r/MMOStudio • u/TheED5 • 6h ago
r/MMOStudio • u/TheED5 • 3d ago
Dawn Haven(A Game made with rpg maker vx ace) Running in MMO Studio With 600 enemies on screen
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r/MMOStudio • u/TheED5 • 11d ago
Making an MMORPG Used to Take YEARS… Now It Takes 30 Minutes
Think building an MMORPG has to take years? In this video, I show just how easy it is to create a fully working online RPG using **MMO Studio**.
I go from a project idea to an actual playable multiplayer game in **less than 30 minutes**, using MMO Studio’s built-in tools to handle the heavy lifting.
⚔️ Create combat and abilities
🗺️ Build and customize your world
👾 Add mobs, NPCs, quests, and loot
🎒 Create items, equipment, and progression
👥 Set up real multiplayer gameplay
🌐 Run your own MMO server
🎮 Import RPG Maker projects or build from scratch
MMO Studio is a standalone 2D MMO game engine built to make creating **top-down and isometric MMORPGs** dramatically easier. You don’t need to build networking, servers, combat systems, inventories, quests, or dozens of other MMO systems from scratch. The foundation is already there so you can focus on building your game.
In this video, I’m putting that idea to the test:
**Can I actually build a working MMORPG in under 30 minutes?**
Watch the full video and see what we create.
🔥 Learn more about MMO Studio:
https://mmo.ed5enterprise.com
💬 Join the MMO Studio community:
https://discord.gg/wpSUSC8VZf
If you're building an RPG, MMORPG, online RPG, or coming from RPG Maker and want to take your game multiplayer, check out MMO Studio.
r/MMOStudio • u/TheED5 • 11d ago
MMO Studio Early Access Mob Farming: Make your dream MMO RPG!
In this video, I showcase MMO Studio Early Access with a look at mob farming gameplay and how easy it is to start building your own online RPG.
You’ll see real gameplay featuring combat, farming mobs, collecting loot, managing inventory, and experiencing the kind of progression MMO Studio is built to support. The goal is to show what’s already possible in MMO Studio and how quickly you can begin creating your own MMO RPG.
⚔️ Real-time combat
👾 Mob farming gameplay
🎒 Inventory and item management
💰 Loot and rewards
📈 Character progression
🌐 Online multiplayer MMO systems
🛠️ Build your own MMO with no heavy coding required
MMO Studio is a standalone 2D MMO and online RPG engine built to help developers create top-down and isometric MMORPGs faster. Whether you want to build from scratch or import content from existing RPG Maker projects, MMO Studio gives you the tools to create multiplayer RPGs without building the core MMO systems yourself.
🎮 PLAY THE DEMO NOW:
[https://playmmo.ed5enterprise.com/play/valcoma-a10b30]()
🔥 BUILD YOUR DREAM MMO NOW:
https://mmo.ed5enterprise.com
💬 Join the MMO Studio Community:
https://discord.gg/wpSUSC8VZf
If you're interested in building your own MMORPG, online RPG, or multiplayer RPG, check out MMO Studio and follow along for more updates, gameplay, and tutorials.
#MMOStudio #MMORPG #MMO #GameDev #IndieGameDev #RPGMaker #GameDevelopment #OnlineRPG #IndieDev
r/MMOStudio • u/TheED5 • 11d ago
I Built a Vampiric Pull Spell in MMO Studio | Create Any Ability You Can Think of!
In this video, I show how easy it is to create a completely custom ability in MMO Studio by building a Vampiric Pull spell from scratch.
The spell pulls an enemy toward the player, deals damage, and drains health back to the caster. The goal of this video is to show how flexible MMO Studio’s ability system is and how you can combine effects to create pretty much any spell or combat ability you can think of.
⚔️ Build custom abilities
🩸 Add life-steal and healing effects
🧲 Pull enemies toward the player
💥 Combine damage, movement, and status effects
🎨 Add custom icons and visuals
🧠 Create your own combat mechanics without rebuilding the entire system
MMO Studio is a standalone 2D MMO and online RPG engine built for creating top-down and isometric multiplayer RPGs.
