RPG MAKER VX ACE

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author=Despain
author=Archeia_Nessiah
And the layers are still the same :C


Upper = XP
Lower = VXAce screenshot that is so tiny ffff
three layers? YESS!!!! RMVX has no layers at all, but some horrible two-layer system that's based on the tiles themselves. really, VX with XP's mapping system would be more than enough to make me happy.

EDIT:

ahhahhahaha the dub is so bad.


If I'm not mistaken, XP had 4 layers with one of those layers being events. VX always had 3 layers, with the third layer being events. Looking at the image, the Ace seems very similar in layers to VX, so unless I'm mistaken, the 3 layers you are seeing is the same as VX, since the third layer is handled with events.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
The real question is whether this is RM2K(3)'s 3-layer system (which was great) or RMVX's 3-layer system (read: no fragging layers).
I haven't used RM2K/3 a whole lot, so not sure what the difference in layering is compared to VX. Could you fill me in?
That RPG VXAce trailer failed to sell me. They need to show details.
Decky
I'm a dog pirate
19645
I think this topic is worth a sticky!
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
author=amerkevicius
I haven't used RM2K/3 a whole lot, so not sure what the difference in layering is compared to VX. Could you fill me in?
Fallen-Griever
I don't know how VX works, but I do know that RM2K/3 allowed for way more chipsets.

The way RMVX's layer system works is a bit convoluted.

There are three layers in VX just like in RM2K(3): Bottom, Upper, and Event layers. The difference between VX and RM2K(3) is in the way the layers are handled, specifically the way Bottom and Upper layers are treated.

In RM2K(3), the Bottom and Upper layers were always separated and independent from each other. This meant, for example, that you could select a bunch of tiles on the Upper layer that you already placed and move them around without disturbing what was below in the Bottom layer. You could also erase and/or redraw an Upper tile without disturbing the Bottom layer tile.

In RMVX on the other hand, the Bottom and Upper layers are treated as one single layer once you place the tiles. This means that if you wanted to change a tile in the Upper layer, you also disturbed the tile on the Bottom layer. If you wanted to move an Upper layer tile, you also have to move the tile below it on the Bottom layer. This obviously leads to unneccesary headaches as it entails much more work even for just a very minor edit to a map.

For an easy-to-relate example, pretend you're working in Photoshop and after every single action you always flatten the image (combine all layers). That is what RMVX is effectively doing and it's immediately obvious how stupid that is.

Thankfully, the Event layer in RMVX is at least separate like it was in RM2K(3), but it isn't really much of a consolation all things considered.
Then RMXP comes along with a baseball bat and beats the shit out of the other two because somebody applied their brain when creating it. Then the same guy mysteriously disappeared and we got a god damn mess.
Thanks, King, that explains a lot. I guess it hasn't bothered me all that much, but I do see the point of not being able to adjust the upper layers without fudging up the bottom.

Of course, with idiotic borders around the auto-tiles, it gets frustrating having to manipulate the upper pieces just so grass forms correctly behind a building, instead of somehow appearing to run around the roof.

I'm more concerned with learning more about paint/image programs so I can test my hand at tweaking the squares into octagonal shapes like XP to make a more natural, less blocky look.

But at least they brought back unlimited tilesets and added a few additional features.
AWESOME FUCKEN UPDATE GUYS:

there will be a damage algorithm thing in the database. and by the looks of it, for individiual skills and weapons too. how sweet it'll be to change this stuff without messing around with the rgss.


This image, which also appears on Tkool web, is for editing the damage calculation formula for the command used in battle. Although I think that anyone with decent intuition can make sense of this, the above is the same formula in VX. 'Attack of A' x 4 - 'Defense of B' x 2. Incidentally, it is shown side by side how A will strike B.

Then, next is this picture. It is the damage calculation formula for a sword based ability called "Radiant Blade" which is found in the sample data.



To translate into the terminology used in game, it means 'Attack of A' x 5 + 'Magic Attack of A' x5 - 'Defense of B' - 'Magic Defense of B'. This is a technique which unites a physical attack with magical damage, and so it factors in both the physical and magic defense of the opponent.

