
* Enemy levels (which I adjust on the fly, rather than linear scaling)Again, Yanfly's Enemy Levels plugin should cover that I'm not sure what you mean by "adjust on the fly", but the default "plus or minus from the player's level" can be overridden by Javascript, which Yanfly likes to call Lunatic Mode. * Custom resolution (though I understand MV is supposed to have this, and is the main reason I want to migrate, it might run smoother than VX Ace's workaround resolution)Now it's even part of one of the default plugins, just change the numbers in the Plugin Manager, save, & playtest! =D Resizing battle sprites on the fly is something I don't recall seeing, though. Yanfly has another plugin called Visual State Effects that can assign animations to loop on anyone affected by the state in question. For battle sprite motions: Yanfly's Battle Engine Core and associated Action Sequence Pack plugins can do a lot of stuff. * Idle animations during combat (enemy sprite movement, resizing based on status effects, etc), some of which I can credit Hime for but much of which is self-made custom script.For animated enemies I'd recommend Yanfly's Animated Sideview Enemies plugin (I gather it works for front-view, too). I don't know whether it would work for you, though.
#Rpg maker vx ace or mv Patch
İlk olarak Xuande tarafından gönderildi:Have they improved MV's performance from being a flickery/laggy interface as it was at launch?The recent 1.5.0 patch came with an Angle version (accessible through Steam's Betas system) aimed at fixing glitchy editor interface issues. Even so, my habit has generally been to use someone else's script as a starting point so I can read and understand what it does, then write my own version to accomplish what I'm looking for. I personally lack JavaScript experience, though I assume its about as easy to learn as Ruby was. * Custom HUD to show things such as gold count while on the world map * A hell of a lot of events that may or may not import correctly * Conditional counter-reactions to skills * Enemy levels (which I adjust on the fly, rather than linear scaling) * Custom resolution (though I understand MV is supposed to have this, and is the main reason I want to migrate, it might run smoother than VX Ace's workaround resolution) * Idle animations during combat (enemy sprite movement, resizing based on status effects, etc), some of which I can credit Hime for but much of which is self-made custom script. I want to migrate because VX Ace is getting bloated at this point (I'm seeing variable 15-30 fps with modded resolution near 1080p, in and out of combat), but I'm so dependent on a variety of scripts that likely haven't all migrated yet. I never got to the point of actually launching something, but if I can't get something at least as good as stable 30 FPS during runtime, then its not worth moving to me.

It was so intolerable that I requested a refund after buying in near launch.

Have they improved MV's performance from being a flickery/laggy interface as it was at launch?