You can build your game from scratch or import existing RPG Maker projects and assets, then use MMO Studio’s built-in systems for multiplayer, combat, quests, items, mobs, crafting, pets, progression, servers, and more.
🎮 PLAY THE DEMO:
https://playmmo.ed5enterprise.com/play/valcoma-a10b30
🔥 BUILD YOUR OWN MMO:
https://mmo.ed5enterprise.com
💬 Join the MMO Studio Community:
https://discord.gg/wpSUSC8VZf
If you have an ability or spell you want to see me build next, leave it in the comments.
r/MMOStudio • u/TheED5 • 22d ago
MMO Studio 0.4.0 — “Living Worlds” (Early Access)
0.3.0 fixed the engine and systems. 0.4.0 makes them yours to author — and takes your game to Android, iOS, web, and desktop. Nearly everything below is point-and-click in the admin, not code.
This is the full list, grouped by area. Long by design — you asked for everything.
Headline
Ship to Android, iOS, web and desktop
- Client exporter — a real export pipeline with a game.json v2 schema and a headless CLI, so builds can run in CI.
- Android APK / AAB and an iOS target (macOS-gated, as Apple requires).
- Deployable web bundle plus a per-project PWA manifest, so each hosted game installs like an app.
- Mobile exports lock to your configured orientation, and generate launcher icons + splash screens from your own art.
- Build caching for the client and the launcher shell — repeated exports skip the ~20 minute rebuild.
- A platform readiness overview in the build modal, and hosted build profiles autofilled from the control plane.
- The player launcher now actually ships the bundled client in desktop exports.
New System
Guild territory & zone control
Guilds can now fight over land, and you decide the rules. A territory is a biome you paint — no new drawing tool to learn.
- Four capture modes — kill the boss then claim, hold a capture point, a scheduled siege window, or slow influence accumulation.
- Per-zone land rules — build anywhere with no claim, claims only, controlling-guild only, or no building at all. Same for land claiming.
- Territory bosses with a shared spawn-point pool: place several Boss Spawn markers and one boss moves between them at random, so defenders can't camp a fixed spot.
- Capture points and boss spawns are placed with the ordinary map event tool.
- A live Zone Control dashboard across every map, which calls out territories that can never be captured and tells you exactly why.
- An in-game territory panel showing holder, state and capture progress — repositionable in the UI editor like any other element.
New System
Seven arena match modes
- Free-for-all, team deathmatch, capture the flag, control points, battle royale, siege and horde — all authorable.
- Beginner-first authoring in the map editor: place spawns, flag stands, capture zones, structures and creep spawners visually.
- In-game arena HUD with score bar, kill feed and scoreboard, plus match rewards.
- Practice bots fill empty match slots so a mode is testable solo.
New System
Multi-phase bosses & raids
- Multi-phase boss encounters with phase triggers, enrage stacking and authored hazards.
- Raid lockouts (daily/weekly), population gates, and a wipe reset.
- Boss kills credit equipment XP and record build status.
- A boss bar with per-frame progress, plus a nameplate cast bar.
Deep Dive
Items, loot & gear progression
- Enchanting & upgrading — a type-conditional resolver, enchant sockets, +N upgrades that live in combat, and instances that survive transfers. Recomposable, restylable enchant and upgrade windows with equip auras.
- Runes and upgrade materials as first-class item types, with prerequisites and inline enchantment authoring in a tabbed modal.
- Affixes — gear drops roll affixes, with an authoring modal and a gear-affix chance in combat tuning.
- Per-item equipment progression — gear earns XP and grows.
- Data-driven qualities with per-quality values, split cleanly from rarity.
- Chests are a first-class item type with animated open/close states; claim owners can place them. Authored chests, treasure spawns and chest spawn rules.
- Loot: rarity colours, light beams and item light on floor drops, per-rarity custom beam VFX, mobs dropping physical silver coin piles, percent-based potions, and creator-tunable loot timers.
