![]() ![]() Open the lwjs-lnx folder and delete all except the following files: (You can always reset them by deleting them entirely and verifying your RPG Maker MV installation through Steam, but it’s helpful to copy them elsewhere now, too, in case you’d like to quickly change runtime versions later.) Linux (deployment target) These are the folders that need to be modified. You should see, among others, the nwjs-lnx and nwjs-win folders, as well as, at least on those operating systems, one nwjs-…-test folder. In Steam, you can find this by right-clicking on the entry in the games list and choosing “Manage” > “Browse local files”. Open the installation folder of RPG Maker MV. Additionally, download the matching “SDK” version for the OS you are using the editor in. For now, download the “Stable”, “64-bit” “Normal” version of each OS your game should support. You can download the current versions of the runtime from, but some extra files are necessary to make the games work properly. You should see a window like this, listing a few version numbers:Īs of writing this, the most recent stable nw.js version is v0.72.0. To check which NW.js version an RPG Maker game uses, rename the package.json file in its folder and then start it normally. (When run from the terminal, this will usually report “Fontconfig warning:” errors.) How to check the NW.js version It combines the Node.js runtime (for, among other things, local file system access) with the Chromium browser runtime (for rendering HTML-based user interfaces, though RPG Maker mostly renders into a single element).Ĭurrent versions of this runtime come with large improvements to JavaScript performance and much wider support for hardware-accelerated (WebGL mode) rendering in RPG Maker, so if your players are reporting performance issues, even on older devices, updating NW.js can fix many of them.Īdditionally, all versions of NW.js that come with RPG Maker MV are incompatible with current versions of the gconf package on Linux, which prevents the deployed games and the editor playtest from starting entirely on this system. NW.js, “(previously known as node-webkit)”, is a program to develop desktop apps using JavaScript. (Additionally, developing plugins for the 2015 runtime is unnecessarily painful due to missing features, so to spare my sanity, I require the 2018 runtime for my plugins.)įortunately, RPG Maker MV uses an unmodified copy of NW.js as its runtime for desktop deployment, which means it’s pretty easy to update it manually! The process isn’t really different between development OS, so I’ll go through it target by target. Then swap out the "database sheet" with your "deployment sheet" when you're playtesting or sharing.RPG Maker MV has unfortunately stopped receiving updates to its runtime in 2018, and the Linux deployment target for Windows installations of the editor specifically has not been updated since 2015, which causes performance and compatibility issues on modern systems. Use the "database sheet" in your system folder when you're assigning icons in your database, so you can make sure you're selecting the correct icons. Because the Database will show you icon slot "X" according to a 32 x 32 grid that is 16 icons on the horizontal, while the plugin will call up icon slot "X" according to a 48 x 48 grid that is 16 icons on the horizontal.Ī good work around if you decide to use different than standard size icons, is to have "database sheet" (32 x 32 16 icons per row) & your "deployment sheet" (desired # x # 16 icons per row). So the image you assign in the database isn't what will actually be pulled up. However, the database itself will still read the image file in 32 x 32 squares. So for example if you make 768 x 960, image file in concert with Yanfly's core engine Icon resize to 48 x 48, it will work fine in play test & deployment. Keep in mind though that the database won't allow you to assign anything outside of the first sixteen slots on a 32 x 32 row. For example my own custom set is 512 x 3200. Or you can make a custom set by keep the horizontal dimensions, & just extending the vertical dimensions. Pretty much every other nooblet falls for it the first time they google "RPG Maker Icon sets".Īs for resizing, Yanfly's Core Engine will let you use a larger than default iconset, if you think the 32 x 32 set is too small. ![]() Originally posted by BabyPinkSnail:Actually this is no longer neccisary as I was gonna use an iconset back then that im pretty sure used stolen art so I no longer use it anyway, however thanks for the input!ĭon't feel bad that one has been floating around for years, with a small army of people who try to pass it off as their own creation all over the net. ![]()
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