RMVX ACE FEATURES AND DISCUSSION

Discussing the new features and changes in the upcoming RPG Maker VX Ace



RPG Maker VX Ace is the latest in Enterbrain's RPG Maker series expanding on the features of its predecessor, RPG Maker VX. The RPG Maker series gives the user the tools and engine to create their own traditional JRPG but with the latest installments the entire back end of the game is open and written in Ruby so users can change the inner workings of the game or even create their own scripts or use ones created by others to completely overhaul their game into their dream RPG and RPG Maker VX Ace is no exception! RPG Maker VX Ace supports graphical assets in PNG form with alpha channel support, audio files in OGG, MP3, and MIDI format with the capability of setting loop start points for OGGs, and playback of videos in OGV format.

Some of the improvements of Ace over VX are:
  • The return of unlimited tile sets!
  • Add a third layer to maps to allow for more tiles stacked on top of each other
  • Define your own battle algorithms and assign them globally or to specific items and skills without having to use the script editor
  • Adds a new battle stat: TP. TP is meant to be used akin to the limit break or trance gauges in Final Fantasy 7 and 9 respectively to perform special attacks with the option of redefining how they're used allowing for rage-style skills integrated directly into the editor and other possibilities!
  • Allow events to bring up the item menu and select an item allowing the player to use an item to interact with events seamlessly
  • The Ruby interpreter is updated to 1.9 from VX's 1.8.3 which has significant speed improvements in processor intensive tasks

RPG Maker VX Ace has a Japanese release date of December 15th, 2011. Enterbrain has not announced that an English version will be made available in the future.

Here's some screenshots of VXAce:

The Map Editor




The Script editor with the "managers"


I see 1 lower layer, 1 event layer, and 1 weird layer that's probably Terrain Tagging as seen below. I also tried the tab thing and the lower layer replaces the upper layer.

Encounter Area Tagging for the 3rd option


The New Database Editor:


The New Class Editor: (You also set EXP here)


The New Skill Editor:


The Title Screen has now layer options and stuff. You can also change the color of the window skin too. ETc.


The Generator

Layering in effect

HOLY SHIT THE MUSIC IS ACTUALLY DECENT?!?!?!?!?!
THE MUSIC AND SOUND EFFECTS ARE REALLY NICE. Now they added XP sound effects apparently



WHOA you can control font size in the game without using scripts. See below:
They also added some new functions:




Menu screen with more save slots and ordering your party as much as you want :D


Status screen has biography and stuff now! It looks better than before!


Items Skills are now categorized



Equipment screen now has auto optimize and remove all


Battle Messages are super familiar e v e


Auto map name~


Shop~


Man I swear the music is really nice.
The animations and transitions of the windows are so cool and everything!

Lol Credits roll


Rhyme Shares:
Apparently autoshadows are affected by the shift key now so you can eliminate autoshadows with the shift key technically.

guys fucking curves here:


VXAce...H-happiness in a bottle


Download the trial: here!

Posts

Dudesoft
always a dudesoft, never a soft dude.
6309


Making title screens is really easy. While people screw with the coding or whatever to make fancy titles, the new people joining the RM Cult can simply pick THIS and then THAT and poof, a decent-looking title.
If there's the english translation of the program. it would be better. Since GreatRedSpirit gived the japanese trial.

EDIT: He released a pre-release and english version. link here: http://rpgmakervxace.com/downloads/viewdownload/3-translation-patches/3-rpg-maker-vx-ace-trial-english-fan-translation
Since VX projects can't be imported by VX Ace, why does this new engine even have 'VX' in it? Why isn't it just RPG Maker Ace or RMACE?
Well it's still called RPGMaker VXAce so there's not much we can do about that x_x
w...wait! Theres....NO TRIAL LIMIT?!?! Please, god, say yes.
There's no time limit. There's other restrictions though, like 10 heroes, 10 classes, 15 skills, 10 weapons, 10 armor, 10 enemies, 10 troops, 10 maps, 10 events, and no script changes allowed.

