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SWITCHING FROM XP TO VX ACE

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Hello,

I've been using XP for some time due to its lack of graphic resource limitations.

I enjoyed such features:
- Making charaset of any size actors as long as the graphic's pixel width and height is divisible by 4 (e.g. 400x100, 120x320)
- Using a long, long tileset of 32x32 tiles.

I did not upgrade to VX because of limitations.

I am thinking about switching to VX Ace, and am wondering am I limited to square locations and small people only? Or can I use XP resources as well? I have a trial of Lite and saw Charasets were 384x256 and 384x512 with 4x2 rows of objects each and was wondering could it be modified..

Thank you.
You can pretty much make characters as big as you want in VX Ace if I recall correctly.

The square tiling is an RTP problem. It can be worked around fairly easily.
Craze
why would i heal when i could equip a morningstar
15170
Yeah, the "OH NOES SQUARES" is the DQ-style of the RTP tiles. It has absolutely nothing whatsoever to do with the maker. Anybody who says that is an idiot.

The charaset parameters are the same; it's just divisible by 3 and 4 instead of 4 and 4.

Basically: Ace has the same lack of graphical limitations as XP. The tileset setup is different but allows for far more autotiles per tileset, so that's a plus if you love autotiles as much as I do.
Okay, thanks for the replies. I really wanted to know about the Charaset parameters.

I've never used VX prior so I did not know about Parallax mapping to get around.

I started with VX before I knew about parallax mapping so..square rtp madness. Anyway, Vx Ace is superior to it in pretty much any way, and allows for lots more stuff you can do. XP charsets can be used with either if they're converted properly.
I really need to practice with parallax mapping. The one time I tried to do it I ended up getting confused and not understanding why my panorama wasn't working properly.
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
VX Ace still only has two layers, which alone is enough to make me stick with XP. More autotiles is nice, though, and when combined with the improved handling of tilesets, almost makes up for the lack of a third layer.

Since those factors basically cancel each-other out (though maybe not, depending on your mapping style?), the biggest differences by far between the two makers are the scripts people have already made for each one. If you need a certain combination of features in your game, it's very possible that scripts for those features all exist in one engine, but only some of them exist in the other engine. That can massively affect the amount of work you have to do.

(This is a benefit of planning your game out ahead of time. If you make a game in Ace, and then 400 hours into development you decide you want to add an equipment gem system, you might find that someone already created a script very close to what you want, but it's an RMXP script. Or vice-versa.)
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