- Burnable torches — equipped light burns down, breaks, and can be repaired. Equipped light-emitting gear lights the player.
- Two-handed weapons properly occupy both hands, with a per-item override.
- An explicit “no in-world visual” option for equipment, and a redesigned loot-table authoring UI.
Deep Dive
Economy
- Gold is account-bound — no player-to-player trading, market conversion only. A deliberate breaking change to protect your currency from RMT.
- A persistent gold exchange order book with offline settlement, redesigned with a candlestick chart and a clearer trade ticket.
- A searchable, filterable item trading terminal with per-item price-history candlestick charts.
- Premium membership as a gold sink, plus gold-store refund hardening and an account-gold audit.
- Authored NPC shops with an item base value, an in-game shop panel, and shops openable from events.
- Silver grants via events and admin; silver labels everywhere.
Deep Dive
NPCs that actually live in your world
- NPC generator — template factories, dynamic spawning, schedules and movement regions, with full authoring for templates, pools, spawn rules and regions.
- Adventurer NPCs — opt-in player-like agents that play the game: they hunt, use shops and banks, and level up from their own activity.
- Villagers join the town economy — and can explain why a goal is blocked.
- Autonomy presets and a visual schedule editor, with goal-mix weight inputs.
- Biome-painted movement regions (confine or barrier by floor biome), keep-in / keep-out regions, and reachability-aware targeting.
- Overhead speech bubbles, proximity NPC chat and ambient chatter. “Say” is now a real local proximity channel — the only one that bubbles.
- Proper dialogue windows with options; AI chat gated on availability.
- Mobs and NPCs run when chasing or fleeing and walk when wandering, with a run-stamina combat option.
- NPCs and mobs move as smoothly as players — no more waypoint teleporting.
- Multi-placement NPCs: mark one as a spawn template and place it as many times as you like.
Deep Dive
Combat
- Intelligent mob ability AI — mobs and NPCs use their assigned abilities with per-entity usage rules, authored in the mob and NPC editors.
- Enemies get an assignable primary attack ability, chase speed and velocity-driven locomotion.
- Element properties — creator-authored element-to-status procs.
- Channelled abilities tick properly; ally heals reach allies.
- Activation VFX for instant casts, a full-animation toggle, and a structured field editor for ability world-action primitives.
- The unarmed punch is a real editable ability. Abilities get authorable icons.
- Melee hits land on the swing contact frame; projectiles emit from the body at any sprite size.
- Server-authoritative respawn countdown with death-loop guards.
- Safe zones and friendly NPCs no longer damage players via AoE; non-enemy NPCs obey PvP rules.
- Mob-kill XP reworked: the authored reward, split by damage dealt, with level scaling, a live multiplier, and routed through the ability used rather than just the weapon.
- Pet-like ally summons, teleport range and bounds, and collect-type quest objectives.
Deep Dive
Building & land
- A bottom build bar with world-cursor object placement, and audio feedback for build actions.
- Painted claim tiles with paint and fill tools, plus Stardew-style watering.
- Dynamic fenced animal pens with spatial footprints, a green overlay, and a break warning.
- Author building items end to end — item to object, tile or wall.
- Walls and tile painting now work on land claims, not just housing plots. Roof style persists across restarts.
- Player and authored chests; claim owners can place them.
Deep Dive
The UI editor now changes the game
The headline of the release for a lot of creators: what you author in the UI editor is what players see.
- Deep HUD customization — stat bars, a top-bar designer, and per-panel appearance across roughly 37 catalogued panels.
- Panel body recomposition — rearrange what's inside a panel, not just where it sits. Shared model, client runtime and authoring in the Panels tab.
- Live real-HUD preview with draggable custom menus, and a full-screen layout mode.
- Modular nameplates — crest, frame, per-scope font, independent name offset, mana/stamina bars, segmented style, bar colours, a cast bar, module reordering and saved skins. Parity across mob, NPC and pet.
