RMVX AND YOU

Posts

RPGM 2K3 is:
- older
- has a side view battle system
- has double height sprites

Meaning that people think it rawks like Final Fantasy III US

RPGM VX is:
- younger
- has a front view battle system
- has single height sprites (but can have double, but people are lazy)

Meaning that people think its Final Fantasy Legend
uh... sprites can be any size you wish for in VX and XP. Plus, getting a sideview battlesystem that doesn't SUCK is very easy with VX, whilst in 2k3, you'll have to deal with, amongst other things, a slow ATB bar.
post=107126
@Darken, there's a script that allows you to change tilesets depending on what map # you are in @_@

Yes but I just wanted to point out that people seem to be bitching about a limitation they have not experienced.

edit: Also sellout that is a terrible comparison.
The map editor gimping in RMVX is pretty shocking. RMXP had a great tileset system and it's too bad that they stripped it down . . . it's really the reason I stopped using it. Also, publishing opportunities are too limited - there is no support for flash, XNA, etc - and that really hampered my interest too.
post=107129
Considering all the huge and time-consuming inconveniences anyone using rm2k3 has to deal with to do anything remotely creative beyond the engine's intended purpose, I find it hilarious that they would so easily scoff at the idea of a simple tile switch script - effectively allowing for an unlimited number of tiles.

Huge and time consuming... Like what, for example?

@Darken, there's a script that allows you to change tilesets depending on what map # you are in @_@

Why the fuck do you need to use a script to do something so simple?

Plus, getting a sideview battlesystem that doesn't SUCK is very easy with VX, whilst in 2k3, you'll have to deal with, amongst other things, a slow ATB bar.

Every sideview system I've seen for VX is terrible and generic; the only real difference between the 2k3 and VX iteration would be how difficult it is to work with and how buggy it is.


Oh, and the interface tends to be convoluted and ugly on these things, but that's something that could be easily rectified if the people making these games had half a brain.

I'm able to quickly create the kinds of games I want to make in RM2k3. Since I haven't tried RMVX in earnest I can't say the same thing. However, I am willing to give it a shot.
Why the fuck do you need to use a script to do something so simple?

Why do I need to rebuild the entire menu in 2k3 using eventing/pictures to get some custom options or rearrange the layout. Why do I have to live with unbalanced stats such as AGI and limited skills? Why do I have to make an entire CBS to change things I don't like about the DBS? Why do I have to live with having the same fucking title screen layout as any other 2k3 game unless I install some forsaken german patch and have to event the title screen. Why do I have to install all these german/font patches to make 2k3 not look ass sometimes? Why do I have to deal with the lack of transparency support and rigid indexing? Why as a custom artist do I have to cram all these graphics on to one chipset to get all the graphics on a single map? Why does 2k3 force me to use such a limited system message template?

Huge and time consuming... Like what, for example?

Well you see- oh wait.

2k3 is best because you can make random dungeons
Why do I need to rebuild the entire menu in 2k3 using eventing/pictures to get some custom options or rearrange the layout.


Because that's essential and meaningful. Ok.

Why do I have to live with unbalanced stats such as AGI and limited skills?


AGI is overpowered, however I don't remember claiming Rm2k3 is anything close to perfect. I don't exactly what you mean by "limited skills" however.

Why do I have to make an entire CBS to change things I don't like about the DBS?


You'd have to build an entire CBS to change certain things, not all. Also; how is this different than scripting a battle system in VX? Because you can insert a poorly made on into your project that someone else made?

Why do I have to live with having the same fucking title screen layout as any other 2k3 game unless I
install some forsaken german patch and have to event the title screen.


Essential, really.

Why do I have to install all these german/font patches to make 2k3 not look ass sometimes?


"all these", this can be rectified by taking one of two steps; both take about 12 seconds. Hyperbole doesn't help your point.


Why do I have to deal with the lack of transparency support and rigid indexing? Why as a custom artist do I have to cram all these graphics on to one chipset to get all the graphics on a single map?


It's an old engine using low resolution; never said it was perfect.

Why does 2k3 force me to use such a limited system message template?


So the words can actually fit on the screen? What the fuck kind of question is that?

All of the things you noted does not align with the ass-spear's claim that you need to re-arrange the entire engine to do anything "creative" or "meaningful". Plenty of great things have been done with the engine despite it's horrible flaws and limitations; and not all of them took 50+ pages of coding to do. All it took was some ingenuity.
post=107161
Why do I need to rebuild the entire menu in 2k3 using eventing/pictures to get some custom options or rearrange the layout.
Because that's essential and meaningful. Ok.

Why do I have to live with having the same fucking title screen layout as any other 2k3 game unless I
install some forsaken german patch and have to event the title screen.


Essential, really.


They are if you want your game to be at least a little more original. IE make it more of your idea, not having your ideas limited by a program that has obvious limitations.

