THE SCREENSHOT TOPIC RETURNS
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Sated I think there needs to be a bit more definition between walls and floor tile there. Its making me have to really lean forward in my chair. Even some tufts of grass/things against the wall might help establish the separation if you're changing/modifying what you have.
Almost complete with the battle system. Let me know what you think!
Most of the graphics are placeholders still, and the sprites are just bases atm.
Bust Portrait will be behind the status bar, behind the name/level panels. And the atb order list will use icons of the character, instead of names.
I just noticed "Shape" in skill window isn't working correct. It's treating all skills as a line.
hello guys it's kaizEn. I know this page is for screenshots but I'm posting my video I need views,likes and subs so if it's not hard check my video and leave a like and maybe even a sub. thanks and se ya later.
This is not the place for Let's Plays. Make a topic in the appropriate section and post them there. If the game has a game page, you can also add media content to it (5 or more videos per page).

First attempt at rmvxa mapping with rtp. Just gotta say, wow and I thought Layy Meta mapping was complicated, I miss rmxp mapping already.
Not bad for your first attempt. Not bad at all! Gets a thumbs up from me!
The only thing I think looks off is the rope ladder. Should really be a solid one, IMHO.
Also, gotta say that I REALLY prefer this mapping over XPs.
Yeah, sure XP could turn out PHENOMENAL maps and you could do so much with layers, but I find VX ace's system so much simpler.
At least when you're doing relatively simple maps. If you try to do fancy stuff, you'll need to pull a few tricks.
The only thing I think looks off is the rope ladder. Should really be a solid one, IMHO.
Also, gotta say that I REALLY prefer this mapping over XPs.
Yeah, sure XP could turn out PHENOMENAL maps and you could do so much with layers, but I find VX ace's system so much simpler.
At least when you're doing relatively simple maps. If you try to do fancy stuff, you'll need to pull a few tricks.
VX Ace mapping is a downgrade in every respect and the only thing making it passable compared to XP is the parallax mapping. Why would anyone ever prefer VX Ace over XP when it comes to mapping?
XP can do everything Ace can do and more (when it comes to mapping). Even XPs RTP is better than Aces.
As for the map, it's pretty good for a first try. However, there are things that could be improved (as always).
Why are those weird road blocks around the campfire? Doesn't make much sense. Also why would there be a campfire directly outside a house?
The edges between the grass and the dirt looks really "Paintish". Try looking at how they did edges in the RTP, or in some other RPG, and try to do it like that (takes more time but looks better). You can even copy paste their edges if you want.
What is that weird patch of dirt directly below the house and why is the bottom of it perfectly straight?
Since you're not defined by the grid anymore, try moving around objects to make it less obvious that you are moving on a 32x32 grid, an example would be to move the row of 4 stacks of wood up and down a bit.
If you want to be really hardcore, don't ever put the same sprite more than twice in a row (called the Three-Tile Rule), because repeating patterns are bad and draws attention to the fact that you are moving on a grid.
The map is also kinda empty, put down some plants and stuff that goes outside a house (like outdoors furniture and storage stuff).
XP can do everything Ace can do and more (when it comes to mapping). Even XPs RTP is better than Aces.
As for the map, it's pretty good for a first try. However, there are things that could be improved (as always).
Why are those weird road blocks around the campfire? Doesn't make much sense. Also why would there be a campfire directly outside a house?
The edges between the grass and the dirt looks really "Paintish". Try looking at how they did edges in the RTP, or in some other RPG, and try to do it like that (takes more time but looks better). You can even copy paste their edges if you want.
What is that weird patch of dirt directly below the house and why is the bottom of it perfectly straight?
Since you're not defined by the grid anymore, try moving around objects to make it less obvious that you are moving on a 32x32 grid, an example would be to move the row of 4 stacks of wood up and down a bit.
If you want to be really hardcore, don't ever put the same sprite more than twice in a row (called the Three-Tile Rule), because repeating patterns are bad and draws attention to the fact that you are moving on a grid.
The map is also kinda empty, put down some plants and stuff that goes outside a house (like outdoors furniture and storage stuff).
tbh, only thing I liked from that map, was how the house came out lol
Same map idea, but in iso. It's going to be for a small side project just for practice on actually using the engine and getting away from scripting for awhile. It's gonna be an rtp based project kind of the like the rm venture event's idea. still need to replace my grass/dirt tiles with the rtp ones, and oddly those tree autotiles don't look too bad in this mode lol. My only problem is, if people would be bugged that the charas aren't going to be iso, unless I can find sprites for the rtp in iso or diagonal, because I don't want to go all out for this lol

