POWERFUL enough for a developer SIMPLE enough for a child VERSATILE enough for any platform! RPG MAKER MV allows you to make the RPG of your dreams! This latest version includes a host of new features and export options for MacOSX, Android, and iPhone!
User reviews:
Recent:
Very Positive (49 reviews) - 89% of the 49 user reviews in the last 30 days are positive.
Overall:
Very Positive (918 reviews) - 86% of the 918 user reviews for this software are positive.
Release Date: Oct 23, 2015

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Notice: Languages: Japanese is only supported in the Mac version.

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Packages that include this software

Buy RPG Maker MV Bundle

Includes 4 items: RPG Maker MV, RPG Maker MV - Season Pass, RPG Maker MV - Cover Art Characters Pack, RPG Maker MV - Essentials Set

Buy RPG Maker Millennium Collection BUNDLE (?)

Includes 5 items: RPG Maker VX Ace, RPG Maker XP, RPG Maker 2003, RPG Maker 2000, RPG Maker MV

 

Recent updates View all (39)

July 6

Season Pass DLC 3: Train Tilesets and Characters Released!



Hello Dear Users!

We hope you had a nice Independence Day (for American users) and a great time in Anime Expo! RPG Maker MV Season Pass DLC 3 is finally released! For future, please note that we operate in PST (Pacific time zone in US, which is GMT -7). It is still July 6th for us.

They are located in your RPG Maker MV Installation Folder/DLC/SP3 - Train Tilesets and Character. If there are problems, please make sure to notify us!

If you don't have Season Pass and want to get it, you can buy it here~

http://store.steampowered.com/app/426100
As a refresher, this is what the pack contains:

  • Autotiles (A2-A5) for creating floors and walls for both the outside and inside of the train
  • Tile B including a large train, complete with the engine, passenger cars, freight cars, and caboose.
  • The train faces east and west, and may be used with a scrolling parallax background to simulate movement.
  • Tile C includes a full sheet of objects and details that can be used to create the inside of train cars.
  • Animated tiles - such as opening doors, smoking chimney and railroad track switch
  • BONUS: 8 Train-themed NPCs, incuding the Conductor, Ticketmaster and passengers - complete with walking character sprites and matching facesets with emotions.

We hope that you enjoy this release!

10 comments Read more

June 29

Season Pass DLC 3: Train Tiles, Coming July 6th



The RPG Maker MV Season Pass DLC 3 is on its way. We can hear it chugging down the tracks. At 50% off, it is time to buy your ticket.

http://store.steampowered.com/app/426100

DLC Pack 3: Tileset DLC
DLC 3 includes a large and versatile set of tiles for creating a train that's right at home in the standard MV resource environment.

  • Autotiles (A2-A5) for creating floors and walls for both the outside and inside of the train
  • Tile B including a large train, complete with the engine, passenger cars, freight cars, and caboose.
  • The train faces east and west, and may be used with a scrolling parallax background to simulate movement.
  • Tile C includes a full sheet of objects and details that can be used to create the inside of train cars.
  • Animated tiles - such as opening doors, smoking chimney and railroad track switch
  • BONUS: 8 Train-themed NPCs, incuding the Conductor, Ticketmaster and passengers - complete with walking character sprites and matching facesets with emotions.
This portion of the DLC will be live on July 6th.

16 comments Read more

About This Software

POWERFUL enough for a developer SIMPLE enough for a child VERSATILE enough for any platform!

For years, RPG Maker has been the easiest way to make your own Windows PC Roleplaying game. We have strived to give everyone, regardless of experience or skill level, the tools to make a game they could be proud of. Now, with RPG Maker MV, your game isn't just on Windows PC, its on the move. Make your game on your Windows or OS X PC, and then deploy it for iOS, Android, Windows, OS X, or even to play in a browser using HTML5!