In Ace, you're able to include other parameters such as luck, level, HP, and MP as well as the previously mentioned attack and defense parameters. Of course, you can also refer to a variable.

*** Usage Example ***
After all, there is no use for an ability which doesn't use a variable!

For example, let's use "Karma (Behavior)" with karma for values (variable) which may be increased when doing good things, and decreased when doing bad ones. Then, in the damage calculation formula we could implement the variable to weigh how effective a recovery type skill is. You could increase the power for skills of evil people! This might be how one system could work.
About damn time we can use variables for calculating damage.
Versalia
must be all that rtp in your diet
1405
author=Sam
I will not be excited about VX Ace unless they address the tileset limit.

swapxt
swapxt
swapxt
swapxt
swapxt

author=Antilurker77
About damn time we can use variables for calculating damage.

been doing this in VX for a while now


author=Despain
AWESOME FUCKEN UPDATE GUYS:
there will be a damage algorithm thing in the database. and by the looks of it, for individiual skills and weapons too. how sweet it'll be to change this stuff without messing around with the rgss.

not like it was very hard to do in the RGSS.

when "PHYSICALDAMAGE"
           base = ((caster.level + 10) * obj.atk_f) / 100
           attack = (attacker.str * attacker.atk)
           defend = (target.def * target.en)
           hp_dmg = (base*attack) / (defend)
           hp_dmg = [hp_dmg, 1].max if hp_dmg > 0
           calc_cri(attacker) if hp_dmg > 0

seriously YEM allows you to make all kinds of damage tags and then stick <damage: physicaldamage> in the notebox. It's literally the EXACT same thing that VX Ace has, only VX Ace is helping you avoid having to learn any kind of scripting.
Rhyme
Tear Harvester Rhyme
7582
Versalia, convenience. Not everyone wants to open the Script Editor for everything. :)
Versalia
must be all that rtp in your diet
1405
author=Rhyme
Versalia, convenience. Not everyone wants to open the Script Editor for everything. :)

Open it ONE time, write your script snippet, use <damage: type> tag without ever opening the script editor again. This is a pretty weak argument. It's like saying you shouldn't have to open the database for everything. They're just the front and back of the exact same interface.

I think the problem is people don't want to open the Script Editor for ANYTHING.
Rhyme
Tear Harvester Rhyme
7582
author=Versalia
Open it ONE time, write your script snippet, use <damage: type> tag without ever opening the script editor again. This is a pretty weak argument. It's like saying you shouldn't have to open the database for everything. They're just the front and back of the exact same interface.

Well, not everyone will be using YEM, you know.
Although it is an excellent script compilation, it doesn't fit everyone's needs.

In general, an average user would probably pick a built-in damage algorithm editor than opening the script editor and finding and using the damage formulations in there (even more if they don't use a script that makes this easier). RGSS(3!) still exists for those who want "advanced" control over their damage algorithms.

e:
It's maybe the same thing, but it'd be easier and much more convenient for people now (time saver, ease of use, and user friendliness). Forgettable Forgetful people can forget what script snippet they wrote and will have to refer into the editor every time. Including it in the database makes it much easier for them.
Versalia
must be all that rtp in your diet
1405
author=Rhyme
Forgettable people

I think you meant "forgetful," but I agree that anybody who can't remember their own damage formulas is probably forgettable themselves.

Your points are valid though, for one simple direct quote: the average user.
That's been my primary argument about the Ace. It's great for newbies and people who don't want anything to do with scripts, but those who've already mastered the VX will be able to do just about everything in VX that can be done with the Ace and will be hard-pressed to spend the money on a program where they already have the same features.

I do admit convenience is a factor, and I like having the face/sprite maker in the program, but again, there are programs available for free that make this possible with VX.

I will say one thing: While we do have SwapXT, and it was a Godsend over the past couple years, it can be tedious to use if you are planning a big project and trying to remember all the various profiles you might have. At least this way, it's all included in the package and will hopefully make things easier with mapping.

