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RPG Maker MV ; A Success or a Failure?

new-logoRPG Maker, the Staple of RPG Making Tools.

RPG Maker has been around for quite awhile, in fact it’s been here since 1992, the all popular game making tool has been a staple for use of people, but mainly became the hit after an official translation for RPG Maker XP came out mid September 2005, since all the translations so far were made by other people, it’s widely used since even those who have no idea to make a game, and even for experienced developers can make a game.

The RPG Maker franchise has been known to give life to a lot of popular games like, Ib,Mad Father, Misao (Three of these made by vgperson), To the Moon (Freebird Games), and still a lot more to date, and there has been a lot of versions of RPG Maker dating from 1992 to this very day.

RPG Maker VX Ace and it’s glorious logo.

Modern day users of the program usually accommodate themselves with RPG Maker VX Ace since it has the most features and has a lot of plugins to date, but some other users prefer the older versions of RPG Maker, such as RPG Maker XP and RPG Maker 2003 since they had gotten used to the layout and tools used in the respective versions.

The new logo for RPG Maker MV.

But with the recently released RPG Maker titled ‘RPG Maker MV‘ this october, there has been a mix of ratings coming from the new users of the franchise and the experts of RPG VX Ace which has mostly complaints from the veterans and praises from the new users of the franchise’s line of tools.

Many of the newbie’s praised the MV for it’s Improved Graphics & Resolution, Upgrade from using Ruby to Javascript, and Simplicity on how to use the tools, but the Veterans of VX Ace did not expect MV to be like this, saying that there is way too little starting database compared to VX Ace, and saying that the Android/iOS converter’s did not work but instead gave an HTML5 file for us to Manually package it, which is a very problematic issue, addressing those issues, the Veterans preferred to stick to VX Ace until Enterbrain and Kadokawa can rework the kinks in the program, meanwhile some decided to go with MV instead.

“Windows builds use node-webkit as a wrapper, but don’t package/archive the resources like other HTML5 game design toolkits do. Instead it just leaves the assets out in the open.

“Android-exporter just exports a HTML-file (with resources) – it doesn’t actually package an APK. iOS-exporter just exports a HTML-file (with resources) – it doesn’t actually package an IPA.

“Wait until they fix these issues.”

A Complaint from username Quackgyver in the steam community.

“I’m still very new to this and I didn’t use VX Ace much. But, I think this is a pretty awesome tool. The character editor is much improved from VX Ace, and you can draw regions using rectangular tools which saves a lot of time. The scripting is now in Javascript, which I am accustomed to. You can press F8 during a playtest to open a full featured Chrome debugger and dig into variables and code with ease.”

One of the praises from username Erkenfresh.


So in a rundown bullet point list, here are the exact Pros and Cons of using MV (Compared to VX Ace, and from what the Newbs and Veterans Said).


  • Smoother Graphics
  • Language Improvement from Ruby to Javascript
  • Better Character Generator
  • Multiplatform Distribution
  • Adds Touch / Click Support
  • Higher resolution
  • Triple layered map editing
  • Database limit increase from 999 to 2,000
  • Option to use Side-view battlers
  • A Plugin Manager
  • Adds an Event Searcher


  • iOS & Android exporter not functioning as expected
  • A minimal starting database
  • No in-game exit button
  • No script editor
  • No resource manager
  • Buggy system controls

But you know, from my experience overall, it hasn’t been that bad, actually, nothing is wrong with it yet, except the mobile support, that’s kind of screwy, but hey, people’ll manage that and make a tutorial about it as well, so there is no real need for us to be pissy about it, out of all this, i would actually recommend RPG Maker MV for a creative use, it’s much more better, although artists can struggle with the new resolutions, but somehow they’ll get through!

A First Glance and Understanding of… Galatea (The Modular Waifu Simulator)!

A First Glance at…


Galatea, The Modular Waifu Simulator.

Now we all know that quite a lot of Simulator games have been around for quite awhile and quite a few of them are successful as well, such as Surgeon Simulator where you play as a doctor called Nigel Burke, or I Am Bread where you play as a loaf of bread, Yandere Simulator where you play as a female student killing other people in the name of love, and let’s not forget the all popular Goat Simulator where you play as goat destroying everything in the whole damned universe but there are quite a few Simulator Project Games that may catch your attention, such as… Galatea!


A first glance of the school in Galatea.

Now, some of you may or may not have heard of Galatea being mentioned in a post by YandereDev which says :

“By the way, several of the features that I added over the past month were only possible thanks to help from my esteemed colleague Saracen, who is also making a game set in a Japanese high school!”

Some may have actually seen it, others may have not, but the main premise of the game is that you are a High School Transfer student, and you will get a chance to meet and date a few female students along with managing the time, and even events that are affected on the real-world calendar.

While the Public Test Build released in September 26th was just a Glance of what the environment looks like, it is quite detailed for one single person to do it alone, although you appear to be as tall as a giant upon entering class, where the perspective of the camera may / may not have been purposedly put up so high, even so, the school is very large, yet there are no AI’s implemented yet as of the release of the build, shortly a month after, in October, Saracen finally got the design for an original character done.


The Original Female Character.

The game as Saracen said, says that the game was very inspired by, and falls into the category of games like Amagami, KimiKiss, Tokimeki Memorial, and Love Plus, and further states that his intentions are not to ‘Reinvent the Wheel’, rather he wants to refine and polish the features further more to create a deep immersion into the game itself.

“My goal with Galatea is not so much to reinvent the wheel, but rather to provide polish, refinement, and a greater sense of immersion to tried and tested mechanical and narrative tropes featured in these games.”

“In Galatea, you will take the role of a high school student who has recently transferred to a new city. While managing your character’s daily schedule between study and leisure activities, you will get the opportunity to meet several female characters, go on dates with them, and eventually enter a romantic relationship.”

At first, Saracen decided to make the game using his/her own Game Engine heavily based around the popular engine Unity, Entitled ‘The Luna Framework’, but Saracen ultimately left the engine and decided to use the Godot Engine, because he/she deemed that it was Way too much Work for a lone programmer, and that he/she Wanted to spend time programming the game instead of the game engine.

This might seem like something of U-turn considering the content of my previous update, but after much deliberation, I have made the hard decision to switch from my custom made game engine to a pre-existing one, the Godot engine.”

“Despite my feelings that I have been making some significant strides with the Luna Framework, I simply cannot ignore the fact that it might be too work for a lone programmer to create an entirely general purpose game engine”

“I want to start spending more time programming a game rather than just a game engine so I can show off more interesting content”

Despite all of that, Saracen decided that the Luna Framework will be set aside as a Side-project instead of being ultimately scrapped, as it was such a waste to throw it away.

Currently the game is undergoing massive development done by one person, and alongside the community, where there have already been translations from quite a lot of regions, such as Spanish, Sweden, France, and other countries, which proves that Galatea has a striving community to help the single programmer with his/her game.

Personally from what i’m feeling, for a single person to ever develop a game by himself, whether it’s a fully fleshed out or half assed attempt, is still something to look up to or admire nonetheless, but for a single person to create an environment like this is very amazing, although he/she could use some more time modelling the characters to be more fleshed out, it really has a gigantic potential for it to grow, since there is so much room for it to grow, i wouldn’t be surprised if it became the next hit thing sometime 2016.

So what do you think after playing the public build test? if the game is someday finished, would you want to play the game? would you pay for it? and would you like it? if so, go tell Saracen about it in his/her blog, and remember to comment or email him about it, because remember; every single comment counts to making someone’s day a better day!