MAKE GAMES FOR THE PLATFORMS YOU WANT FROM ANY PC

RPG Maker MV can run on both Windows and Mac OS X PCs. Users can also export games for the following platforms:

  • Windows/EXE
  • MacOSX/APP
  • Android/APK
  • iOS/IPA
  • HTML 5 for Web Browsers

BUILD YOUR WORLD WITH AN IMPROVED MAP EDITOR

RPG Maker MV uses a user-friendly​ map system to help you build the RPG world of your dreams. With an additional automated upper layer, mapping in MV is even easier than before.

MAKE YOUR WORLD LIVE WITH A SIMPLE EVENT SYSTEM

In RPG Maker MV, you use the simple, intuitive event system to bring your world to life. You can easily and quickly create NPCs for your characters to interact with, puzzles for them to solve, and quests for them to complete.

GET STARTED IMMEDIATELY WITH BUILT-IN RESOURCES

RPG Maker MV, like previous RPG Makers, comes with its own graphic and audio resources for you to use in your game. From sprites to battlers, from sound effects to music. MV comes with resources for both Fantasy and Sci-fi games, and you are easily able to add more.

USE TWO DIFFERENT BATTLE MODES, RIGHT OUT OF THE BOX

With a tick of a checkbox, you can switch between the classic Front View Battle to a Side View Battle system.

USE A MOUSE OR TOUCH SCREEN TO PLAY YOUR GAMES

Tired of playing RPG Maker games with your keyboard? With RPG Maker MV, your game will allow the player to play the game with a flick of their mouse, or using a touch screen.

SEE YOUR GAME IN HIGHER RESOLUTION

RPG Maker MV can show more than ever before. With a default 1.5x the resolution, sprites can show more emotion and the scenery can be more detailed than ever before.

USE PLUGINS TO MAKE A FULLY CUSTOMIZED GAME

Want to customize your game even FURTHER? Use plugins to change things the way YOU want them. You can get them from us, get them from other fans, or master JavaScript to make your own! With our new plugin manager, you can just drop in the .js file of a plugin, and then configure it directly in the editor.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: WindowsR 7/8/8.1/10 (32bit/64bit)
    • Processor: Intel Core2 Duo or better
    • Memory: 2 GB RAM
    • Graphics: DirectX 9/OpenGL 4.1 capable GPU
    • Storage: 1 GB available space
    • Additional Notes: 1280x768 or better Display
    Recommended:
    • Graphics: OpenGL ES 2.0 hardware driver support required for WebGL acceleration. (AMD Catalyst 10.9, nVidia 358.50), iOS 8.0, Android 4.4.4*
    Minimum:
    • OS: Mac OSX 10.10 or better
    • Processor: Intel Core2 Duo or better
    • Graphics: Compatible OpenGLR
    • Additional Notes: 1280x768 or better Display
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (49 reviews)
Overall:
Very Positive (918 reviews)
Recently Posted
TurtleFarts
( 1.0 hrs on record )
Posted: July 29
Product received for free
wot
Helpful? Yes No Funny
Gamergeek343
( 3.0 hrs on record )
Posted: July 28
An easy fun way to make a story/game
Helpful? Yes No Funny
Marquis
( 25.5 hrs on record )
Posted: July 27
I've recieved this product as a gift- and I have to say, it's the one of the best things I've ever got.

This is a very early review considering I haven't fully delved into the application 100%. It will take a lot of time and patience. Not just one or two or ten hours. This will take houndrets of hours. But with enough practice and experience you'll get while using this engine- Anyone can make a great game from this if they meet a set criteria.