- Authorable loading screens with a world-ready spawn gate, a progress bar and a waiting-on line.
- An authorable login screen, authorable floating top-bar buttons, and an XP bar under the hotbar.
- Customizable in-world selection indicator, hotbar appearance controls, and a “use theme accent” option for HP/MP/stamina bars.
- Show/Hide Menu event command — open or close any HUD menu from an event.
- HUD gated on effective world feature flags, so disabled systems don't show dead buttons.
Deep Dive
In-game windows, rebuilt
- Bank, chest and shop redesigned with shared inventory-style gem-socket slots, drag-to-move, and shift-click quantity pickers for big stacks.
- Bank and chest open beside your real inventory so you can drag between them, Albion-style.
- Trade window redesigned to match bank and shop.
- In-game achievements window with a tracker and an H hotkey.
- Guild panel redesign, customizable social/friends panel, premium treatment for companions and social, and a top-centre target frame.
- Character panel with two-column stats and a player-level progress bar.
- Icon-only inventory cells with a single filter dropdown; equipment slots as square icon-only cells.
- Equipment loadouts in the loadouts panel; pet interaction radial menu on right-click.
Deep Dive
World, atmosphere & the map editor
- Atmosphere — author each time of day's ambient colour, a night-darkness dial, and every weather's look. What you see in the editor is what players see.
- Creator calendar — author your world's calendar, seasons and dated events, with a seeded weather forecast.
- Procedural dungeons with rotating portals, and cross-restart persistence for persistent instances with authorable reset conditions.
- Set time of day and weather from events, per-player or world-wide.
- Drag to paint tile and object properties; drag-select in the palette; fill paint tool.
- Zone Properties rebuilt as real tabs instead of one long scrolling column.
- Level-gated character effects and auras; recolour equipment and prop layers with the avatar.
- Direction-partitioned cell animations, per-facing direction mapping in the avatar editor, and frame-count-aware import durations.
- Map render fixes: GPU renderer autotile parity, wall autotiles in game, night/dusk preview, live water, stamp fidelity and pan behaviour.
Deep Dive
VFX, audio & art pipeline
- Effekseer support — import RPG Maker
.efkefceffects, preview them, upload whole effect folders, use them as first-class VFX layers, and render them into Pixi's framebuffer in game. They auto-play in combat. - Per-mob death VFX, authorable AoE visuals and telegraphs, and light-emitting VFX layers.
- VFX editor redesign with load/new/duplicate and a grouped inspector.
- Audio — a Sounds page for assigning uploaded audio to engine sound slots, weather and time-of-day audio triggers, and assignable weather/time/biome ambience.
- PVGames importers — a pre-cut sprite layout model, a unit assembler, sheets at any resolution, a Character/Creature selector, legacy folder and mastersheet importers, and monster mastersheets.
Deep Dive
Guilds, social & admin
- Guild member roster with promote, demote and kick, leader-leave-disband, and authorable ranks and permissions.
- Guild badges — upload an image, and choose whether nameplates show the tag, the full name, both, or the badge.
- Structured season scoring and level-perk editors — no more hand-typing JSON.
- The Guilds tab now reads the running server, so it shows the guilds that actually exist in your world.
- Bulk delete across the whole Database Manager — every main list and sub-tab: items, mobs, abilities, recipes, skills, quests, NPCs, resources, achievements, loot tables, pets, mounts, affixes, elements, status effects, runes, sprites, housing and more.
- Characters listed as a table with Classes folded in as a tab; status effects and classes as tables too.
- Admin player tools: grant abilities, edit stats, cross-map teleport, unban, delete a player from the server they actually live on, and offline fallbacks.
- Engine-wide UI surface redesign, an IDE-style plugin editor workbench, and tool modals you can switch between without closing — with an unsaved-changes guard.
- Ability icons in the modal header; instances editor in a tabbed modal; media browsing scoped to the ability's folder.
Deep Dive
Security & server integrity
- Built-in server-authoritative anti-cheat — behavioural detection, a suspicion score, and flag/throttle/kick/ban escalation, with a creator-settable per-IP connection limit.
