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

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Fiber clases. Look at the script editor Game_Interpreter.
Luk = All it does is adjust status ailment success rates.

No more failed bitmap error as seen here (10,000 potions)

Explanation: VX crashes if you have more than 341 rows. That has 5000 rows.

Go to Spriteset_Battle in the script editor and go to line 140-ish.The battlebacks used are tied to the tiles and not the terrain ID. Even more suspiciously, open up your RPGVXAce folder in Documents Go to the project, look under Graphics, then look under the Tilesets folder. There's text files with each, too. Someone else can confirm this?

Speed doesn't change throughout a turn. Just like in vX.

Script editor doesn't use fixed character sizes. Must be because jp version?



Want to try the trial? Have a link for the download and some mirrors! Check out the link in the bulletin!

Want to start scripting for Ace? Start a project in Ace (it'll be the premade trial game), copy the Scripts.rvdata2 in the game's data folder into a VX project, rename the file to Scripts.rvdata, and edit the scripts in RMVX! When you're done copy the file back into your Ace game's data folder and rename the file back to Scripts.rvdata2.
author=Archeia_Nessiah
Script editor doesn't use fixed character sizes. Must be because jp version?


This is indeed the case, VX was the same back when it first came out. The Japanese version was proportional font, English release used fixed width font. (copy it into VX so you don't need to worry about it at all)
More on Tilesets: I think the best way to describe it is like you're creating tilesets for VX. A tileset has the five A-E tabs again to organize the tiles themselves as you want, such as by tile type or intended location (dungeon, world map, town, etc.). You assign tileset graphics to be each one and the A tab can use up to five different graphics.

X, O, and * have returned from 2k(3) as well that work the same as before. X is impassable, O is passable and appears below, and * is passable and appears above events. 4-directional passability also returns and extra tile flags. It looks like there's a flag for ladder tiles, water/ocean tiles, and mountain tiles? More experimentation is needed.

There's different modes for tilesets which I haven't messed around with too much. One looks like a VX compatability mode?

Also noteboxes if you're into that kinda thing.
Stuff I noticed so far in VX Ace.

There seems to be a few tutorials in the help file. Tutorials that look suspiciously familiar.

Terrain tags are back!, Lot's of things are now handled by modules.

When selecting icons it shows you their index in a little box at the bottom.

RGSS3 features so far.

The RPG::BGM and RPG::BGS modules seem to have a "play" method that allows you to select where to start playing the music if the format is ogg or wav. Audio module also has the feature to play at desire position and to get the position with Audio.bgm_pos.

There is a method to play movies. Graphics.play_movie(filename).

There's a new TestBattler module that is part of RPG::System.

Windows can now have tones which seem to be changeable at RPG::System.

A few flags such as "japanese", version_id and game_title that are also part of RPG::System.

It would seem that they "fixed" the F12 bug by using a new internal method "rgss_main { SceneManager.run }".

There is a rgss_stop method which sounds very useful to me. It stops the the process of a script and basically loops the screen.

And there seems to be quite a few new methods for the Window class.
Oh thank christ.

You can essentially pause and resume background music. Use the Audio.bgm_pos to get the 'position' (I'd assume the sample it's on) to pause and resume with Audio.bgm_play(args, pos) to resume! It only works with WAV and OGG. Cross-fades are probably possible too. Fade out the BGM while fading in the BGS. After the fades complete remember the BGS position and play the BGM using it. I might have to try that out..

*edit I am blind and missed TDS posting this literally right above me.
Sailerius
did someone say angels
3214
Am I not using this correctly or are tileset sizes still limited? :/
Yeup! You can import a gineormous one (Inquisitor's world map for example) but it'll just cut it off after so many tiles. Amount depends on the tile tab thingy (A-E), mostly the A's are different.
Sailerius
did someone say angels
3214
And it also seems that autotiles still suck. :/ Well, that blows.
Other things I noticed with VX.

There is an option for using a console window. (No more having to use print to debug "If you want to test it out go to the option in (G) Alt + G and click on the (C) option" then put on a script call puts "text or something")

Fiber class. (It is basically a way to create code blocks that can be paused and resumed)

Noticed that a few things that should be possible with ruby 1.9 are not possible with RGSS3 and had to backport a few methods I use a lot when scripting. (This could be a limitation of the demo)

But the "print to debug" method is the tried and true programmer's way! (I am glad they have a console now)
author=kentona
But the "print to debug" method is the tried and true programmer's way! (I am glad they have a console now)


It is until you discover the wonders of step through/over, breakpoints, and a variable-value map! There's been so many times where I wish RM-X had a real IDE intead of a syntax highlighted text editor.
print is dead to me now. She got too fat and complained about everything, and you always had to click on her to get her to move out. Console window on the other hand just stays on the side helping you out and even keeps track of what you do without needing a text file.
I made a class that would bring up a window in the game with a single line (Window_Popup.new("Mesage here") ) that would manage itself. Really helpful for stuff where you could get in loops of prints. Sounds like they did that in Ace too. I'll have to try the console out too and see what you can do with it.
author=GreatRedSpirit
author=kentona
But the "print to debug" method is the tried and true programmer's way! (I am glad they have a console now)
It is until you discover the wonders of step through/over, breakpoints, and a variable-value map! There's been so many times where I wish RM-X had a real IDE intead of a syntax highlighted text editor.
This x1000
After an hour of experimentation, I am almost to the point of satisfied, but I feel I haven't even scratched the surface on this new program.

Really liking the battle theme they made, really badass. :D
Adon237
if i had an allowance, i would give it to rmn
1743
Like Norton is the most reliable software, it keeps on deleting the freaking file.
I sooo want to try.
Somethings wrong with the ZIP file.
Great news! Esrever got a quick and incomplete but functional translation of the trial version! You can check out progress and download it here. It just translates labels in the database/event editor and event commands and what's in them but that's the bulk that everybody needs anyways.

If you have Ace open on the greatest first Ace game ever I took some screens with the translations that you can use here

*edit* Fixed link
Max McGee
with sorrow down past the fence
9159
You know, it's interesting. I think I find myself feeling the same way about VX that people felt about 2k3 years and years ago--eight years and still haven't moved on.

It's my maker. I'm sticking with it. I have no intention of ever switching or upgrading for however long I remain in this hobby. I am too comfortable with Yanfly Engine Melody and the development resources and options available to me to seriously consider another maker at this time. I've said it before, but to me YEM was the new RPG Maker release after VX. And it was fan-made and free.

Beyond my own idiosyncrasies: this looks A LOT like VX to me. Where is the price point at? This doesn't even look to me like it should be full price, but I thought I'd heard the price point was insane...like over $100 USD. Is that still the case?

*looks at translated images, suppresses wave of wanting*

Damn some of those new features look mad sexy! Traits by class!?
The Japanese version is something obnoxiously expensive, yeah. I don't remember but I think the Japanese XP and VX were also pretty expensive and the price was toned down when it was released over here.
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