It may be really frustrating from the beginning when you have no idea and you'e literally just browsing through menus and trying to find out what to do and what's going on. It'll take you some hours to figure out how does some things works. once you'll watch couple tutorials, it'll become much easier than on the beginnig. I haven't played loads of it but from the around 10 hours I have spent currently on one project I have learnt many new things that I would've never learnt in a video or in the manual. Its simple and familiar look makes it easily accessible to people who have already used any of the previous engines, but is really approachable to people new to it as well. It contains a lot of features, things you can edit, things you can create on your own. It isn't only map creator and character generator. I've been focusing on character creation, creating classes, skills, items, weapons, all of the above. Like the tagline says: Simple enough for a child, powerful enough for a developer. That tagline 100% applies to the software. If you want to make your game better and create something amazing, you must go through a lot of struggle, manuals and tutorials, but that applies to all of the game engines.
Over $90 for the base game isn't worth it if you are just going to mess around for a short amount of time so if you're really interested in game engines, creating RPG's, just go for it.
This is not a game you play from time to time, it's not something you'd turn on and play for two hours and then get bored with it. This takes a lot of trial and error to get it to make the magic more experienced users can do.

I'll probably add more things to this review as the time pass, but all I can say for now is-
RPG Maker MV is great, simply amazing engine full of opportunities.



Helpful? Yes No Funny
The Raphael
( 5.4 hrs on record )
Posted: July 25
absolutly amazing
Helpful? Yes No Funny
Angry Jedi
( 78.9 hrs on record )
Posted: July 23
Love, love, LOVE it.

RPG Maker has always been the go-to game maker for those who want to get started in expressing their creativity without learning complex programming languages, and over the course of the last few installments it's grown considerably in flexibility thanks to the introduction of scripting and plugins.

RPG Maker MV's use of JavaScript-based plugins is by far the most elegant solution the developer has come up with to extending the engine's functionality yet. No more accidentally putting scripts in the wrong place -- though in some cases, the order in which you load the plugins matters -- and no more configuration by delving into scary-looking script, thanks to dedicated plugin parameter windows.

Even if you don't want to delve into the more complex aspects of customisation with plugins, RPG Maker MV remains the same easy to use package that it's always been. The mapping and eventing systems will be immediately familiar to series veterans -- though some will miss the "layers" approach to mapping -- and the included resources are of high quality. A particular shout out to the included music, which is particularly good; Shoji Meguro would be proud of the wailing electric guitars on display in some of the battle themes.

Combine all that with the fact that you can now export your games to Windows, Mac, iOS, Android and HTML5 and you have a formidable package for getting started in game development. Even if you never bring your grand designs to the commercial market, if nothing else RPG Maker is a great means of learning the basic logic of programming and how to tell your computer to do things. For some, it will be enough to realise their dreams; for others, it will be a stepping stone to more complex tools and techniques.

Either way, if you have the slightest interest in making games, pick this up. And be sure to check out the community content, too; there's already a ton of great resources and plugins available, many of which are completely free to use in both commercial and non-commercial products.
Helpful? Yes No Funny
GAME KNIGHT
( 12.5 hrs on record )
Posted: July 21
Really good!
Helpful? Yes No Funny
Logan ( ͡° ͜ʖ ͡°)
( 2.4 hrs on record )
Posted: July 20
Buy clickteam fusion instead.
Helpful? Yes No Funny
Darkovika
( 307.7 hrs on record )
Posted: July 20
I've got basically everything I'm going to write below in a video format as follows:

https://www.youtube.com/watch?v=ZsSzUsr8Rmc

MV's Pros

Because MV has Javascript behind it, the engine already has as many if not more plugins than VX Ace did. Now I have never used the engines that came before VX Ace- Ace was my first RPG Maker- but I can already tell you the differences are astounding.

Javascript gives you access to HTML and Canvas elements, which basically allows you to edit absolutely anything you can see. My partner managed to create something in the engine that took an entire scene, calculated what areas has the abilityto step on, and then spawned enemies in random spots any time the player entered the screen. This took him only a few hours.

If that doesn't impress you- and the sheer ease of making a plugin should, because it means you're not being held back from making something OTHER than a JRPG- then the beauty of the engine should.

VX Ace was pretty. It allowed for some very nice looking sprites, lovely areas, and a fine amount of detail. MV spits on that and calls Ace ugly.