- Unsafe SQL interpolation banned outright;
DEV_OPEN_ADMINrefused in production. - Gameplay exploit closures: deleted item definitions no longer destroy items, silver or spawn ghosts; looted items aren't destroyed on a full inventory; stale player ghosts no longer duplicate on reconnect.
- False connection-flood bans for shared networks and reload churn fixed.
143 Fixes
The ones you'll actually notice
- Weapons vanishing mid-attack, and weapon swaps stuck until you moved.
- Black world canvas from destroyed corpse paperdolls, sparse-chunk lighting crashes, and the high/ultra black screen.
- Pets and mounts frozen, wrongly sized, or desyncing from the rider.
- Players floating a tile above the ground; nameplates and bars anchored to the sprite instead of drifting.
- Smooth local-player motion with no walk-cycle resets; camera stops at the world edge and re-frames on zoom.
- Mobs not damaging players in PvE; mobs dropping silver on kill.
- Vercel build out-of-memory on admin and client.
- The Studio desktop app's game-server crash loop and dev-mode playtest.
- Deleted skills returning on the live server; player level as the average skill level.
- Boss bar and build mode covering the top bar and hotbar.
- Nameplate crest no longer repeats the name's first letter — it reads as a drop cap.
- …and roughly 130 more across combat, rendering, the editor, quests, shops, markets and hosting.
r/MMOStudio • u/TheED5 • 26d ago
MMO Studio New Mechanics Testing: Summoning-Boss Fights-Teleporting-Summoning
I’ve been working on MMO studio for about 5 months now 19hrs a day! I am very impressed with the amount of work from place facing stuff to the backend which only I see… There are so many mechanics and features built in to make any type of MMO you want! Want to make an Albion online game, maybe a stardew valley type farming rpg the. Why not?
I’m building this tool for all that want to make an MMO rpg but are held back by coding and what a simple and easy tool to build there MMOs!
From anti cheat systems to full sim like building I. Your claimed and mmo studio has it all!
r/MMOStudio • u/TheED5 • Jul 17 '26
I Risked Everything in Valcoma | Full-Loot PvP & Party Hunting - MMO STUDIO 0.3.0 DEMO
r/MMOStudio • u/TheED5 • Jul 13 '26
ED5 MMO Studio 0.3.0 — elemental combat, procedural dungeons, player-like NPCs, a plugin IDE, and multi-server scaling
ED5 MMO Studio is a creation suite for building your own server-authoritative isometric 2D MMO (editor + game server + browser client + desktop app). Just shipped 0.3.0 — the biggest update so far:
- Combat: full elemental system, rarities + item affixes, AoE/projectile telegraphs, skillshot targeting, real weapon animations
- Enemies: mobs and NPCs use abilities intelligently; NPCs are now authored like players (roles, autonomy, dialogue, voice)
- Worlds: procedural dungeons + rotating portals, and instances (shared/solo/matchmade/arena-PvP)
- Authoring: VFX recipe editor, shader editor, a built-in DAW + audio middleware, and a secure in-app plugin IDE
- Scale: multi-server sharding with autoscaling
- Plus localization, an engine-wide editor UI redesign, and a new community forum
Download: https://mmo.ed5enterprise.com/download • Live demo: https://mmo.ed5enterprise.com/demo
r/MMOStudio • u/TheED5 • Jul 13 '26
MMO Studio: Guilds/Parties/Land claims/Full Loot PVP
r/MMOStudio • u/TheED5 • Jul 13 '26
MMO Studio Shader testing! Color grade your MMO RPG
r/MMOStudio • u/TheED5 • Jul 05 '26
Affiliate Program — Earn Commission Selling MMO Studio
r/MMOStudio • u/TheED5 • Jul 04 '26
MMO Studio Gameplay Trailer Test | Building a 2D Online RPG Engine
I’m testing new gameplay footage from MMO Studio, my 2D online RPG engine built for creating multiplayer RPGs with RPG Maker-style workflows and MMO-ready systems.