However, easier mapping doesn't necessarily mean "improved" mapping, which is my biggest gripe.

What they really should have considered was a separate mapping editor that allowed parallaxing to be done within the editor. Until they get smart about features people really want and can use (parallax mapping, stacking events, resolution, etc), it's really nothing more than an upgrade, and unfortunately as an upgrade it's just going to encourage people to go out and download illegal copies.
author=Archeia_Nessiah
@Pyrodoom, VXP uses 1024x768.

800/1024x600 has been out of support for like a while now in most programs I know. Use this: http://cherrytree.at/cms/lang/en/download/?did=15

The program isn't working...-_- and I try and use it on XP, and it says I'm missing this DLL file, and need to re-install...fuck...help
IT'S F*CKING CONFIRMED VXACE IS USING RUBY 1.9
HERE

I recently visited the blog of someone who's had playtime with RPG Maker VX Ace. It's the author of one of the sample games that will be coming with the Japanese edition. They recently made a new post explaining things about RGSS3, and it confirms that RGSS3 will utilize Ruby 1.9.2.

http://d.hatena.ne.jp/ktakaki/20111201

Here are some new features as YF eloquently translated:

More importantly, a new automatic event trigger called "Near Screen". It's different from Autostart and Parallel. And only triggers once it enters visible screen and TP is toggle-able.

Fiber classes used instead of Game_Interpreter. Fibers are basically ran externally. Which means, Game_Interpreter won't slow down the system at all. Thus! Event Systems are legit!

Nessy observations and YF confirms a lot of these stuffs:

According to the first paragraph, aside from the upgrade from Ruby 1.8-1.9 and the Fiber classes, they also said the specs for the PC has been increased thus making VXAce becoming more "heavy" (such improvements is the Direct X). They also commented that they are very happy about the increase in speed in VXAce.

They are also talking about a new feature. Basically, in VX, all the Scenes are child classes of Scene_Base. Now, there's an even more... erm, higher tier overseer. and this is the SceneManager. There is also a BattleManager. Game_CharacterBase and all that stuff.

I also noticed they made the scripting more simpler now, such examples:

@ Cache | | = {}

is now

if @ cache! = nil
@ Cache = @ cache
else
@ Cache = {}
end

And it's more aimed towards beginners. But also beautifully coded as they said here.


They were also saying something about the helpfile being more friendly. However there's this part here called Part decoding where everyone even the veterans should read because of the massive changes in RGSS3.

While RGSS isn't the most efficient, it still is limited by what version of Ruby is capable to do. So Ruby 1.9 is a great upgrade still~
Double posting for the win. here's some screenshots of VXAce

The Map Editor


The Script editor with the "managers"


I see 1 lower layer, 1 event layer, and 1 weird layer that's probably Terrain Tagging as seen below. I also tried the tab thing and the lower layer replaces the upper layer.

Terrain Tagging for the 3rd option


The New Database Editor:


The New Class Editor: (You also set EXP here)


The New Skill Editor:


The Title Screen has now layer options and stuff. You can also change the color of the window skin too. ETc.


The Generator

Layering in effect

HOLY SHIT THE MUSIC IS ACTUALLY DECENT?!?!?!?!?!
THE MUSIC AND SOUND EFFECTS ARE REALLY NICE. Now they added XP sound effects apparently



WHOA you can control font size in the game without using scripts. See below:
They also added some new functions:




Menu screen with more save slots and ordering your party as much as you want :D


Status screen has biography and stuff now! It looks better than before!


Items Skills are now categorized



Equipment screen now has auto optimize and remove all


Battle Messages are super familiar e v e


Auto map name~


Shop~


Man I swear the music is really nice.
The animations and transitions of the windows are so cool and everything!

Lol Credits roll


Rhyme Shares:
Apparently autoshadows are affected by the shift key now so you can eliminate autoshadows with the shift key technically.

guys fucking curves here:


EDIT: Will update as I discover more

VXAce...H-happiness in a bottle