Also kentona please make these articles so I can learn with you :)
haha, I will in 2010. I have to finish off a couple of quick games.
NB you are losing if you are approaching the debate as a "What program can make games better?" There is no denying that 2k3/VX/XP (even 2k and 95) are perfectly capable of making good games. The problem is that most of the good RM designers are stuck in their 2k3 shell and refuse to try something new.

The question is, "What can I do and what I can't do?" or "What can I change?" I am making my first and last 2k3 game as my main project. Why is it my first and last? Because if I were to make another 2k3 game as a sequel or something, it will play exactly the same as mine. In other words, I'd run out of ideas on how to break through 2k3's limitations.

Because that's essential and meaningful. Ok.


more sideproject plugs:

Flipped the menu layout. Max 3 party members without having to pretend a blank party space is there. Oh hey, there is a nice dark cloud background to fit the mood as well! Time it took me to do? The same amount of time to type this sentence. These are small things, but give the game a much more original flair.


Gee I wonder how I was able to make 3 equip types with a simple plug in script! I was able to make a Main Hand and Offhand, and 3 accessory slots! Wow!!

Hell I could easily put in a sidequest checklist in the menu and you don't have to do silly workarounds like having a pre-menu like in sore losers or an item that says "sidequest book"

AGI is overpowered, however I don't remember claiming Rm2k3 is anything close to perfect. I don't exactly what you mean by "limited skills" however.


I mean stupid shit like buffs that only go by a 125/150/175% stat increase rather than a fix number, unless you like battle eventing. I know I loved to battle event to make skills that could be made with a string of code!

You'd have to build an entire CBS to change certain things, not all. Also; how is this different than scripting a battle system in VX? Because you can insert a poorly made on into your project that someone else made?


I'm pretty sure making a stat not suck does not require a complete overhaul battle script in VX! But thanks for making a mismatched comparison!

Essential, really.


Because you never gave a rat's ass about the title screen of PL right?

"all these", this can be rectified by taking one of two steps; both take about 12 seconds. Hyperbole doesn't help your point.


Theres actually trouble with font shit that gets more confusing than it should, VX you just drag custom the font file in your game's folder. Also I touched the base of GERMAN PATCHES those are load of cross errors!

So the words can actually fit on the screen? What the fuck kind of question is that?


You misunderstand, I am talking about how the system graphic doesn't offer much graphic modification other than making the borders slightly different and a boring pattern. Unless you like show picture/erase picture every message.

and not all of them took 50+ pages of coding to do


And clearly you've done coding for VX. I know I suffered through the horrors of eventing, I can tell you that is worse than scripting. I am a huge ruby noob, but I get by from looking at what other people do and going through RGSS2 and changing small things.
This is like discussing if Game Maker 8 is better than Game Maker 7. It would be much better if you looked at it's capabilities rather than the games getting pushed out by 15 year olds. In other words, don't generalize things so much.

I like them all. ^_^
post=107170
I like them all. ^_^

Me too.

Edit: I hope NB's next post doesn't continue the chain of quoting sentences and proving them wrong ON THE INTERNET.
post=107170
I like them all. ^_^


Agreed. I use 2k3 right now, but that doesn't mean I'm never going to use VX. I actually think VX is much better, just not for what I'm doing at the moment.
post=107171
post=107170
I like them all. ^_^
Edit: I hope NB's next post doesn't continue the chain of quoting sentences and proving them wrong ON THE INTERNET.


I'm sure doing that would be completely different from what you did. No; what you did was patently different... ON THE INTERNET.

Accessory slots, menu shots, all neat little things but not essential. You're doing a poor job of proving that you need to alter and jump through hoops to do anything well in 2k3. Incidentally; do you have any actual in game shots?

Because you never gave a rat's ass about the title screen of PL right?



Hahaha yeah, because that's the same thing. No, it really is the same thing; asking for a critique on a title screen vs. complaining about not being able to have a scrolling background on your title screen. Completely the same. Yes. No, I'm not being sarcastic.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
Yes, the ability to change game mechanics is not essential to making games.
not if the engine already can make the games you want to make!

However, I'd use the appropriate engine/interface for whatever I am trying to create rather than trying to shoehorn it into my fave maker.
post=107187
Yes, the ability to change game mechanics is not essential to making games.


The things he listed weren't essential.
Is there really still debate going on about this?

Ika is more powerful than RmVX. RmVX is more powerful than Rm2k3. Rm2k3 is more powerful than Rm2k. This should be obvious. The fact that a Rm2k game like ABL might be better than SEPHIROTH'S OMG REVENGE for RmVX doesn't make Rm2k superior to RmVX. A poor laggy script isn't an indictment of RmVX, just of the person who created the script. All of the above engines are capable of making good games, though you're limited in what you can do the further down you go.

I'm still using Rm2k3 but the only reason why is because I'm a lamer who has been working forever on my game, before even XP came out, and should've finished years ago. There's no way I'm using 2k3 for my next game.