MV's tiles and sprites have a good deal more room for detail and looks. I don't recall the exact size difference between the sprite sizes, but I can tell you the sheets are way bigger in resolution than Ace's. But the best part is you can still use VX Ace sprites in MV- in fact, there are ways and places on the internet that explain very simply how you can take your sprites from Ace and turn them into MV compatible sprites. Or you can just use Ace sprites. It works beautifully either way, so your old DLC isn't useless anymore.

AND there are now side battlers for your characters that MV generates in the character creator. Should you use them, that means your tiny 2D characters will be fully animated with correct weapon types based on equipment and attack the enemy. It's beautiful.

MV's Cons

One of the best parts of Ace was how beginner friendly it was. When you got the engine, it already had 92 billion spells set up for you, like 500 enemies and troops ready for deployment, and basic classes already filled out and calculated for gameplay. You could seriously just populate a scene and start a game right then and there.

MV doesn't have this.

The four classes it gives you are nearly all identical; you get four-five starter spells for exmple, and a really poor example. You have much nicer sprites for items and spells and weapons... But less. You have less options for customizing characters in the character creator (though the character faces look WAAAAAAAAY better).

And my LEAST FAVORITE part:

Things that I felt should have been a part of the base engine were DLC.

When I got my DLC, I though perhaps I'd actually gotten an Update. It was very difficult to even sus out what the DLC even was, because it felt like it should have been in the engine to begin with. I got five extra face structures, a few new hair styles, and a couple different eyes and clothes, as well as a little music and (atcually quite a few) plugins.

The character creator stuff really should not have been DLC. It really shouldn't have been. Music, new sprite sheets for areas, plugins- those can count as DLC. But for a basic piece of the engine with so little that was given, the DLC felt a bit... Depressing.

Would I still buy MV if I didn't have it? Yes. Do I plan to return to Ace? Not on your life. I have it installed so I have easy access to its DLC.
Helpful? Yes No Funny
jcmfus
( 79.6 hrs on record )
Posted: July 18
SOMEONE HELP it just keeps saying its preparing to launch but does not launch HOW DO I FIX IT????
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 7 people (86%) found this review helpful
Recommended
40.2 hrs on record
Posted: July 4
It made my dreams of finally creating a game come true
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
78.9 hrs on record
Posted: July 23
Love, love, LOVE it.

RPG Maker has always been the go-to game maker for those who want to get started in expressing their creativity without learning complex programming languages, and over the course of the last few installments it's grown considerably in flexibility thanks to the introduction of scripting and plugins.

RPG Maker MV's use of JavaScript-based plugins is by far the most elegant solution the developer has come up with to extending the engine's functionality yet. No more accidentally putting scripts in the wrong place -- though in some cases, the order in which you load the plugins matters -- and no more configuration by delving into scary-looking script, thanks to dedicated plugin parameter windows.

Even if you don't want to delve into the more complex aspects of customisation with plugins, RPG Maker MV remains the same easy to use package that it's always been. The mapping and eventing systems will be immediately familiar to series veterans -- though some will miss the "layers" approach to mapping -- and the included resources are of high quality. A particular shout out to the included music, which is particularly good; Shoji Meguro would be proud of the wailing electric guitars on display in some of the battle themes.

Combine all that with the fact that you can now export your games to Windows, Mac, iOS, Android and HTML5 and you have a formidable package for getting started in game development. Even if you never bring your grand designs to the commercial market, if nothing else RPG Maker is a great means of learning the basic logic of programming and how to tell your computer to do things. For some, it will be enough to realise their dreams; for others, it will be a stepping stone to more complex tools and techniques.

Either way, if you have the slightest interest in making games, pick this up. And be sure to check out the community content, too; there's already a ton of great resources and plugins available, many of which are completely free to use in both commercial and non-commercial products.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
25.5 hrs on record
Posted: July 27
I've recieved this product as a gift- and I have to say, it's the one of the best things I've ever got.

