QUESTION ABOUT DIFFERENCES BETWEEN 2K3 AND VX ACE
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So I'll probably be getting and testing out VX Ace soonish, and am wondering just how different the two are from one another? Are there anything that VX Ace can't do that 2k3 can, and obviously vice versa? Can 2k3 resources be used at all in VX Ace? Are image sizes the same? Just a whole lot of questions and whatnot, but curious since I'm going to look into it and at least get some people to hush up about me not looking at it for my project (I'll probably still not use it if only because I don't want to transfer the entire game over, but it wouldn't hurt to see how it is I guess...).
VX Ace would be legal! And that's a plus.
Can 2k3 resources be used at all in VX Ace? Are image sizes the same?
The sizes aren't the same; you would need to double their size in an image program like Photoshop or something similar, preferably with "nearest neighbor" interpolation so that the pixel art doesn't turn into a blurry mess.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
They have different resolutions and different formats for resources. However, converting 2K3's RTP resources to VX format has already been done for you by Craze, and converting other 2K3 resources to VX format is not too hard and can be easily done even in MS Paint.
On the other hand, converting VX resources to 2K3 format is effectively impossible due to differences in resolution, color depth, and transparency support. (If you are a horrible human being with way too much free time you could try, but you would ruin them in the rather extensive process.)
Things RM2K3 can do that VX Ace cannot do:
- use 2K3-formatted resources without having to convert them
- have an ATB battle system by default without having to customize anything
- make you look smug and hipsterish for intentionally using an objectively inferior program
Things VX Ace can do that RM2K3 cannot do:
- use the 2K3 resources in ways that 2K3 could not, such as using multiple tilesets in one map
- potentially have a much better ATB battle system with thousands of customizable options, if you use the Tankentai scripts or any of the other freely available ATB scripts
- too many thousands of other new features and available scripts to possibly list
- if you are willing to learn Ruby programming, then literally anything you can imagine
On the other hand, converting VX resources to 2K3 format is effectively impossible due to differences in resolution, color depth, and transparency support. (If you are a horrible human being with way too much free time you could try, but you would ruin them in the rather extensive process.)
Things RM2K3 can do that VX Ace cannot do:
- use 2K3-formatted resources without having to convert them
- have an ATB battle system by default without having to customize anything
- make you look smug and hipsterish for intentionally using an objectively inferior program
Things VX Ace can do that RM2K3 cannot do:
- use the 2K3 resources in ways that 2K3 could not, such as using multiple tilesets in one map
- potentially have a much better ATB battle system with thousands of customizable options, if you use the Tankentai scripts or any of the other freely available ATB scripts
- too many thousands of other new features and available scripts to possibly list
- if you are willing to learn Ruby programming, then literally anything you can imagine
I've heard about Ruby, but I'm honestly not sure how hard that would be to learn at all. The most I've learned is Javascript and HTML coding (did do a bit in Microsoft Visual Basics years ago, but I don't remember anything about that...), so yeah...
I may look into that though then...though I'll have to get that from Craze in other than Firefox because my Firefox is being really weird (never did resolve the issue with that thing...). Hopefully that converts them nice and cleanly, given the type of sprites I'm using and whatnot, IF I stick to VX Ace after all...
I may look into that though then...though I'll have to get that from Craze in other than Firefox because my Firefox is being really weird (never did resolve the issue with that thing...). Hopefully that converts them nice and cleanly, given the type of sprites I'm using and whatnot, IF I stick to VX Ace after all...
Some things that I recognized about the differences between VX ace and rm2k3
-You can't change the boat or skiff sounds via the Event menu editor, I looked everywhere for it!
(You'd probably have to script those things, and I'm no good at scripting.)
- They removed the return pan to original state... (hate that!)
- Scripting makes your Battle System and Other ideas more possible!( *Cough* Tactical battle systems)
-You don't have to worry about color loss when loading an enemy or any resource.
(Heck I had imported some 3D model from some Wii game with a transparent background as an enemy and it worked ahaha!)
-You can force battle actions, like say you're just showing a mini scene to add to your story scene, you can add a battle scene showing some "powerful move" then just cut it off and continue the scene.
-Speech balloons and Party system already implemented.
- Ooh! Ooh! one more thing to add! I actually love the VX ace music...yeah they made some really sweet battle themes this time, although RmXP had some good Themes too.
There's too much to add that describes the two, oh and yeah none of them are free.
-You can't change the boat or skiff sounds via the Event menu editor, I looked everywhere for it!
(You'd probably have to script those things, and I'm no good at scripting.)
- They removed the return pan to original state... (hate that!)
- Scripting makes your Battle System and Other ideas more possible!( *Cough* Tactical battle systems)
-You don't have to worry about color loss when loading an enemy or any resource.
(Heck I had imported some 3D model from some Wii game with a transparent background as an enemy and it worked ahaha!)
-You can force battle actions, like say you're just showing a mini scene to add to your story scene, you can add a battle scene showing some "powerful move" then just cut it off and continue the scene.
-Speech balloons and Party system already implemented.
- Ooh! Ooh! one more thing to add! I actually love the VX ace music...yeah they made some really sweet battle themes this time, although RmXP had some good Themes too.
There's too much to add that describes the two, oh and yeah none of them are free.
