[RMMV] [RMVX ACE] PROS AND CONS: RMMV VS. VX ACE

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KrimsonKatt
Gamedev by sunlight, magical girl by moonlight
3326
MV is practically superior to VXA in almost every way. Here are just a few things that are better in MV:
+Significantly better resolution
+Javascript support instead of Ruby Script. (far easier to learn too)
+Far more plugins than VXA
+The best RTP in the series (god like OST)
+An amazing, professional quality character generator that actually matches the RTP.
+Full compatibility with MZ projects as well as VX Ace projects (with a few small tweaks)
+Better quality animations including the majority of VXA's animations.
+Much higher storage for database items
+No RTP needed to install (everything is in the files)
+Better UI and QoL features
+Built-in sideview battle
+Managing resources is far easier

There are only a few downsides to MV compared to VXA, and most are pretty minor.
-You can only use one specific file type for each type of asset, unlike VXA and earlier engines which had a much larger variety of file types. All music must be OGG, all graphics must be PNGs, and all video files must be webM.
-Game file sizes for MV (and MZ) are significantly larger than the files for VXA games and earlier since there is no RTP and all assets are stored manually in the game's files.
-Both the engine and the actual games perform very poorly on windows operating systems that are earlier than Windows 10, so much so that they're basically unplayable. Most of the time they won't even load on Windows 7, Windows 8, or Windows XP computers. RPG Maker MZ has this same issue to a lesser extent, the games lagging to an extreme degree on anything before Windows 11. (most people still have windows 10 unless they got a new PC in the past year) Meanwhile, VXA software and games works on all modern operating systems, new and old. (starting with Windows Vista)
-Multiple "junk files" are pre-loaded into your game every time you start a new project that you may or may not need. This HEAVILY bloats the file size so you either need to delete the files you don't need every time you make a new game or to alter the NewGame folder in the program itself to change the base files loaded when you load a new project for the first time.
-There is no built-in database, (well, there technically is, but it's kept to the bare minimum) which can be either a boon or a bane. For one, it prevents too many RM games from feeling the same like in VXA since a lot of bad VXA games all use not only the same graphics and music but the same skills, classes, weapons, armor, items, etc as well. MV doesn't have that problem since you start with basically nothing in the database. This comes with the downside of not having any database items to base your own original items on stat-wise, leading to widespread balancing issues across a lot of MV games.

That's basically all the pros and cons of MV. Enjoy!
SunflowerGames
The most beautiful user on RMN!
13323

@KrimsonKatt

Does MV really have more plugins? I don't think VX Ace has plugins at all. What a strange thing to compare. How about comparing scripts? I'm not really sure, but VX Ace has a huge amount of scripts. VX Ace also has a huge amount of DLC and community resources made for it. It's hard to say, but VX Ace might be winning on this one?

Comparing program languages... Not really sure if one is better than the other here.

Is managing resources easier? I thought doing things in Ace was simple. I didn't even bother using the import function. Just put the files in the folders and used them. I edited scripts from within the engine and started the game with no issue. Doesn't MV require to close the engine and edit everything in its folder? I can't remember.

VX Ace can gain a higher resolution and side view battles through scripts.

MV is poorly optimized, especially when adding plugins. Some games have huge performance dips because of it.

VX Ace has terrible RTP. No one should use it.

Edit: I just realized that I responded to a post originally made 4 years ago.

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