This is a very early review considering I haven't fully delved into the application 100%. It will take a lot of time and patience. Not just one or two or ten hours. This will take houndrets of hours. But with enough practice and experience you'll get while using this engine- Anyone can make a great game from this if they meet a set criteria.

It may be really frustrating from the beginning when you have no idea and you'e literally just browsing through menus and trying to find out what to do and what's going on. It'll take you some hours to figure out how does some things works. once you'll watch couple tutorials, it'll become much easier than on the beginnig. I haven't played loads of it but from the around 10 hours I have spent currently on one project I have learnt many new things that I would've never learnt in a video or in the manual. Its simple and familiar look makes it easily accessible to people who have already used any of the previous engines, but is really approachable to people new to it as well. It contains a lot of features, things you can edit, things you can create on your own. It isn't only map creator and character generator. I've been focusing on character creation, creating classes, skills, items, weapons, all of the above. Like the tagline says: Simple enough for a child, powerful enough for a developer. That tagline 100% applies to the software. If you want to make your game better and create something amazing, you must go through a lot of struggle, manuals and tutorials, but that applies to all of the game engines.
Over $90 for the base game isn't worth it if you are just going to mess around for a short amount of time so if you're really interested in game engines, creating RPG's, just go for it.
This is not a game you play from time to time, it's not something you'd turn on and play for two hours and then get bored with it. This takes a lot of trial and error to get it to make the magic more experienced users can do.

I'll probably add more things to this review as the time pass, but all I can say for now is-
RPG Maker MV is great, simply amazing engine full of opportunities.



Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
1 person found this review funny
Recommended
67.4 hrs on record
Posted: July 12
I'm tried RPGmaker since RPGmaker XP age and i'm exited cause i can create my imagination into a game story. But the problem is the programing is difficult for me, and it's only support PC with low resolution so i stop it. But now in RPG maker MV we create higher resolution game and support multi platform device. It's make me very very exited.

Pro:
Multi platform(desktop,web base,mobile)
Plugins easy to find or create it
The resource easy to create it
The community is good

Cons:
The game resource can easily be extraxted(plagiat)
The API or scripting is have not official tutorial or documentaion
Need many updates(because the interface n system are not too much different than older version)
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
307.7 hrs on record
Posted: July 20
I've got basically everything I'm going to write below in a video format as follows:

https://www.youtube.com/watch?v=ZsSzUsr8Rmc

MV's Pros

Because MV has Javascript behind it, the engine already has as many if not more plugins than VX Ace did. Now I have never used the engines that came before VX Ace- Ace was my first RPG Maker- but I can already tell you the differences are astounding.

Javascript gives you access to HTML and Canvas elements, which basically allows you to edit absolutely anything you can see. My partner managed to create something in the engine that took an entire scene, calculated what areas has the abilityto step on, and then spawned enemies in random spots any time the player entered the screen. This took him only a few hours.

If that doesn't impress you- and the sheer ease of making a plugin should, because it means you're not being held back from making something OTHER than a JRPG- then the beauty of the engine should.

VX Ace was pretty. It allowed for some very nice looking sprites, lovely areas, and a fine amount of detail. MV spits on that and calls Ace ugly.

MV's tiles and sprites have a good deal more room for detail and looks. I don't recall the exact size difference between the sprite sizes, but I can tell you the sheets are way bigger in resolution than Ace's. But the best part is you can still use VX Ace sprites in MV- in fact, there are ways and places on the internet that explain very simply how you can take your sprites from Ace and turn them into MV compatible sprites. Or you can just use Ace sprites. It works beautifully either way, so your old DLC isn't useless anymore.

AND there are now side battlers for your characters that MV generates in the character creator. Should you use them, that means your tiny 2D characters will be fully animated with correct weapon types based on equipment and attack the enemy. It's beautiful.

