STARTING A NEW MINI-PROJECT, VX OR XP?

Posts

Pages: first 12 next last
slash
APATHY IS FOR COWARDS
4158
I'm starting a project that I'd like to have done by the end of December or so. It has to be able to stand up to professional review, so I'm considering trying one of the newer makers instead of my 2k3 standby.

Needs
-Something I can do a side-view battle system in?
-It doesn't have to do anything complicated - scripts are nice, but if it can do what 2k3 does I'll be happy.
-Something I can pick up and reasonably create a short 1-3 hour game in two months >.>
-Availability of custom resources would be nice (but I'll probably use mostly stock anyway)

I forget the differences between XP and VX (I don't even know which is newer) and I wanna know which would be better for what I'm trying to attempt - or should I just stick with 2k3? Thanks a ton, guys.
Neither. None of the above. Go pick up Gamemaker or something and make some tiny game that's more unique, fun, and took a short amount of time.
Gamemaker has a steep learning curve, especially if you've only ever used RPGMaker. You have to code the simplest things, like making your character's graphic change depending on what direction your facing. Having to micro-manage every little detail like that there's very little chance of having something decent completed by the end of the year. If you have to learn what the commands do and how they actually work...snowballs chance in hell.

But, if you do know gamemaker, than I would use that.

I'd say use whatever engine your best with. If you need something to appear as professional as possible, use the engine that you already know how things will work and what doesn't work. If you pick up something new you'll have to go through that tedious process of trial and error to figure out how to make things work.

and whoa...deja vu
slash
APATHY IS FOR COWARDS
4158
Yea, I don't know GameMaker at all and I have messed with it before. I am almost positive that the learning curve would be too hard to be sure I'll have it done.
Game Maker hard? lmao, if anything rpgmaker will help you understand it better.

http://forums.tigsource.com/index.php?topic=3251.0

Go make a shmup in an hour.
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
starting a project that I'd like to have done by the end of December or so. It has to be able to stand up to professional review

VX or XP?

lol. please do not url "tigsource" they cannot handle the power....yet...
Solitayre
Circumstance penalty for being the bard.
18257
This thread is just overflowing with useful information for the OP.

For your purposes, VX is probably the better choice, though I prefer XP personally.
post=Darken
Game Maker hard?

Nobody said it was hard to use, just hard to get proficient with in such a short time. Compared to RPGMaker, the way to create maps and events is totally different.

Learn to speak french in 2 months, its a lot like english so it won't be hard.
slash
APATHY IS FOR COWARDS
4158
post=Link_2112
post=Darken
Game Maker hard?
Nobody said it was hard to use, just hard to get proficient with in such a short time. Compared to RPGMaker, the way to create maps and events is totally different.

Learn to speak french in 2 months, its a lot like english so it won't be hard.

This.

I would love to move to GameMaker soon because I want to try a game that's not an RPG. The only appeal of GameMaker right now is I could make a more professional .EXE instead of the RPG Maker install file fiasco. However, I can tell just by looking at the damn thing that Game Maker would suck a lot of my time into learning the engine, and if I want to make a high-quality game in short order, I can't afford that. I'll stick with a semi-familiar interface - I'm already worried that VX or XP might take too much time learning - hence the topic.

EDIT: To clarify, I'm applying for an internship as a game designer, which means I'm a lot less worried about the graphics or the exquisite programming I need to make the game, and a lot more worried about creating a game with fun and unique gameplay and story.
You narrowed "GM is hard" to a very specific statement. I don't even think this guy should use GM if he wants his sideviewfishingpoopsystem, just saying GM isn't some CODING MOUNTAIN. But hey it's cool if you want to justify your bad LoZ game made in rm2k3.

This thread is just overflowing with useful information for the OP.

For your purposes, VX is probably the better choice, though I prefer XP personally.


I really don't think he is going to obtain much from your last second answer either lol. You have to admit "which rpgmaker should i use???" Is a very common and dumb question to ask and answer because all you need to do is use the one you like to use from an hour of dicking around in each program. Everyone with this problem is eventually going to do this.
slash
APATHY IS FOR COWARDS
4158
What I was asking for was more a quick two-minute list of the pros and cons of both VX and XP, or maybe why one is easier to pick up quickly from RM2k3. If you're going to recommend something different, at least throw out some solid reasoning for it, not just a random link to a tutorial and some strong opinions.

Successful derailment though.

I need to get the thing done in two months and from the looks of that Game Maker link making a fully-fleshed out RPG in that engine is going to be more work than it needs to be.
slash
APATHY IS FOR COWARDS
4158
Thank you, Chaos, that was what I was looking for. I'm gonna check out VX to see how it flows and if I don't like it I'll just go back to 2k3.
I didn't narrow it to one statement, I just gave one example to make the point that even simple things like that need to be coded. I didn't say it would be hard to code, or take a "mountain" of code to do, but that it simply has to be done in the first place. Anyways, slashphoenix already stated he won't use GM so I guess there's no need to discuss this further.

And my bad LoZ game..hahaha How is it bad? It's not even complete so I don't see how you can already foresee what it plays like after all the recent work I put into it. Must you defend your point by "trying" to insult me?


This is for a something like a portfolio right? I wouldn't think the person checking out your work would really want to play something for 3 hours. I really don't know, but it's just a thought. You'll probably want to make sure they won't get stuck on some puzzle too. If you do puzzles or anything really, try and code a way to skip it if they have trouble with it so they will at least make it to the end. Good Luck with whatever you decide to do.
You are making an action game in a program designed for tile based RPGs. I really don't think your judgement on GM is fair.

if you're going to recommend something different


I wasn't recommending anything, just defending a program that is widely regarded as some untouchable program.
u.u but I'm not saying anything bad against GM. Your taking my words out of context..or putting some other meaning into them...I was only talking in regards to the OP's issue with using a vastly different game engine to make a good game by the end of the year. It had no meaning beyond that.

My game is not an action game, its a puzzle game with a little action on the side. The focus was never on the fighting. When you can move while you attack and have an understand of where the hitbox is there is nothing wrong with the way it plays.
For the love of all that is holy, use RPGMaker 2003.
slash
APATHY IS FOR COWARDS
4158
post=Dookie
For the love of all that is holy, use RPGMaker 2003.


reasons or gtfo
Needs(reasons)
-Something I can do a side-view battle system in?
-It doesn't have to do anything complicated - scripts are nice, but if it can do what 2k3 does I'll be happy.
-Something I can pick up and reasonably create a short 1-3 hour game in two months >.>
-Availability of custom resources would be nice (but I'll probably use mostly stock anyway)

If you are honestly trying to make a game by december, I wouldn't recommend learning a new engine. Even if you picked it up really fast, I think two months is just not enough time to experiment and make something you are proud of.

Alas, If its up for professional review, any of the rpg makers might not be the best to display. At least with rm2k3 you can show you are working past limitations, and not just copy and paste scripts that instantly make your game more 'impressive'.

You asked a simple question in your first post
" forget the differences between XP and VX and I wanna know which would be better for what I'm trying to attempt - or should I just stick with 2k3? "
I gave you a simple answer. In my opinion, you should stick with what you know for this deadline anyway.

and don't tell me to get the fuck out ever again, joe.


Pages: first 12 next last