset flips from one engine to another, I did some searching and how it works is any of the engines on the PC (meaning excluding the console versions) can use the RTP assets of any other version. There was no mention of any previous purchases of said engines. I will say this with one caveat, and that is, this was a general response to this question rather than specific to the Unite Version, so if there is something within the Unite agreement it would be entirely new.
@@dougdeming3115 The real question here is: do you want to see RPG Maker develop into a proper game engine, or is it okay for it to remain just a toy?
Thank you for agreeing with my point. It doesn't matter if it's considered a scam or a cash grab; I don't care how it's labeled. Selling the same app at the same prices with fewer options, etc., is not a 'fair' move.
Choosing to stick with the old app (because no one is forcing you, as you said) is a bad idea on many levels. When the new app arrives, with all its flaws, terrible reviews, disastrous support, it's clear it doesn't live up to the promotion. Yet, as you mentioned in your first post, "anyone SHOULD buy this license." Yes, that makes sense.
There's no need to get emotional; No one is wielding guns here, we're simply pointing out the obvious facts. Or is it that these days only sugarcoating counts and we can't mention flaws anymore?
No need to reply to my questions. I'm leaving them as reflections for everyone to ponder. Have a great day!
Thanks Mike, after a pretty dull day I was ready for a good laugh 😁
I haven't used this and don't plan to, but I still feel like a bunch of the grievences in the video weren't a problem with the RPGmaker asset.
The loading times, I think could be improved, but the window docking is the user's own undoing. If it's messed up by the user, that's their own fault for making a mess. Though, if there's an option to force the windows back into a default view, that would be the most ideal.
The one thing I found alarmingly baffling is the roadmap's planned removal of the exit button, and how distant in time the roadmap is for much small fixes. I've worked with Unity's editor GUI quite a lot, and I can say with confidence that it only needs a tiny change.
The asset honestly looks decent and stable from my perspective watching this video, just has some very noticeable UX issues.
There are really 2 different POVs to address. 1- someone who likes RPG Maker, but would like to gain Unity benefits (assets, porting, support, etc). And 2- someone who likes Unity, and may find use in the RPG Maker approach (premade JRPG structure, default assets, robust community). I think Mike sort-of made a case for #2, but with a "wait for sale/improvements" caveat. But #1 went unaddressed.
About the UX changes like the exit button:
What this means is that the person doing the roadmap is being spoonfed crap like "it takes months! totally complicated!" and then sets it accordingly.
In other words: sucky project management...
for some reason the video tagged as 🤪
Pokémon Unite
I can understand why they wanted to do something like this, but like from what I've seen, not even just this video, firstly I feel like they maybe could have done it in Godot instead of Unity, I understand Unity is more well known, but I feel like maybe doing this in Godot could have maybe felt better and more familair to coming from the older versions of RPG Maker. Take RPG In a Box for example it was made with Godot, and it seems much more polished than what I've seen of Unite, it is more simple than RPG Maker, but that's made by one guy if i'm not mistaken so I just imagine what the RPG Maker guys could have done(Gotcha Gotch Games Inc iirc). IDK I'm just some Random guy in the RUclips comments though.
It's funny that this comment gets a like now and reminds me I made it. Right after all the Unity dumpster fire starts. Could the new runtime fee kill RPG Maker Unite now?
Nesting a game engine inside of another game engine is the disturbing yet natural end progression to nesting code inside of other code. This is what happens when we don't call out coders for their bad practices. Never-nesters MUST UNITE!!!
Yeah I’ve got MZ thanks about half way through your video I was like no thanks
Oh that's rough.
I can see the appeal of using RPG Maker systems in Unity, but this isn't it.
tbf unity undo redo stack is screwed up to begin with, but yeah this is just not great on top of the existing unity issues.
The name sounds like a pokemon game.
Maybe im just a silly goose, but it seems like making a JRPG would be pretty easy in just Unity anyways?
I am not very familer with this subject but maybe they should have made a peice of software instead that ports RPG maker games to Unity for you.
Yes, RPG Maker Unite is very bad
that why i always had my eyes set on Yume RPG Builder for many years instead
When I first seen the first trailer of this game engine I was instantly not interested in it.
Also with the mess they are making and slowly implementing content makes me think they are lazy and unprofessional...
Anyways I wish there was a HD 2D rpg maker so we can make rpg's that are something like octopath traveler and also I wish there was a FFT style HD 2D tactical rpg maker so we can make FFT style games, would be awesome as hell if those were to be made. 😃
Edit: Oh wait there is a HD 2D rpg maker, I forget what it's called, oh yes! it's called "Rpg Developer Bakin".
RPG Maker MX? RPG MAKER MX!?!?!?!?!
My man, there are not that many RPG Maker's
They should of worked on it a couple more years before they released it
Unity in RPG Maker would be more useful than RPG Maker in Unity
yep, Unity at its current state with many other features, this is nothing new, in fact it does not surprises me at all
RPG Maker needs to make things easier for users. It needs to stop making things harder for users.
I dont understand all these different versions. They all look the same to me
I don't understand the rpg maker team, hard to understand version code is annoying, I hope they have a better sense of naming their new version. If it's free I may try it, but for my money with this quality? Pff, don't make me laugh.
I really hope they patch this thing to be better. I want it to be good. I really like both Unity and RPG Maker.
I'm really sorry that at 2 minutes 33 seconds I've seen all I need to see... Really a shame, and you deserve better.
With the help webpage, there appears to be a tiny language select hidden at the bottom of the page.
Good idea in theory. Poor execution tho 😢
"RPG Maker Unite for Unity Review is Bad!"
What a cursed title, is the game called Unite for Unity Review. Or the review: is bad. Not even the game is bad, but the review is bad? idek
yeah I don't see the point in this when it's this bad, rather stick to mv or mz ngl XD
2:30 At the bottom you see the text 日本語, this is where you can switch the language. But I do agree that they should not make Japanese the default hahaha
It just gimps Unity, doesn't make RPG maker any better. If you already use RPG maker and Unity, this thing is a painfully bad version of both.
They should have done more to integrate Unity's systems into it. Focused on making everything easier. Instead they basically just made a Unity version of their editor and allow users to run that editor over Unity in the Unity Editor. It's lame.
that number is higher than my exam score
Haha high resolution 😂😂😂 hell no why they don’t know what game developers really want
They should've built it on top of Godot instead. Cheaper, more hackable and has all the improvements for rendering and export that people wanted for the previous versions.
Meh. If it was going to be with this level of "effort" definitely not.
Looks like they have archieved a new level of terrible.
Stick with MZ :P
Everybody should keep away their work from unity.