MV's Cons

One of the best parts of Ace was how beginner friendly it was. When you got the engine, it already had 92 billion spells set up for you, like 500 enemies and troops ready for deployment, and basic classes already filled out and calculated for gameplay. You could seriously just populate a scene and start a game right then and there.

MV doesn't have this.

The four classes it gives you are nearly all identical; you get four-five starter spells for exmple, and a really poor example. You have much nicer sprites for items and spells and weapons... But less. You have less options for customizing characters in the character creator (though the character faces look WAAAAAAAAY better).

And my LEAST FAVORITE part:

Things that I felt should have been a part of the base engine were DLC.

When I got my DLC, I though perhaps I'd actually gotten an Update. It was very difficult to even sus out what the DLC even was, because it felt like it should have been in the engine to begin with. I got five extra face structures, a few new hair styles, and a couple different eyes and clothes, as well as a little music and (atcually quite a few) plugins.

The character creator stuff really should not have been DLC. It really shouldn't have been. Music, new sprite sheets for areas, plugins- those can count as DLC. But for a basic piece of the engine with so little that was given, the DLC felt a bit... Depressing.

Would I still buy MV if I didn't have it? Yes. Do I plan to return to Ace? Not on your life. I have it installed so I have easy access to its DLC.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
96.3 hrs on record
Posted: July 12
It was really easy to use and make games with. It takes a little bit of patience, and some trial and error, but eventually you can make pretty much anything with it. If you cant afford it, either wait for a sale, or buy VX Ace, because it has a lot of the same stuff.

Overall, a really good game maker. I'm going to be using this a lot.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
1 person found this review funny
Recommended
5.4 hrs on record
Posted: July 25
absolutly amazing
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
521 of 536 people (97%) found this review helpful
15 people found this review funny
Recommended
1,084.9 hrs on record
Posted: October 26, 2015
I shall clarify I am a person who's spent over 2,000 hours in VX Ace, I have a VX Ace game on Steam (Close Your Eyes), and for my projects, most, if not all, of the assets are created by myself and a partner, so some of the issues people have with RTP stuff not coming until a later date don't bother me. What RPG Maker MV has done though is make a number of changes to the RPG Maker program that I'm loving.

I've spent 40+ hours in MV at the time of writing and have been making a little community Halloween game on a stream. Some of the changes to MV are very appreciated both from a developer and a player viewpoint. At first it seems quite similar to VX Ace, and indeed those who've spent a lot of time with Ace will probably immediately feel right at home, but the layout has been made overall easier, with new shortcuts around the window to access things easily and quicker, and the documentation included with MV is easy to find and more helpful and detailed than previous entries, in my opinion.

The first thing about anyone using the program compared to previous versions may notice, or anyone who's played RPG Maker games in general may notice, is that the default tiles and window resolution are much larger than previous entries (for a VX Ace comparison, VX Ace used 32x32 tiles, and the default window was 544x416, with the maximum resolution it could obtain being 640x480. Meanwhile, MV by default has 48x48 tiles and the tile sizes can be changed through scripting to any size you want really, and with a default resolution of 816x624, but can easily make HD resolutions and even reach 4k resolutions with some plug-ins if you really wanted to, though you'd need to design maps with that in mind ). And something I deeply appreciate on the user-side is now RPG Maker MV games can be resized manually; clicking the sides of the screen of an MV game will allow you to re-size the window, scaling the game to the window while also not ruining aspect ratio. Helpful for those in the past who hated the unchangably small window of past RPG Makers with only fullscreen as a usual alternative; now windows can be made any size manually.

Mapping is the next big thing people may notice a difference in compared to VX Ace. While Ace eliminated some of VX's mapping restrictions, MV basically abolishes VX Ace's restrictions in turn. You can now easily tile things from the B/C/D/E/etc tilesets over each other while mapping, and can via plug-ins make infinite layers and far higher sheets per tileset if you desire. And also as a result of the tiles being bigger, mapping also has gained an edge in ease, in my opinion.

