Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(5 edits)

Hi there! I've been researching this plugin and I'm really interested in it. I have a few technical questions before potentially purchasing:

Save System: How does this handle save data? With Alpha Z, saves were stored locally which made it easy for players to cheat by editing their save files directly. Does your plugin store all save data server-side to prevent this kind of manipulation? For example, if a player tries to edit their gold amount or level, would the server reject those changes?

Cutscenes: Is there a way to make players invisible to each other during cutscenes? In Alpha Z, when multiple players entered the same cutscene area, you'd see other players walking around during dramatic story moments, which completely broke immersion. For instance, during a serious boss death scene, you might see "xXDragonSlayerXx" running circles in the background. Can cutscenes be instanced or can player visibility be toggled off?

Character System: I'm trying to understand the character structure. If there are 100 players online, does each player create and control their own unique character (like in WoW), or do players somehow share character slots? Also, does the plugin support individual world scaling? For example, could a level 5 player see goblins in a forest while a level 50 player whos completed the story in the same location sees maybe the forest burnt town from some story related reason and see something of higher level, or is the world state identical for everyone regardless of their progression?

Integration Plans: I'm planning to develop custom plugins that integrate with this system, particularly for syncing data with my Discord RPG bot (where players stats, inventories, etc. are synced from Discord bot and vise versa). How much of the core game logic runs client-side versus server-side? For example, when a player gains XP or finds an item, is that calculated and validated on the server, or does the client send that data to the server? This affects how I'd need to structure my API calls.

Demo/Authentication: Is there any footage showing actual gameplay beyond just the login screen? I'd love to see how player interactions work in practice. Also, how does the authentication system work - are credentials stored in a database, and after successful login, does it immediately drop you into the game world or is there a character selection screen?

Thanks for your time! 

(2 edits)

Hello, let me try to explain each one:

  • Game data is saved in the server database and players can’t directly modify it.
  • Maps that are not marked as <Sync> are not shared, so you can create your own cutscene and other players won’t see it.
  • If there are 100 players online, then there are 100 people playing, each one controlling their own character, similar to games like WoW, Tibia, or Ragnarok. Players don’t share characters.
  • It’s possible to make each character see different things on the same map using <Sync> switches and variables. You can also send, for example, level 50 players to a different map.
  • Most of the game logic runs on the client side, with only the bare minimum handled by the server. This architecture is important to allow integration with existing RPG Maker plugins.
  • There are a few community projects you can check out on Discord to see what the experience is like after the login screen. Credentials are stored in server database. After the login screen, you go to the game world (map scene).

I hope I’ve answered all your questions! If you have any more, feel free to ask here or on Discord.

(2 edits)

Hello! Thankyou for such a detailed reply! 


I only have one more if thats okay! 


For the characters they play, the appearance is different per player, or are they utilising a set of pre defined characters? I imagine changing name of them is as simple as giving them the input. 


Thanks again!

Currently, you can assign any graphic to any actor, and it will be saved on the server and synchronized with other players. So you’re free to use any character creation system you like, as long as it’s compatible with the RPG Maker MZ standard. Changing the actor name will also be saved on the server and synchronized with party.

Thankyou for the detailed replies i have one final question! I apologies as i only just discussed it with my team~ 


Is the server side code open or obfuscated? Being open would make it significantly easier to incorporate out current player database into the game! If not suppose they're are working arounds but could become tedious. 


Thankyou again! 

The server uses C++ and you get only the executable, which contains machine code, so we can say that currently it’s obfuscated. However, I’m considering the possibility of also releasing the source code. My main concern is that it would make it much easier for malicious users to create bots for all games.

(1 edit)

Bro? Fr? This was my only issue with NET Z is that I couldn't get a Character Selection system to work, because the appearances just wouldn't synch up....so what if I have an actor based CharSelect where actor one is Appearance A and 2 is B and so on? If I slect B but they select A will that synch?

Secondly, with the server....do we absolutely have to use yours or can we use our own Ipv4 and port? And are VPNs supported such as Radmin or Hamachi? 

Third, can players trade items?

I'll Fr buy this like as soon as next month if the only thing its missing is PvP. Maybe even as soon as a few days.

Yes, you will be able to change any character graphic, including face, battler, and name, class, or description of any actor. These changes will be synchronized both on the server (they’ll be saved in the database) and for other players on the same map, who will be able to see the updated graphics of other players.

It’s required to use the executable server you’ll receive upon purchase, you’ll get a version for both Windows and Linux. You can also use it with Hamachi. As long as your server is externally accessible on the internet, your game will work.

For users who are not tech-savvy, I’m available to set up and host the server for all Champion-tier supporters on Patreon.

Players still cannot trade items, but this is a highly requested feature on Patreon and will likely be one of the next updates.

Thank you very much for all your support and trust. You can purchase this plugin, and if it doesn’t meet your expectations for your project, you can request a refund with no problem.

I'm gonna hold out on getting it a tad longer, until the features I want such as trading and PvP are added but then I think I'll 100% be getting this.