Lately, I’ve been revisiting my old games from the Our Hero! series with the goal of releasing updated, definitive editions on Steam . Because these games were originally born in RPG Maker VX, that came with one unavoidable reality: having to reopen that old editor after many years away.
The Mac Dilemma and CrossOver Workarounds
Anyone who has ever managed a large project in RPG Maker knows the historical limitations of the classic editors all too well. To make matters trickier, I switched my primary computer to macOS some time ago, and classic RPG Maker versions are strictly Windows-only.
At first, I got by using CrossOver, a software tool that let me run RPG Maker through Steam inside a Windows-compatibility layer on Mac. It worked well enough to get started, but between awkward non-native shortcuts, emulated file dialogs, and the general friction of working in an emulated environment, I quickly realized I needed a cleaner, more modern path forward.
The Pivot from RPG Weaver
Before arriving at this point, I had been working on RPG Weaver , a browser-based 2D engine and map editor built from scratch. It was a fantastic learning experience, but I soon realized that trying to compete directly with an established, beloved ecosystem like RPG Maker was an uphill battle.
So I decided to change my approach: why not take all the editor architecture, modern web technologies, and workflow improvements I had built for RPG Weaver, and turn them into something genuinely useful for people who already work with RPG Maker every single day?
That is how RPGM Studio was born.
A Native, Cross-Platform Desktop Editor
RPGM Studio is a lightweight desktop editor built specifically for RPG Maker XP, VX, and VX Ace.
The key design principle from day one was zero destructive conversion: it opens your original project files directly, with no proprietary format lock-in. That means you can jump back and forth between RPGM Studio and the official RPG Maker editor whenever you want without losing any project data.
Best of all, it runs natively on macOS, Windows, and Linux.
Built from Real Frustrations on Our Hero! Two
I am using RPGM Studio every day to build the definitive edition of Our Hero! Two . Because of that, practically every feature in the editor came directly from real friction and headaches I ran into while working on that old codebase.
Here is what has made the biggest difference in my daily workflow:
- Global search and bulk replace for switches, variables, and assets: In a big project, finding every place a switch is read or flipped across dozens of maps used to take hours. Now, an instant project-wide search and one-click bulk replace handle it in seconds.
- Events bigger than 1x1 tile, event templates, and stacked events: Doors, chests, and NPCs can be saved as reusable templates and placed with one click instead of endless copy-pasting. You can even stack multiple events on the exact same tile cleanly.
- Visual map helpers: Movement routes are drawn directly on the map canvas, so no more counting steps in your head. A passability overlay reveals collision bugs instantly, and drag-and-drop for
Show Picturemeans never guessing X/Y coordinates blindly again. - A real, Git-friendly script editor: A VS Code-style editor with syntax highlighting, a minimap, and clean individual files on disk, making it effortless to track custom script changes with version control.
- Native mkxp-z support: Visual configuration for mkxp-z built right into the editor, letting me launch high-performance playtests natively on macOS instead of relying on the old Windows-only
Game.exe.
Check it out
If you are still creating or updating projects in RPG Maker XP, VX, or VX Ace, take a look at the RPGM Studio project page or visit the official website .
I would love to know what you think. Feel free to leave a comment below with your feedback or questions!