To get this point out of the way: Plug-Ins. They're replacement to scripts in MV which use Javascript as opposed to Ruby (which the past iteration used), while MV needs time in the oven to have more publicly available plug-ins for the masses, how they are implemented are a lot better than scripting was, in my opinion. The restrictions on the engine being removed does aid this for more versatility, and the overall easier and more common language of Javascript is already doing wonders of accessible plug-ins and coding. There's definite promise this element will only grow with time and with people sharing their output. Being able to call, turn on and off, and easily modify Plug-Ins, as well as implement them into MV easier than scripts were to VX Ace, all help ease of use.

Speaking of ease of use, the ability to edit your game while play-testing is a huge time saver and helps the play-testing process immensely, as does being able to trigger and change variables, switches, and nodes easily while play-testing through the press of a button (press F8 while play-testing to access the developer console, F9 to access a menu to turn switches on/off).

Some misc notes on MV: The mouse/touch controls for MV are well-implemented and I've found myself using them while play-testing. Some small things, like events finally being able to easily walk over other events, are very much appreciated details. The audio system the game uses sounds a lot crisper to me than previous iterations, and the fade-out/pitch/other audio effects sound different compared to how VX Ace handled them, but I think they're an improvement. Also for some reason, the included RTP music in MV is really good, like leagues above previous iterations. There's a lot more music than usual, and they have much better production quality, and a lot of it is pretty catchy, actually. The plug-in to let users configure mouse/gamepad controls with full implementation is a godsend. On the RTP, it's also nice to no longer need to include it in exported files and raise game file sizes by a few hundred MBs.

And a huge draw for me behind the engine as well is it being easy to make a version for Mac computers, having friends and people asking for my previous games on Mac, this is appreciated. There's also HTML5 and Mobile support, but as of the time of writing they currently need a bit more work to get going, but not advanced knowledge to accomplish and the documentation on how is done well.

The multiple platforms, Javascript coding/Plug-Ins, and the resolution thing are probably the three biggest things for the engine, but a lot of the small touches to mapping/events/layering/audio and ease of use improvements have made this a very positive experience for myself thus far.

I've heard some have been having slow-down issues, if they can sort that out for people with the problem then we'll be perfect, and those who use the RTP will be happy when the full RTP collection is eventually released later, but I have to say this has been an improvement in a number of ways over VX Ace for me, and I plan to switch full on to this from Ace.
Was this review helpful? Yes No Funny
198 of 211 people (94%) found this review helpful
12 people found this review funny
Recommended
480.3 hrs on record
Posted: December 25, 2015
WARNING. LONG REVIEW TL;DR AT YOUR OWN DISCRETION

So. You want to create a RPG and maybe even sell it? You're in the right place.
First thing you want to know. It's not going to be easy. I mean, it's "easy" to learn and even easier if you have programming related knowledge but you still need creativity + to spend tons of hours investigating about the Maker and playing around with the Maker. So be prepared to take some basic programming courses (Or at least search what it's a flowchart and how they work).

Let's assume that by this point you know the basics of the Maker and you've might or not finished your first "game".
You've may noticed that the resources of this Maker (as awesome as they are) are... somewhat limited. Maybe you want to make your game more awesome or maybe you want more control of what you can do inside the Maker . Fear not young enthusiast, the Internet is here to save you.

With enough Google-fu you'll find resources (Generator Parts, Sprites, Tilesets, Music, Pictures, Plugins) that will make your game look and function better (Hail ol' mighty forums!) .

If your intention is to create a game for the fun of it or just to show it to your friends you'll find yourself looking at the "Free for non commercial use" or "Free for non commercial use with credits" lines in the resources. What does that mean? It means you can use those resources without the need of giving money or asking for them.
Now, the thing is...if you go for a Commercial Release (A.K.A Wanting to make $ with your game) you'll find youself searching for the "Free for commercial use" line if you don't want to spend a cent in resources or buying them if you really feel like your game would need those resources if that message is not there.

