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(+1)

Feedback & Suggestions for the Editor (Linux + RPG Maker MZ Compatibility)

  • Unknown 109 in Common Events (Linux-specific issue)

    • Sometimes, when browsing Common Events in the editor, an “Unknown 109” entry appears.
    • This does not happen in the original RPG Maker MZ editor.
    • It may be a Linux-specific issue, and while I have not confirmed whether it causes crashes, it appears to be an inconsistency or data parsing problem.
  • Rendering issues when running from the editor (Linux)

    • When playtesting directly from the editor on Linux, there are noticeable rendering artifacts.
    • On maps, tiles sometimes show visible seams or incorrect borders, as if tilesets were not being rendered seamlessly.
    • Some visual elements appear broken or misaligned compared to the official MZ behavior.
  • NW.js bundle issues

    • The bundled NW.js option does not work reliably.

    • In many cases, it still downloads NW.js even when a bundled version should already exist.

    • It would be beneficial to:

      • Allow selecting the NW.js version manually
      • Or default to automatically downloading the latest stable version
      • Improve consistency so it does not re-download unnecessarily
  • Export/deployment path not saved

    • When selecting a custom default export/deployment path, the setting is not preserved.
    • After closing and reopening the editor, it resets to the default installation directory instead of the user-defined path.
  • Deployment improvement: locale/language file management

    • It would be very useful to add an option during deployment to select which locale files to include.

    • RPG Maker MZ currently does not provide this level of control.

    • Example use case:

      • I only use Spanish and English (fallback)
      • Other languages are unnecessary for my project
    • Removing unused locales significantly reduces final build size (tens of megabytes in my case), so integrating this into the deployment pipeline would be a strong optimization.

  • Reload / simulate browser restart shortcut (F5)

    • The “Reload Application / Simulate Browser Restart” feature is excellent and very useful during development.
    • Adding a keyboard shortcut (F5) would greatly improve workflow speed.
    • F5 is a standard shortcut in most development environments, so this would feel intuitive and natural.
  • Fullscreen support for the editor

    • Since the editor appears to be built with Electron, it should support native fullscreen mode.
    • Adding F11 to toggle fullscreen would improve usability significantly.
    • This would be especially helpful for map editing, event scripting, and working on smaller screens.
  • AppImage distribution for Linux

    • Providing an AppImage version of the editor would greatly improve Linux usability.

    • Benefits:

      • No installation complexity
      • Portable executable
      • Easier updates and testing across distributions
    • This would make the Linux experience much more consistent and accessible.

  • Built-in asset compression during bundling

    • It would be very valuable to integrate asset optimization directly into the export/bundle process.

    • Suggested optimizations:

      • PNG compression using Oxipng

        • Lossless optimization of images
        • Reduces project size without affecting visual quality
      • OGG audio optimization

        • Automatic compression of audio assets during build
        • Better balance between quality and file size for BGM and SFX
    • Benefits:

      • Smaller final game size
      • Better runtime performance (less loading overhead)
      • No need for external manual optimization tools
      • More streamlined one-click deployment workflow
  • Overall suggestion

    • These improvements would significantly enhance the workflow, especially for Linux users and indie developers.
    • The main goal is to reduce friction, automate optimization steps, and improve consistency between development and final builds.
(1 edit) (+1)

Thank you for the feedback, all in the works! Some of those have been fixed in the latest built as well. 

(1 edit) (+1)

No problem! Thanks to you for this useful tool, yes i update to latest version i have using 0.93.1, now in the latest i notice some fixes!

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Ok went through the backlog of requests you made, and they're all implemented at this time, thanks!

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Awesome thanks!

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Ok even more items have been added, if you've got anymore requests, please let me know, all ideas are welcome!

