LOOKING INTO RPGMAKER XP OR VX...
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My spouse is actually interested in making an rpg with me. However, I'm knee deep in rm2k3 goodness with my own rpg. Sure rm2k3 has its slew of flaws, but I'm so far into my game that I won't give it up now. But for the sake of our game we'll be creating together, I'm looking into a more suitable maker to do it in. Which is better, XP or VX? Which has more options, robust scripts, etc? Furthermore, which one has more online resources to pull from for chipsets, charasets, battle animations, facesets, monsters, and more? Thanks for any who reply.
I'm not 100% sure, but I think VX has waaay more free resources than XP.
Including everything you mentioned as well as scripts, not sure about options though.
Although in my personal opinion, I think XP is nicer to look at than VX, especially if you are going to use RTP(which you probably would with XP)
But yeah, probably VX man.
Including everything you mentioned as well as scripts, not sure about options though.
Although in my personal opinion, I think XP is nicer to look at than VX, especially if you are going to use RTP(which you probably would with XP)
But yeah, probably VX man.
In terms of features and what I'm looking for, XP seems to be the way to go. But in terms of overall resources online, VX seems to fare better. Is that an accurate representation?
There is an article on the site about "XP or VX?" that really outlines the drawbacks et al. As a note, there are some drawbacks listed there/cited by other users that really don't apply or can be mitigated by your knowledge of resources. (For example, VX's engine gives you a very limited tileset, but there is an EXTREMELY powerful tool called SwapXT that completely circumvents this drawback and then some. There's also complaints that the RTP is too boxy as it lacks diagonal tiles, but I guess we're pretending that graphical editing is impossible/everybody is restricted to RTP-only. I guess in essence, VX's major flaws are often attributed to its tiles.)
XP probably has more resources simply by virtue of having existed longer, but it's also relatively easy to convert XP resources to VX ones (hey there's a tutorial about the charsets up right now!). If you feel like doing a minimum of graphical work, go with XP.
edit: whyyyyy can't I find the XP vs. VX article
edit edit: looks like I am retarded about available resources oops go with VX.
XP probably has more resources simply by virtue of having existed longer, but it's also relatively easy to convert XP resources to VX ones (hey there's a tutorial about the charsets up right now!). If you feel like doing a minimum of graphical work, go with XP.
edit: whyyyyy can't I find the XP vs. VX article
edit edit: looks like I am retarded about available resources oops go with VX.
Well, if XP has more resources to pull from, then I'd definitely go with XP.
It is easy to use/learn/looks nice without having to change the entire program(which seems a common thing with VX)
It is easy to use/learn/looks nice without having to change the entire program(which seems a common thing with VX)
author=InfectionFiles
It is easy to use/learn/looks nice without having to change the entire program(which seems a common thing with VX)
You haven't ... used VX, have you?
The issues you're referring to are likely the well-known engine issues that were caused by translating it to english, such as PEMDAS not being properly followed when doing math. Those are solved by the horrific ordeal of 'changing the entire program' by... copying and pasting something into the script editor. There's a huge amount of WARGARBL over 'HOW DARE I HAVE TO FIX AN ENGINE THAT SHOULD WORK FOR ME!' ... but the fixes are a two-second copy/pasta that are already aggregated for you (YEM, for example, includes a single Core Fixes script that you can use with almost anything else). The tileset fix can be considered annoying as it involves downloading a very small (6mb?) separate app ... that then makes the engine incredibly powerful for tile-swapping, passability-swapping, and event-tile-swapping; moreso than what is available in 2k3 at the very least. Can't speak to XP as I don't know about their tiles, but I am pretty sure that some of the SwapXT functionalities aren't included in XP by default.
Hey, I have nothing against using VX, more power to you if you want to go with it. I just personally never liked having to change/add things to it to make simple functions work. (no matter how easy it is to do)
It always seems like it's something with that program that needs fixing/changing/scripting.
But you have to admit, you don't have do any of that with any of the other RPG makers. I mean there are patches and whatnot, but it is usually for extra features, not fixing the engine itself.
It always seems like it's something with that program that needs fixing/changing/scripting.
But you have to admit, you don't have do any of that with any of the other RPG makers. I mean there are patches and whatnot, but it is usually for extra features, not fixing the engine itself.
author=InfectionFiles
But you have to admit, you don't have do any of that with any of the other RPG makers. I mean there are patches and whatnot, but it is usually for extra features, not fixing the engine itself.
I do totally admit that! And I'm sorry if that seemed a harsh reply. I'm aware you aren't experienced with the engine, so you wouldn't be taking any stand against it. It wasn't directed at you so much as memories of people who have made these complaints while simultaneously refusing to bother with the fixes, or not really knowing about the problem. Why would you throw a piece of ripped paper away instead of just picking up the tape? XD It makes no sense to me!
And you have to admit... the core script fix is easy, and the extra app for swapping tiles doesn't just make up for what the engine lacks; it gives it even more than the other engines have. Turning a ripped piece of paper into a piece of gift-wrapping paper is probably worth a little extra effort. ;)
EDIT: Rather than double posting:
Back on topic, there are definitely some Resource threads around. You should browse those and see what you can find, and if you like the look of the resources you find, you should use the engine that they're fit for. That is, if graphics is your concern!
I agree with you! If you can fix the engine and it is better for your(anyone) needs, then by all means, fix the script and fix the tile swapping!