Same map idea, but in iso. It's going to be for a small side project just for practice on actually using the engine and getting away from scripting for awhile. It's gonna be an rtp based project kind of the like the rm venture event's idea. still need to replace my grass/dirt tiles with the rtp ones, and oddly those tree autotiles don't look too bad in this mode lol. My only problem is, if people would be bugged that the charas aren't going to be iso, unless I can find sprites for the rtp in iso or diagonal, because I don't want to go all out for this lol
Actually, to tell the truth, I prefer Ace to XP. I can see that XP's mapping is very nice and has a lot going for it with tileset limits and extra layers, but I prefer the simplicity that Ace offers. If I had a wish for the next program it would be that there be an amalgamation of bot Ace and XP mapping - unlimited tileset sizes and extra layers from XP and ease of use from Ace.
Here, have a map.

Here, have a map.

I hope nobody relies on that clock to get to work on time, because there is only one place in the room it can be seen from.
I think there's downward stairs right below it too so if you're trying to read the clock you might lose your footing and fall down a flight. That clock's a cleverly disguised death trap!
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
What exactly is "simpler" in VX Ace's mapping except that it limits your number of layers and tiles for no reason? Certainly not the way you create autotiles. I do admit I like Ace's ability to use nine sub-tilesets per tileset, but I wouldn't call that simpler. It's more complex, actually. And also I really really wish that if you used the same sub-tileset in two different tilesets, they would share the same passability.
My ideal mapping engine would be like RMXP, but with unlimited autotiles per tileset, and the ability to use multiple (unlimited) tilesets on a single map, and unlimited layers.
My ideal mapping engine would be like RMXP, but with unlimited autotiles per tileset, and the ability to use multiple (unlimited) tilesets on a single map, and unlimited layers.
By simplistic I mean not having to deal with the 'is this the right tile for this layer' issue that XP has. I did like that you could use the 'auto' tiles on any layer, but I like the separation between lower tiles that Ace has - it's very apparent what can be used as a base tile and what can be used above that, while XP has everything available on every layer so you have to constantly be aware which layer you're on for placing those ground tiles (when you place an upper level tile on the bottom layer there's ye old black box in the transparent areas.
Also, the different styles of tileset in the database - you can set the tilesets to three different types and they'll do different things based on it. One acts like the VX tilesets, one uses the default Ace style and the last which allows for world-maps to function a bit differently with autotiles - and to grab the battle background depending on what tile you stand on instead of what you picked for the map.
Also, dat shadow pen is hella useful for shift mapping or when water edges autotiles. Of course, a script to kill the shadow altogether takes care of it, but sometimes you don't mind a bit of dorky shadows.
Let's not forget dat region tile setup either. Love that to bits. It's super useful when combined with scripts for either allowing/disallowing event passage (block doors without events so NPCs can't get in the way!) and even recreating the roof-tile system of 2k/3 (one tile overlap for roof tiles - such a dearly missed thang ;.; ).
And the settings in the database for tiles - there's one that does the auto ladder state (face up when climbing then unface), the one that alters how tables work for counters (moves them up by some pixels to create a nice looking counter) and Bush, allowing transparency of 12 pixels. Those are all neat, built-in effects. ^.^)
@GRS/Jude - that's since been replaced by a painting. At the time of screenshotting I hadn't moved over one of my inner tilesets, so there's a bit of detail lacking (I was wondering why I was missing tiles :/ ). I moved the clock behind the counter instead. ^.^
Also, the different styles of tileset in the database - you can set the tilesets to three different types and they'll do different things based on it. One acts like the VX tilesets, one uses the default Ace style and the last which allows for world-maps to function a bit differently with autotiles - and to grab the battle background depending on what tile you stand on instead of what you picked for the map.
Also, dat shadow pen is hella useful for shift mapping or when water edges autotiles. Of course, a script to kill the shadow altogether takes care of it, but sometimes you don't mind a bit of dorky shadows.
Let's not forget dat region tile setup either. Love that to bits. It's super useful when combined with scripts for either allowing/disallowing event passage (block doors without events so NPCs can't get in the way!) and even recreating the roof-tile system of 2k/3 (one tile overlap for roof tiles - such a dearly missed thang ;.; ).
And the settings in the database for tiles - there's one that does the auto ladder state (face up when climbing then unface), the one that alters how tables work for counters (moves them up by some pixels to create a nice looking counter) and Bush, allowing transparency of 12 pixels. Those are all neat, built-in effects. ^.^)
@GRS/Jude - that's since been replaced by a painting. At the time of screenshotting I hadn't moved over one of my inner tilesets, so there's a bit of detail lacking (I was wondering why I was missing tiles :/ ). I moved the clock behind the counter instead. ^.^






















