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3rd Question, Can you customize the resolution?

3rd Question
The resolution for VX is smaller.  Can you change it? 




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I was into RPG Maker XP about a year ago but due to an internship and school I couldn't do much with it.  However now I've got a bit of free time. 

FIRST QUESTION!  What's up with VX?  I've been out of the loop for a while.  Is it worth it to upgrade from XP?  Is it more limited in any aspects?  What are the strengths and weaknesses compared to XP?

SECOND QUESTION!  Has anyone come up with a good shadows script?  I know it's insane to ask for a 2d game but I might as well.


I apologize if these are stupid questions.
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mawk

Sponsor

Well, VX isn't exactly a step up or down from XP. It's different, and your preference really depends on how you look at things. Here's a few differences between them:
- VX returns to the RM2k/2k3 style of storing charactersets -- that is, four rows of three poses, with six different characters stored on the the same sheet. It's just as functional as the old pose system, unless you need to create a character with, say, a detailed limp.
- The mapping with VX's RTP is done mostly with autotiles. The layers are defined by the tabs on the map -- things from B can be stacked on top of things from A, but you'll need to get creative if you want to put two things from A on the same tile. (You usually wouldn't want to, though, as everything in A is a ground tile, wall tile, roof tile, fence tile, etc. that more or less takes up the whole square.) The mapping system can be very restrictive at times, though, especially since tabs A through E are all the tilesets you are allowed, and they have a set height that you cannot surpass.
- If you set a panorama with a map, VX will display it with the map in the editor. This is incredibly useful if you like to map with panoramas, because it will help you with knowing where to place impassable squares and the like.
- VX uses RGSS2, a much-improved version of the Ruby Game Scripting System found in XP. RGSS2 makes it possible for scripters to do a much wider variety of things than they could in XP.
- VX has built-in support for vehicles such as ships, rowboats, and airships. You can specify in the editor which terrain they can cross.
- VX has a greatly limited number of switches.

That's all I can think of right now... : P

As Arbiter said, it's a matter of personal preference. There are a wide range of possibilities with either editor.
 
How the heck do I get the side view battle system?  It's on most of the sample games.  The front view system that's in most RPG Makers is the worst possible battle system for an RPG.  :P
 

khmp

Sponsor

Harvest":4gse7g72 said:
How the heck do I get the side view battle system?  It's on most of the sample games.  The front view system that's in most RPG Makers is the worst possible battle system for an RPG.  :P

There are Side View Battle System Scripts for both VX and XP. Don't let the fact that inherently its lacking a side view battle system deter you.
 
I might end up just spriting and writing the rest (or more) of my game before I choose which one I want to use.  That might give more time for a few key scripts to be released publicly for VX to help me better choose.  Right now XP is winning just because it's got that huge backlog of public scripts and I'm unsure about the sprite system in VX (which I'll learn about).  If the sprite system works and we get more and better codes I might just switch.  Though that might take several months.  :P

I'm no programmer.  XP



EDIT: Wow, the resolution is smaller then the already small XP.  Is there a work around or are we doomed?
 

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