Some of them can be bypassed but it's a bit of a headache.
author=GreatRedSpirit
There's no time limit. There's other restrictions though, like 10 heroes, 10 classes, 15 skills, 10 weapons, 10 armor, 10 enemies, 10 troops, 10 maps, 10 events, and no script changes allowed.

Some of them can be bypassed but it's a bit of a headache.


So limiting.....but yay, i'm going to try it out right now. As for the 10 Maps/Events, we can probably recycle events, and create ginourmous maps, or something.

Which ones have been bypassed, by the way?
It is possible to edit and insert scripts by taking the Ace script file, putting it in a VX project and editing it, then putting it back into the Ace project. Or use script calls in events to load external script files.

You can also use event script calls to save data such as $data_enemies which is where all the enemies are in the backend into a separate file. Then you can create another 10 enemies and when you need your first batch of enemies you can do another event script call to load that old file into $data_enemies and have a new batch of enemies ready!

I also forgot to mention two bigger restrictions: You can't save and you can't open projects. You can get around saving by test playing your project which makes the editor save all data so the game player can actually play the game and then copying the game project to another location as the editor will erase your project when it is closed. Opening projects on the other hand can't be bypassed afaik so you only get one shot at making a game!
author=GreatRedSpirit
It is possible to edit and insert scripts by taking the Ace script file, putting it in a VX project and editing it, then putting it back into the Ace project. Or use script calls in events to load external script files.

You can also use event script calls to save data such as $data_enemies which is where all the enemies are in the backend into a separate file. Then you can create another 10 enemies and when you need your first batch of enemies you can do another event script call to load that old file into $data_enemies and have a new batch of enemies ready!

I also forgot to mention two bigger restrictions: You can't save and you can't open projects. You can get around saving by test playing your project which makes the editor save all data so the game player can actually play the game and then copying the game project to another location as the editor will erase your project when it is closed. Opening projects on the other hand can't be bypassed afaik so you only get one shot at making a game!


Hmm, thats good for today, ill close it.

*one day later*

Finally! i got that license deal! All i need to do is put the finishing touches to the project...................

OH GOD! NOOOOOOOOOOOOOOOOOO!

just thought to throw that out there.
Max McGee
with sorrow down past the fence
9159
I feel like enterbrain IT/security (if such a thing even exists, not sure of the size of the company) could learn a LOT from reading this thread. : )
Or even a blackout is enough to totally wipe your progress! (well you'll still have it you just can't open it again until full version Ace)
It seems the only way to get more events is to re-use the demo's events.
(Limited to the map, of course, but it at least adds more customibility.)
author=Arandomgamemaker
It seems the only way to get more events is to re-use the demo's events.
(Limited to the map, of course, but it at least adds more customibility.)


More events? It's still 10 events overall :o
I got my grubby hands on the RTP music via downloading a Ace sample game and grabbing the music in it. I'm assuming it's the full RTP. Download link!

http://rpgmaker.net/users/GreatRedSpirit/locker/Scene5.ogg

Tell me, what does that music remind you of?
FF1 Corneria for me. Holy shit this feels like plagarism Misremembered, it's the Temple of Fiends PS1 version. Not as blatant but definitely a similar melody.
Yes, a lot of the music sounds pretty good, and the ability to resume it after battle means you will actually be able to listen to it all.
The 100% english version will come out with real 30 day trial and activation. That's all.
author=Supaguy_Productions
The 100% english version will come out with real 30 day trial and activation. That's all.
It's been confirmed? cool. Link?
NOACCEPTANCE772
And the ability to summon the "Office Whores" to deal damage to the enemies.
553
I can't believe this.
I found out bout VXAce 2 weeks before this site did.
Craze
why would i heal when i could equip a morningstar
15150
author=GreatRedSpirit
I got my grubby hands on the RTP music via downloading a Ace sample game and grabbing the music in it.


I've been playing and screencapping said game; it's fairly fun. I'll upload an album somewhere when I beat it.