My experience with VX is when it first came out and I was so excited, but then opening up the program and just finding all these weird, confusing things was depressing. (luckily I didn't pay for it! kekeke)
But I guess that's why I have bad memories of it, especially since it was a new engine, everything wasn't readily available to fix, or I just didn't care enough to figure it out myself, or implement the fixes.
But no apologies needed, I know you are defending a program you are now learning and enjoying, and maybe someday I'll do the same! :D
@Darkflamewolf: I'd try out both engines, and see how you like them. But please if you are going to use VX, fix the problems, don't get frustrated and give up like me. :P
Best of wishes!
My experience with VX is when it first came out and I was so excited, but then opening up the program and just finding all these weird, confusing things was depressing. (luckily I didn't pay for it! kekeke)
But I guess that's why I have bad memories of it, especially since it was a new engine, everything wasn't readily available to fix, or I just didn't care enough to figure it out myself, or implement the fixes.
But no apologies needed, I know you are defending a program you are now learning and enjoying, and maybe someday I'll do the same! :D
@Darkflamewolf: I'd try out both engines, and see how you like them. But please if you are going to use VX, fix the problems, don't get frustrated and give up like me. :P
Best of wishes!
author=Versalia
edit: whyyyyy can't I find the XP vs. VX article
This one? Click
VX (...) weird, confusing things
lol
DFW, that's way cool that you & your "old man" are building a game together.
Just about every RM site has a "XP vs VX" topic.
e.g. http://www.hbgames.org/forums/viewtopic.php?f=6&t=50660
I'd suggest checking a few of them out, try to read past the 'opinions' & look more at the facts to decide which suits your needs the best.
Be Well
Just about every RM site has a "XP vs VX" topic.
e.g. http://www.hbgames.org/forums/viewtopic.php?f=6&t=50660
I'd suggest checking a few of them out, try to read past the 'opinions' & look more at the facts to decide which suits your needs the best.
Be Well
After looking at it a bit, I think XP is where I'd rather be taking this. I'm not going to start on it right away, by gosh, I'm not even done with Amulet of Fate. That takes priority, but we'll slowly get into XP in a few months here. Thanks for all the support.
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
Here are the three most important differences as far as I'm concerned:
- XP is infinitely easier to make maps in, because you get three layers and infinite tiles per tileset and infinite tilesets, as opposed to VX's two layers and 256 tiles per tileset and 6 tilesets. (VX has a partial workaround for this, it just makes mapping more time consuming and difficult in VX.)
- VX has a notebox next to every item in the database that makes it much easier for things in the database to interact with your custom scripts. (XP can still do the same things without this, it just makes scripting more time consuming and difficult in XP.)
- VX has a few extra event commands. (You'll probably never use any of these obscure commands, but it's nice to know you don't have to script them if you ever do.)
So you have to weigh these three differences. But aside from these, another important difference is if you want to use any custom scripts created by other people. For example, in my game I wanted to use Atoa's Custom Battle System, which can create Chrono Trigger like battles, with animated enemies and allies directly on the field map, and easy methods of making all the kinds of skills and animations you would expect to see in such a battle system. This script was only available in XP, and saved me hundreds, perhaps of thousands of hours of work that would be needed to create it myself. So that took the decision out of my hands, though I probably would have picked XP anyway because making good looking maps is important to me, and I don't mind scripting without the script noteboxes.
- XP is infinitely easier to make maps in, because you get three layers and infinite tiles per tileset and infinite tilesets, as opposed to VX's two layers and 256 tiles per tileset and 6 tilesets. (VX has a partial workaround for this, it just makes mapping more time consuming and difficult in VX.)
- VX has a notebox next to every item in the database that makes it much easier for things in the database to interact with your custom scripts. (XP can still do the same things without this, it just makes scripting more time consuming and difficult in XP.)
- VX has a few extra event commands. (You'll probably never use any of these obscure commands, but it's nice to know you don't have to script them if you ever do.)
So you have to weigh these three differences. But aside from these, another important difference is if you want to use any custom scripts created by other people. For example, in my game I wanted to use Atoa's Custom Battle System, which can create Chrono Trigger like battles, with animated enemies and allies directly on the field map, and easy methods of making all the kinds of skills and animations you would expect to see in such a battle system. This script was only available in XP, and saved me hundreds, perhaps of thousands of hours of work that would be needed to create it myself. So that took the decision out of my hands, though I probably would have picked XP anyway because making good looking maps is important to me, and I don't mind scripting without the script noteboxes.
Not sure if a script for XP was made for this, but a Fire Emblem type of battle system is more what I'm gunning for with this new game. If not, I have a workaround system to make it seem like such a system, it'll just take longer to code and be a bit more clumsy.
Search for GuBiD's Tactical Battle system. That thing can be set up to work at least similar to Fire Emblem's battle system. Won't be identical but may be workable to your tastes.
author=Darkflamewolf
guess there hasn't been a Fire Emblem battle system scripted anywhere.
If I remember right, there is/was a Fire Emblem fangame being made in RMXP that replicated the gameplay of the GBA Fire Emblems (FE6~8) almost to the letter.
Found it over on HBGames.
I doubt they'd let others use their code, but maybe you can use that fangame as a source of inspiration?
I doubt they'd let others use their code, but maybe you can use that fangame as a source of inspiration?
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