Skip to content

Instantly share code, notes, and snippets.

@Ancurio
Last active March 17, 2023 12:13
Show Gist options
  • Star 6 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save Ancurio/fc568571eaf7dd62c550dc3a08c0d08f to your computer and use it in GitHub Desktop.
Save Ancurio/fc568571eaf7dd62c550dc3a08c0d08f to your computer and use it in GitHub Desktop.
@Sturmlilie
Copy link

@orochii Sorry, I fear that my remarks regarding that area might have come off more disparaging than I had intended. I'm personally a bit jaded after a bit too much playtesting certain mkxp-ports (XP based) that never bothered to tweak the framerate above the hardcoded 40 FPS (even though XP allows that just fine IIRC). I literally got headaches during it and just felt so hopeless because I couldn't do anything about the situation without screwing up animation and cutscene logic. Also, porting the very same win32api scripts a million times over. I think if lethargy hadn't crushed me I would have started a project to prepare copy-pastable mkxp ports of every "mouse and keyboard " / "fullscreen" script that's being passed around in forums.

I'm very happy that people have taken mkxp and build cool things out of it. This includes engine-forks themselves like mkxp-z, the ports of existing freeware games to Android as well as all the game devs who decided to base their own creations on my project (OneShot comes to mind). Also, the fact that this exists is super cool. I recall even seeing RMXP games run on the Switch at some point.

I make my code libre for a reason, and I'm glad that other people were able to benefit from it while honoring the GPL and making their own modifications public.

So please don't ever feel discouraged from using mkxp for whatever endeavors you are pursuing :) If you're creating something on your own time, do whatever. If you're making a paid product, I'd like to ask you to also think of the experience your users will have.

Btw: I recently opened a discord server if you wanna chat: https://discord.gg/xVejVU

@orochii
Copy link

orochii commented Aug 2, 2020

I do understand your point however. RPG Maker as a whole has aged poorly, not only the old Ruby incarnations, the newer Javascript ones still miss some important points (i.e. logic still tied to fps, though I think this is also done because it's easier to understand for newcomers).

I think mkxp did what was doable. Which is to improve the things that could be improved, namely the groundworks of the engine, while maintaining compatibility as good as possible. Inori did some great stuff too as they managed to add Win32API support to mkxp-z. If you can grab a vanilla RMXP project (anything that doesn't use win32api works out of the box), throw mkxp, and instantly regain like 500FPS, that's an absolute victory for me. The rest is up to the community and every developer out there.

@Francesco149
Copy link

thank you for your work. open-source implementations of proprietary engines like these are critical for preservation and software freedom and my personal favorite kind of projects. don't stress over development, that just takes away the joy of programming. we'll be here whenever you feel like coming back

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment