RPGMAKER XP TILE SETS

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Rpg maker xp needs more love. as in a tile set pack. they have packs for all the other rpg maker programs. but not for xp if anybody out there cares for this program please make a resource pack. Thanks
SunflowerGames
The most beautiful user on RMN!
13323

The DLC packs weren't really popular until the end of VX and the start of the VX Ace life cycle. That's where you started seeing the Samurai Resource Pack*, etc.. Ace has access to more DLC than any other engine, MV isn't even turning them out that quickly.

Look at it this way. If you make a resource pack and want to make money then your best option is to make it for the most popular engine. Ace is currently the best.

*On an interesting note the Samurai Resource pack could be purchased for use in non RPG Maker engines for an extra fee at the time of its release. I think the developer wasn't sure how successful selling resources would be at the time.
To my knowledge it's the only Enterbrain produced tileset that can be used outside RPG Maker. (This licence for non RPG Maker is no longer sold to my knowledge though.)

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
You can use the VX Ace tilesets in RMXP. There's even a program to convert them if you're too lazy to open them in MS Paint and do it yourself.
Craze
why would i heal when i could equip a morningstar
15170
well the other problem is that xp isn't deserving of love

edit: except the mapping, why they dumped the map editor i'll never understand
author=Craze
well the other problem is that xp isn't deserving of love

edit: except the mapping, why they dumped the map editor i'll never understand

Dumped? How does it even work? See, I knew there was a reason I was still using XP (other than being too cheap to upgrade my tools for the sake of a hobby...).
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
In VX Ace and MV? They got rid of square passability, and severely limited the number of tiles per tileset. They increased the number of autotiles from 7 to 64, but they got rid of upper-layer autotiles. Got rid of the third layer, but added some kind of workaround to let you put objects on tables. A few other changes. It's not all worse, but it's mostly worse.

In VX, though - the version that was released right after XP - the mapping is AWFUL. They reverted back to the way RM95 mapping worked. Two layers, and just one tileset for the entire game. You basically just can't make a game with it.
I would have loved an RPG maker with XP's mapping and VX Ace's everything else.

Anyway, what I have found useful with XP is to add things from one tileset to another. For example, I've merged the Woods and the Mountain tilesets into one single tileset. Indoor tilesets can often be greatly improved by taking stuff from other indoor tilesets and add them in. Ditto for town tilesets.
Craze
why would i heal when i could equip a morningstar
15170
Crystalgate
I would have loved an RPG maker with XP's mapping and VX Ace's everything else.


This some real tea. MV mapping could have been this but instead it's just a janky and slow rehash of Ace's...
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Losing XP mapping is like the greatest shame of rpg maker programs.
Since people are talking about it: How does VX Ace's mapping compare to RM2k3's? Like, obviously XP had the most flexibility, but if we ignore it and assume people were jumping from 2k3 to Ace: is it worse?
InfectionFiles
the world ends in whatever my makerscore currently is
4622
^I feel Ace has it on rm2k3. The million autotiles and the three tileset options is better than rm2k3 ultimately.

It's hard now to go back to 2k3 from Ace.
SunflowerGames
The most beautiful user on RMN!
13323

MV should have had the third layer.

As it is you can event a third layer or use parallax mapping to make as many layers as you want. Actually scrap that. Using Gimp you can place tiles however you want then use the tile mapping to map.
author=InfectionFiles
^I feel Ace has it on rm2k3. The million autotiles and the three tileset options is better than rm2k3 ultimately.

It's hard now to go back to 2k3 from Ace.
Interesting. That hasn't been the general consensus I've heard, but I know opinion can vary on this topic.

I tried to pick up MV for about 5 days, but I found the mapping interface extremely cumbersome and clunky. I stopped using it almost entirely because of that reason. I didn't understand the need for that many auto tiles, the blocky/square RTP (although I know this is an easy fix), the small size of the tile-sets, and so on.

As others have said, XP had the best balance between 2k3's mapping engine and the newer iterations. More tile layers, unlimited color fidelity, etc. It feels like they've taken steps backward with VX and beyond.
If XP's mapping is so good why do people dump on it so much? Haven't a couple notable games been made using it?
Hexatona
JESEUS MIMLLION SPOLERS
3702
author=Kaempfer
If XP's mapping is so good why do people dump on it so much? Haven't a couple notable games been made using it?


I think it has more to do with all the other features being inferior.
The autotiles in VX Ace were overly complex. it is really difficult to make them.
RMXP's mapping is a direct upgrade of 2k(3)'s: There's three mapping layers instead of two (or 4vs3 if you want to count events), tileset restraints were basically thrown out allowing for stupidly big tilesets, iirc no tile is locked to a certain layer, and it supported alpha channels over a marked palette index as transparent. It was one of the big points of frustration with VX that they threw it out for VX's horrible shoehorned in mapping style (along with a lack of multiple tilesets, VX's mapping features are fucking dire).

Like Hex said XP has it's own host of problems. The big and immediate one was the engine was software rendered and optimized like shit compared to 2k(3). Vanilla you needed a beefier machine to play games at "full speed" and XP's "full speed" was fucking 40 FPS which is easily noticeable and screen teared to shit. You could tell the engine to render at 60 FPS which because of how the backend was done basically increased the workload by 50%. iirc it was possible to use VX's RGSS.dll over XP's and improve performance but my memory is really hazy of that time period. Somebody who's more involved with XP can give better details and corrections of when I used XP back when it came out and never again.

edit: fwiw (nothing) one of my disappointments on MV was that it continued the VX/Ace mapping approach instead of XP's. There's a way to import maps made in Tiled though but iirc the process is... cumbersome.
Hexatona
JESEUS MIMLLION SPOLERS
3702
Map in XP - make it a parallax background in Ace! problem solved!

author=Hexatona
Map in XP - make it a parallax background in Ace! problem solved!

that image
@GRS:
Now that both (Ace/XP) have had their teething periods end, is XP still trash? I ask because I'm going to move away from 2k3 for whatever comes next and flexible mapping is very important to me (as it to everyone else probably).

author=Hexatona
Map in XP - make it a parallax background in Ace! problem solved!

yeh have fun remapping all the overhead tiles and passability ya goof
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