Time (UTC)SourceWhat changedAddedEditedRemovedReference
27 Jul 2026
NewsNew Feature 6: Two Shaders with Different Roles———Community
Community · published 27 Jul 2026, 09:00:25 UTC
New Feature 6: Two Shaders with Different Roles
In the previous version of SRPG Studio, there were plugins—such as those that implemented weather effects—designed to enhance the appearance of maps. In SRPG Studio EX, these map-enhancement features are included by default as pixel shaders. The shaders that can be applied to a map can be broadly categorized into two types. One is the backdrop shader, and the other is the overlay shader. The ba…
Previously, maps only had two layers. Opaque tiles were placed on the first layer, while transparent tiles were placed on the second layer. In EX, a third layer has been added. This allows for more sophisticated map visuals. In the map editor, you can easily toggle the visibility of each layer using checkboxes. New versions of root.getCurrentSession().getTerrainFromPos and root.getCurrentSessio…
NewsNew Feature 4: Fullscreen via the Maximize Button———Community
Community · published 4 Apr 2026, 06:34:28 UTC
New Feature 4: Fullscreen via the Maximize Button
"How do I make the game fullscreen?" We've been asked this question countless times. And many game developers have likely received the same question from their players. When you think about it, it's obvious. Who would ever realize that you can go fullscreen by pressing the F4 key? Even if you say they can find out by opening game.ini, when playing games on Steam, it's hard to even notice that a…
NewsNew Feature 3: Moving away from hardware and software rendering.———Community
Community · published 17 Mar 2026, 12:54:35 UTC
New Feature 3: Moving away from hardware and software rendering.
Previously, there were two image rendering mechanisms: hardware rendering and software rendering. Hardware was fast, but you couldn't capture the screen. Software could capture the screen, but you couldn't use the mouse. SRPG Studio EX resolves both of these issues. In other words, EX is fast, allows mouse usage, and lets you save screenshots. The mouse can be used at any resolution and, of cou…
The newly introduced Plugin Manager makes toggling plugins on and off much easier. Users can simply check a box to enable a plugin. Unchecking it will disable the plugin. This means you no longer need to access the Plugin folder and manually add a "$" to turn off a plugin like before. A key feature of the Plugin Manager is the ability to view the plugin's source code. It can be hard to tell wha…
Custom parameters are a crucial element for breaking through the limitations of the game's default system and developing games with originality. The basic usage involves placing a plugin file in the project's Plugin folder and setting custom parameters in the data. This allows the data and plugin to work together, enabling behaviors that cannot be reproduced with the default system. Custom para…
NewsLet me introduce one important new feature.———Community
Community · published 8 Dec 2025, 13:46:29 UTC
Let me introduce one important new feature.
In SRPG Studio EX, you can now use pixel shaders. By using the massive library of built-in shaders, you can easily—and dramatically—level up your game's visuals. First, let's take a look at a standard map without any pixel shaders applied. Unlike traditional maps, the tile size is now 48×48, and the default screen resolution has been upgraded. (Character sprites have also been scaled up, which…