My experience with 2K3 is rather limited, so I can't really say anything about it. I can say that I like Ace, though. The ability to customize damage formulas for each individual skill is an interesting addition, though I bet it would be hell to balance if one goes crazy with it.
Let's not promote the use of illegal software, shall we?
author=pyrodoom
Here, I'lll make you're decision for you.
2K3 is free.
VX Ace isn't.
There, use 2k3.
Let's not promote the use of illegal software, shall we?
I'd be terrified to try and balance the damage for every single skill in my game lol. Especially since it somewhat follows FFII (in a way it does. Characters learn skills by leveling them up via skill books, but same idea I was trying to go for). And that's 10 levels almost for every skill, and with roughly 26 characters, that's roughly 260 skills right there to balance (not to mention all of the other enemy abilities and whatnot). Scary! Is the damage in VX Ace better than 2k3? I know you said you didn't know much about 2K3, but as long as they didn't just combine stats like they did...
...Not to say there isn't workarounds with that in 2k3 though that I'll be using to make the stupid Attack command actually usable...>_>
And what of random encounters? Can you actually do custom scripts with them (like say, make them do counters to moves, or be able to change elemental resistances at random/will?)? Can you actually force the game to do stuff when either the party is defeated or all enemies are defeated (which is something I wish 2k3 would let you do)? There's just a lot that I couldn't do in 2k3 that I'm wondering if it can do, even if I don't use it for this game due to mass transferring and relearning and whatnot.
Though how is the default party system (I'm assuming this is the party switch system) that you speak of?
...Not to say there isn't workarounds with that in 2k3 though that I'll be using to make the stupid Attack command actually usable...>_>
And what of random encounters? Can you actually do custom scripts with them (like say, make them do counters to moves, or be able to change elemental resistances at random/will?)? Can you actually force the game to do stuff when either the party is defeated or all enemies are defeated (which is something I wish 2k3 would let you do)? There's just a lot that I couldn't do in 2k3 that I'm wondering if it can do, even if I don't use it for this game due to mass transferring and relearning and whatnot.
Though how is the default party system (I'm assuming this is the party switch system) that you speak of?
Is the damage better?...heh Rm2k3 is horrible with formulas, You actually can create your own formulas for VX Ace, it's right there in the skill tab for you to fill out.
Yes you can do custom scripts, if you know ruby scripting, (Well you can learn it of course. I have no clue how.)
As for the party system, I mean't caterpillar system, my bad. You can switch to single file walking, or have one representing the whole party. But I'm not too knowledgeable on the "party switch" if you have more than 5 or 4. I know they allow us to rearrange the party.
Only reason i use rm2k3 is because i want to accomplish something on that old program before upgrading.
Yes you can do custom scripts, if you know ruby scripting, (Well you can learn it of course. I have no clue how.)
As for the party system, I mean't caterpillar system, my bad. You can switch to single file walking, or have one representing the whole party. But I'm not too knowledgeable on the "party switch" if you have more than 5 or 4. I know they allow us to rearrange the party.
Only reason i use rm2k3 is because i want to accomplish something on that old program before upgrading.
And what of random encounters? Can you actually do custom scripts with them (like say, make them do counters to moves, or be able to change elemental resistances at random/will?)?
There is "CNT", which sets how often a creature/character/whatever can counter-attack a physical attack, and there is "MRF", which is the rate at which a creature/character/whatever causes magic to be reflected back at the user. That should cover most things that can be countered. Altering resistances at will could be something akin to a status that sets the Element Rate, or something. There is no need to script anything I just suggested.
Can you actually force the game to do stuff when either the party is defeated or all enemies are defeated (which is something I wish 2k3 would let you do)? There's just a lot that I couldn't do in 2k3 that I'm wondering if it can do, even if I don't use it for this game due to mass transferring and relearning and whatnot.
The best way to do makes events happen on victory, or on a loss, is to use "Battle Processing", and check the "Continue when Loser" flag. At least, that's how it would work as far as I know. If you want something special to happen with random monsters that are not event-based, that sounds like it could require some Ruby.
Ooooooh....I like the sounds of that. Can it set a specific attack to be a counterattack at all?
Ruby...the one thing I didn't want to try and learn lol...I had enough of a pickle learning 2k3's simpleness, I'd hate to see how Ruby is going to be at all.
Ruby...the one thing I didn't want to try and learn lol...I had enough of a pickle learning 2k3's simpleness, I'd hate to see how Ruby is going to be at all.
Ruby and "eventing" are both logic. If you understand logic and arithmetic, you can learn to edit code well enough.
Changing the counterattack skill is easily done. Find this piece of the code in Scene_Battle:
and change target.attack_skill_id to whatever you want. You could also change the battler's attack_skill_id elsewhere (protip: search the entire game code with ctrl-shift-f) if you wanted each character/enemy to have a unique counter attack.
Changing the counterattack skill is easily done. Find this piece of the code in Scene_Battle:
def invoke_counter_attack(target, item) @log_window.display_counter(target, item) attack_skill = $data_skills[target.attack_skill_id] @subject.item_apply(target, attack_skill) refresh_status @log_window.display_action_results(@subject, attack_skill) end
and change target.attack_skill_id to whatever you want. You could also change the battler's attack_skill_id elsewhere (protip: search the entire game code with ctrl-shift-f) if you wanted each character/enemy to have a unique counter attack.
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