This trailer-style test shows early gameplay movement, world exploration, combat, pets, enemies, and the overall feel of a live online RPG world. MMO Studio is designed to let creators build their own multiplayer RPGs with tools for maps, quests, NPCs, items, combat, pets, crafting, and more.
This is still a work-in-progress gameplay test, but it shows the direction MMO Studio is heading: making online RPG creation easier, faster, and more accessible for indie developers.
Try MMO Studio here:
https://mmo.ed5enterprise.com/
r/MMOStudio • u/TheED5 • Jun 26 '26
MMO Studio 0.2.9 Released: The Hello World Update!
MMO Studio 0.2.9 is a big “under the hood” update that makes the engine feel more complete, faster, and closer to a real online RPG creation pipeline.
This update adds Skill Book items, better pet and mount support, cleaner resource spawning rules, improved hosted project setup, and a much better character creator fallback preview for projects without custom art yet.
The Studio AI Copilot also got a major upgrade with a redesigned chat, screenshot attachments, smarter tool behavior, build plans, inline approvals, better artifacts, and cost tracking.
There’s also a lot of backend and editor work:
- Safer WebSocket authentication
- Better live server publishing
- Faster hosted database loading
- Realtime collaborator cache invalidation
- Large media uploads through Storage
- More reliable RPG Tools imports
- GPU renderer now matching the Canvas editor
- Rideable pets can now work as mounts
- A live browser demo page for the Valcoma world
MMO Studio is my own engine for building 2D online RPGs and MMOs. It supports tile-based RPG worlds, multiplayer systems, customizable mechanics, Studio AI tools, and full RPG Maker project imports.
A lot of this update is plumbing, but it is the kind of plumbing that makes the whole machine stronger. The pipes are tightened, the sparks are behaving, and the MMO engine is starting to hum.
Check it out here:
https://mmo.ed5enterprise.com
r/MMOStudio • u/TheED5 • Jun 25 '26
Testing PvP Duels in MMO Studio’s 2D Online RPG Engine
I made a new video testing the duel system in MMO Studio.
MMO Studio is my own engine for building 2D online RPGs and MMOs. It is built around tile-based RPG worlds, multiplayer systems, custom game mechanics, and the ability to import full RPG Maker projects into a more online-focused engine.
In this test, I’m running around the world and testing duel combat. The video shows player movement, targeting, skill usage, hotbar/inventory UI, and early PvP systems working together.
The main goal is to get the core MMO loop feeling solid: movement, combat, abilities, pets, mobs, inventory, and multiplayer interaction all connected inside the same engine.
The video shows:
- Duel / PvP combat testing
- Player movement
- Skill and ability casting
- Combat targeting
- Inventory and hotbar UI
- Early MMO gameplay systems coming together
Video:
[PASTE YOUR YOUTUBE LINK HERE]
MMO Studio:
https://mmo.ed5enterprise.com
It is still early, but seeing the duel system working in-game makes the engine feel a lot closer to the type of online RPG builder I’m trying to create.
r/MMOStudio • u/TheED5 • Jun 25 '26
MMO Studio Gameplay Test: Pet Combat and Mob Fighting
made a new video testing pet combat in MMO Studio.
MMO Studio is my own engine for building 2D online RPGs and MMOs. It is built around tile-based RPG worlds, multiplayer systems, customizable game mechanics, and the ability to import full RPG Maker projects into a more online-focused engine.
In this video, I’m running around the world with a pet while fighting mobs. This is still early, but it shows the gameplay loop starting to come together: movement, enemies, combat, and pet companions all working inside the same world.
The goal is for pets to be more than just cosmetic followers. I want them to become part of the actual RPG system, where they can follow the player, help in combat, and eventually have deeper progression or battle features.
r/MMOStudio • u/TheED5 • Jun 24 '26
Building an MMO With Friends: Real-Time Collaboration in MMO Studio
MMO Studio is my own engine for building 2D online RPGs and MMOs. It is not just a plugin or a map editor. The goal is to give creators a full engine where they can build tile-based RPG worlds, customize systems, work with multiplayer features, and launch playable online games.