(1 edit) (+1)

Issues encountered when deploying an imported RPG Maker MZ project with RPG Reactor v0.94.4 (Linux → Windows)

  1. Missing runtime files
    The build worker validates that these files exist in www/js/:
  • reactor_main.js, reactor_core.js, reactor_managers.js, reactor_objects.js, reactor_scenes.js, reactor_sprites.js, reactor_windows.js, reactor_mv_compat.js, reactor_plugins.js
  • libs/pixi_compat.js When importing from RPG Maker MZ, none of these exist. The build immediately fails with “Project runtime is incomplete”. There is no button or option in the editor to copy the runtime files into the project.
  1. reactor_plugins.js contains dummy data
    The file from the GitHub repo comes with default plugin entries (GALV, UltraMode7, MOG_BattleHud). If the project uses VisuMZ, CGMZ, or custom plugins, the game won’t start. I had to manually overwrite it with the project’s plugins.js.
  2. GitHub API rate-limit (HTTP 403) when downloading ffmpeg-static (asset optimizer)
    The asset optimizer fetches https://api.github.com/repos/eugeneware/ffmpeg-static/releases/tags/b6.1.1 without authentication. Unauthenticated requests are limited to 60/hour, so the build fails randomly. There is no fallback or retry mechanism for rate-limit errors, and no way to disable PNG/OGG optimization in the deploy UI.
  3. GitHub API rate-limit (HTTP 403) when downloading NW.js proprietary codec
    The same rate-limit issue affects https://api.github.com/repos/nwjs-ffmpeg-prebuilt/nwjs-ffmpeg-prebuilt/releases/tags/0.113.0. If Third-party proprietary codec is enabled in deploy settings, the build fails when the API is rate-limited. No option to retry with backoff or to use a cached/pre-downloaded version.
  4. File permissions
    Files downloaded by the editor or external tools can end up with mismatched ownership, causing read errors during staging. Suggestions:
  • Add a “Copy runtime to project” button in the editor (or auto-copy on first deploy/playtest).
  • Add a “Reset plugin manifest” option that regenerates reactor_plugins.js from the project’s plugins.js.
  • Add a toggle to disable asset optimization (PNG/OGG) in the deploy UI.
  • Use direct asset download URLs (curl/wget-style) for ffmpeg and codec binaries instead of the GitHub API, or add authentication support via GITHUB_TOKEN.
  • Consider bundling the NW.js codec with the editor distribution rather than downloading it at build time.

At moment i cannot use this version!

(1 edit) (+1)

The only issue with including all 3 runtimes in one package without downloading is that each of the downloads would be like 1.5GB, which doesn't bother me but I got like 10 people trying to get the sizes down as much as possible and even saying 500MB is too bloated, etc, which is why it downloads the runtimes. It's a 550MB runtime for each OS.

I can get the other issues fixed though, compression should be optional though and only happens when checking the box for that option. It's all stuff that works great when I test but random issue later. I'll get to it though. 

(4 edits) (+1)

I fresh install editor, installed runtime, when i hit playtest i got a crash on init.

reactor_managers.js:2136 TypeError: this._app.start is not a function at Graphics.startGameLoop (js/reactor_core.js:587:19) at SceneManager.run (js/reactor_managers.js:1976:18) (anonymous) @ reactor_managers.js:2136 reactor_managers.js:2074 TypeError: this._app.stop is not a function at Graphics.stopGameLoop (reactor_core.js:596:19) at SceneManager.stop (reactor_managers.js:2296:14) at SceneManager.<computed> [as catchException] (VisuMZ_0_CoreEngine.js:9594:120531) at SceneManager.run (reactor_managers.js:1978:14) (anonymous) @ reactor_managers.js:2074 reactor_managers.js:2075 undefined undefined (anonymous) @ reactor_managers.js:2075 reactor_core.js:596 Uncaught (in promise) TypeError: this._app.stop is not a function at Graphics.stopGameLoop (reactor_core.js:596:19) at SceneManager.stop (reactor_managers.js:2296:14) at SceneManager.<computed> [as catchException] (VisuMZ_0_CoreEngine.js:9594:120531) at SceneManager.run (reactor_managers.js:1978:14)

and i have some problems to black screens because pixi 8 at init of game, at moment i stay with version 0.94.3 or 0.94.1 works good for me, i applied some fixes on 0.94.5 and works but i have bugs, i focused on MVCompatFilter to work with .call()/.apply() patterns from legacy code Fix Graphics.startGameLoop to properly start the v8 ticker

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Yep I did a lot of work on MV Compatibility over the weekend. I'll keep working on it as I ran out of time.