Alternatively, if you have the skills (And Will) to create your own and unique game (Using your own resources) you can do it + learning JavaScript will help you to code your own plugins if you don't like the current ones or it just happened that there's no plugin that does what you want to do.

TL;DR: LEARN, EXPERIMENT AND DO IT

Now, onto the final part of the review. Why you should buy this Maker?

Pros:
+ JavaScript
+ Export to Android, MAcOS, iOS and Web (HTML5)
+ Actual Character Generator that doesn't make Lovecraftian beings like VX Ace
+ Your game can now be in HD
+ Mouse support (You can move with clicks and stuff)
+ A better map editor (Now with 3 layers!)
+ Side-view Battle (Now you can see your character fight!)
+ Tons of plugins being made as you read this
+ Super friendly community (As long as you ACTUALLY took the time to read the basics, don't be THAT guy/girl)

Cons:
- Export to Android, MAcOS, iOS
While the game provides you the instructions to do this it's not precisely click and export like that. It it kinda tedious to do all that, just a warning.
*HTML5 isn't like that, you just literally drop your game in a host and you'll be able to play it.
- JavaScript? (Wait, what? Didn't you just said that this was a good thing?)
It is a good thing. If you know JavaScript or this is your first Maker. But for others that've been using Ruby from previous Makers it isn't. There might be people that think this change was for good, there might be others that do not believe so. (I believe this change was for good)
Note: This doesn't mean that you can't make an awesome game in previous Makers. Just that some scripts from previous Makers might not be available if the autor did not transform them into JavaScript
- Not enough Character Generator parts
*This might've been a problem when the Maker came out, but since that, tons of resources have been made in order to satisfy the mayority. Netherless the problem was there once.

Welp. That's it. It's up to you to decide if this Maker is the ideal for you. Have fun making games!
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168 of 177 people (95%) found this review helpful
7 people found this review funny
Recommended
46.2 hrs on record
Posted: May 2
I wholeheartedly recommend RPG Maker MV as a starter software for anyone who is interested in making a game.
I see a lot of people who recommend Unity, or Unreal Engine as "easy" tools for beginners, but both of those require a decent coding knowledge of some description (well, Unreal Engine 4 not so much) and on top of that you will need to make your own assets for the game to be high-quality, unless you want to purchase an asset pack off someone else.

RPG Maker requires zero coding experience, just patience and understanding. The eventing system, while it takes a bit of time to fully figure out (Self switches and "delete event" commands reset after you change map - I learned that the hard way and had to change a large amount of my story triggers), is very simple to use, but allows for (functionally) limitless possibilities.

Improvements over VX Ace, the previous iteration of the software, include (for those interested):
- Changing the nightmare-inducing front portrait character generator to a side portrait one, allowing you to create much more aesthetically pleasing character portraits.
- Native Sideview Battle mode, no longer requiring custom scripting.
-Significantly improved OST, with much improved themes for everything.
-Javascript instead of Ruby (kind of a big deal, plugins are now able to do a lot more)
-Export to pretty much anything (Browser, Android, IOS, Windows etc.) whereas VX Ace only supported Windows (I think)
-Modern Tilesets/assets provided with the base game - no more reliance on custom content for a modern-themed RPG.
-Various QoL improvements (showing you where the dialog window cuts off when editing, so you don't accidentally have your text not showing properly ingame because you forgot to hit enter)
-Native Touch/Mouse control support.

If you can't afford it at base price (it is pretty expensive, to be fair) you can wait for a sale, and I'm told that key reseller websites sell it for a much lower price (about 50% cheaper), but use those at your own risk.

Either way, this is a brilliant tool for anyone interested in game design, beginner or otherwise. (I might go as far as to say it is the tool to start with for those who are interested in game development but have little/no coding knowledge.

Definitely Recommend.
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