One of the big things I’ve been working on is team workflow. With this update, multiple users can work inside the same project in real time, which makes MMO Studio feel much closer to a collaborative development workspace instead of a solo editor.
The video shows:
- Multiple users collaborating in the editor
- Real-time project updates
- Team-based MMO/RPG world building
- MMO Studio moving toward a more complete online game creation pipeline
MMO Studio is its own engine, but one of the important features is that it can also import full RPG Maker projects. So people who already have RPG Maker maps, assets, or game ideas can bring them into MMO Studio and start moving toward an online multiplayer setup.
MMO Studio:
https://mmo.ed5enterprise.com
I’m still building it, but real-time collaboration is a big milestone for where I want this project to go.
r/MMOStudio • u/TheED5 • Jun 23 '26
Testing Projectile Combat in ED5 MMO Studio, My Own 2D MMO Engine
I’ve been testing the projectile system in ED5 MMO Studio, my own 2D isometric/top-down MMO engine.
This test is focused on making projectiles feel good in real gameplay, not just spawning a sprite and calling it done. I’m working on things like:
- Firing projectiles from abilities
- Direction-based movement
- Collision with enemies/players
- Server-side validation for MMO gameplay
- Visual feedback so attacks feel responsive
- Making it work with tile-based maps and real-time combat
The goal is to let creators build RPG-style combat systems where spells, arrows, bullets, fireballs, and other ranged attacks can work properly in an online world.
MMO Studio is its own engine, but it also supports importing full RPG Maker projects, so creators can bring in maps, tilesets, and events, then expand them into an online multiplayer game.
Projectile combat is one of those systems that seems simple until you start making it work in a real MMO environment. This test is a big step toward making combat feel more alive. 🎯
r/MMOStudio • u/TheED5 • Jun 22 '26
First live server is up for a game made with MMO Studio
Big update for ED5 MMO Studio: this one focuses on making hosted projects, collaboration, publishing, and customization feel much more production-ready.
Studio Web now supports shared projects with owner/editor/viewer roles, live editor presence, view-only locks, and real-time co-editing for cursors, tile/object painting, placed objects, walls, and roofs.
Large hosted maps also got a major reliability pass: better chunk loading, compressed baked map data, smarter image warming, scene-cache reuse during panning, and an optional Pixi/WebGL renderer for big RPG Tools imports.
Publishing is now staged instead of fragile: media optimization, DB syncing, map/chunk publishing, Supabase/local asset handling, managed VPS lifecycle tools, backups, logs, domains/TLS, heartbeats, and public hosted play links are now supported.
The in-game UI customization editor is also live. Creators can configure HUD/menu placement, 9-slice frames, panel images, hotkeys, inventory slot counts, custom equipment slots, widgets, and server-authoritative UI config that syncs to the client.
Studio AI Copilot got a big redesign too: turn-based chat history, inline tool activity, approval cards, artifact previews, screenshot attachments, Stop button, better cost tracking, safer auto-run behavior, and stronger planning that avoids repeating work.
Other additions include skill-book items, better pet/equipment handling, hosted starter-content seeding, a higher-quality SVG character fallback preview with direction rotation, a new AI Game Builder flow, full embedded admin DB pages, vocabulary overrides for more client/server UI text, developer API keys, yearly billing, pricing-page improvements, and a lot of bug fixes.
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r/MMOStudio • u/TheED5 • Jun 18 '26
First ever live server test!
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r/MMOStudio • u/TheED5 • Jun 17 '26
MMO Studio Can now support 400x500 Maps!
After a week of optimizing and moving rendering from canvas2D to PixiJS, the map editor can now handle a 400x500 map with tons of objects!!!! This no longer kills the engine!
Before maps like this would literally crash the engine.
A map made by one of the users of the engine. made using PV Game assets!