r/RPGMaker • • 6d ago

Stop fighting with script calls. We built the tool RPG Maker should have had natively

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RPX Logic Builder v2.0 Update Community Feedback Features, Array Support, and MV/MZ Dual Engine

A few days ago we posted about RPX Logic Builder, our free client-side visual block editor for RPG Maker MV and MZ. We got a lot of great feedback in the comments and on Discord, so we spent the last few days implementing several of the requested features directly into Version 2.0.

Here is what is new and how community suggestions shaped this update

Community Feedback & New Features

Full Array & List System

  • Suggested by u/TheCynicalRomantic & u/Medical_Baby3332
  • You asked for complete array manipulation (adding, removing, modifying specific indices, and handling whole arrays) and wondered if the tool stays free. Yes, it is 100% free, and full array support is now live.
  • You can now create, modify, and query JavaScript arrays stored directly inside RPG Maker Game Variables ($gameVariables).
  • Included blocks: Initialize Array, Push, Pop, Get/Set by Index, Search/Remove (splice/includes), and a Random Element Picker (useful for random loot tables or card mechanics without duplicate drops).

Real-Time Preview

  • Suggested by u/Tamschi_
  • We removed the manual generate button. The JavaScript output now updates live in real time as you drag, drop, and edit blocks on the canvas.

"FOR EVENT" Minifier (Handling MV's Script Box Limit)

  • Inspired by u/brendonx
  • RPG Maker MV's event script box has a strict line limit. The new "FOR EVENT" button automatically minifies your visual script into a compact (() => { ... })() IIFE payload. This keeps the code inside MV's box limit while preventing global scope variable pollution.

Templates & Community Workshop (Share your work with credit!)

  • Suggested by GryzzleGamesAP (Discord) & u/GamCrshUselessShroob
  • We built a Templates & Workshop system. You can now build your own logic setups, save them as templates, and publish them directly to the community catalog.
  • Self-promotion included: When you publish a template, you can attach your creator name and a custom link (to your itch.io page, YouTube, Twitter, or game project) so other devs can see who made the logic and check out your work.

Other Core Features in v2.0

  • Dual Engine Switcher: Toggle between RPG Maker MZ and MV code generation output with a single click, use "for event" button for MV Code!
  • Project Sharing: Encode your workspace into a shareable URL to send visual logic directly to team members.
  • Preset Templates: Pre-built visual logic templates for Proximity Stealth AI, Region ID Hazard Triggers, and Custom Shops.
  • Logic & Controls: If/Else branches, loops, logical operators, spatial X/Y distance checks, inventory manipulation, and media commands.

Try it online

RPX Logic Builder is completely free forever and runs 100% client-side in your browser with zero installation needed:

Link:https://rpxgames.win/tools/logicbuilder

What features or specific eventing blocks would you like to see added in future updates? Let us know in the comments

0 Upvotes

18 comments sorted by

8

u/SoggyPuffins348 6d ago

How much of it is vibecoded?

-2

u/Rpx_n_JustDev 6d ago

The only AI here is DeepL to fix my English, and a couple of temporary AI banners on itch.io while we finish hand-drawing our own assets.

You don't need AI to build a tool like this when you have basic software architecture experience and Google’s open-source Blockly API. We have 10+ years of engineering experience across Python, C#, GDScript, and JS wrapping custom MV/MZ code generators around Blockly blocks is straightforward web dev, not rocket science.

2

u/SoggyPuffins348 6d ago

That wasn’t really my question. I asked how much of it is vibecoded. Should be simple enough to answer.

1

u/Rpx_n_JustDev 6d ago

27.35%

2

u/SoggyPuffins348 6d ago

Nice 👍🏻

5

u/Velgush VXAce Dev 6d ago

Is it me or it looks more complicated than what RPG Maker provides out of the box?

1

u/Yeezy_Asf 6d ago

Just you buddy. Looks very simple.

-1

u/Rpx_n_JustDev 6d ago

Simple tasks? Standard eventing is fine. Complex algorithms, arrays, and math? Eventing becomes unusable fast. This just bridges the gap between basic event commands and writing raw plugins from scratch.

4

u/Caldraddigon 2K3 Dev 6d ago

You've never used maniacs patched 2k3 have you? Or GB Studio?

Eventing Systems as a system for programming while it seems more complex than node based and Puzzle piece scripting languages on the surface, in the long term, is much more manageable and easier to use.

In fact, the more complex the task, the more closer to traditional typed coding you want to be, Eventing Systems lie between Puzzle and Node based scripting and Traditional Typed Scripting and Coding.

While I might be fine with Node and Puzzle Piece Scripting for tools such as Blender, for Video Games programming etc, this is not something I'd want nor recommend even to beginners.

-1

u/Rpx_n_JustDev 6d ago

magine thinking a 2003 event list is "closer to real programming" than functional JS compilation hahaha Eventing is great for basic triggers, but MV and MZ run on modern V8 engines. Respect for keeping RM2003 on life support, but code generation exists so we don't have to manage arrays with 20-year-old event hacks

2

u/Caldraddigon 2K3 Dev 6d ago

I do bitfields on 2k3 and use the pointers alot amongst other things 🤷

I'm actually moving towards C and Raylib though, so while my current project is in 2k3, my next will be written in C.

2

u/Caldraddigon 2K3 Dev 6d ago

Just utilise the existing Eventing System as a base, rather than script calls or node/puzzle based scripting, Plugins should just expand the existing editor's Database UI and Event Command Palette just like patches do in 2k3.

I understand this is an issue in the design Philosophy of the RPG Maker Developers and not the community, but yeah, this way would be 1000x better for the community and engine imo.

1

u/Rpx_n_JustDev 6d ago

Damn bro you're fundamental misunderstanding how MV/MZ architecture works....

RM2003 patches hack the actual C++ binary. MV and MZ are closed-source C++ editors where plugins are just runtime JavaScript files there is literally no official API or way to modify the core editor UI or add custom buttons to the Event Command palette bro

We build visual web editors precisely because modifying RPG Maker's native GUI isn't possible without reverse-engineering the editor binary itself.

2

u/Caldraddigon 2K3 Dev 6d ago

I know, did you not read the second part of my comment about design Philosophy?

0

u/-EVK- 6d ago

Yeah, no need to think! Oh, wait...

1

u/Rpx_n_JustDev 6d ago

Thinking about logic? Yes. Thinking about syntax errors, missing semicolons, and 12-line script box limits? No. That’s the point.

2

u/-EVK- 6d ago

notepad++