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RPG MAKER VX ACE
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VX Ace:
- Can use more than 5 tilesets and mesh them with others. similarly to RPGMAKER XP. The only thing we're not sure of now is the passability. Each Tileset also have noteboxes meaning you can do damage floors or what the hell ever. They added a new feature call Bush or Counter. Bush is like half of the sprite's body is transparent while walking on grass etc. Counter is probably like npcs standing behind a desk or whatever. There are buttons on the side but we can't read it because it's tiny =_=;
- It now supports DirectX. Now before we go what RM always supported Direct X. Well, 2k/2k3 did but VXP dropped it. For proof, try recording it with FRAPS. That thing doesn't record programs that doesn't use directx. So it means that our games will also be faster I guess.
- There's 8 stats. Not sure what the other 2 is yet because of screen size.
- You can now set individual damage formulas for skills and items.
- Backdrop uses 2 layers, kinda like 2k3.
- Caterpillar max is 8.
YF's terms:
2×2 event tiles as suggested per one of the screenshots.
3 drop boxes under enemy tab (unknown as to how they work for now).
8 stats instead of 6.
Battle backdrops can be pieced together using a floor and a background.
Battle system is more streamlined. Still no damage pop-ups though.
Caterpillar system. Works with an active party of 4 and reserve party of 4 (that don’t get shown). This hints to a party management system.
Custom chara editor is an even more advanced version of the Famitsu editor.
Damage formulas can be simply typed in. What it damages can be selected, too.
More materials included both graphic and audio.
Noteboxes for database actor and class tabs.
Script editor reveals more modules and has a lot more classes.
Skill cost requirements can be adjusted and not just limited to MP like in VX.
Skills can have additional properties.
“Traits” manager for database actor, class, and enemy tabs.
TP system is basically a limit break/overdrive system.
VX’s Tileset limitation is gone. Tilesets can be mixed and matched. Properties are individually managed, too.
Yanfly 6 Engine is for VXAce. Main reasons: DirectX and Ruby 1.9
- Can use more than 5 tilesets and mesh them with others. similarly to RPGMAKER XP. The only thing we're not sure of now is the passability. Each Tileset also have noteboxes meaning you can do damage floors or what the hell ever. They added a new feature call Bush or Counter. Bush is like half of the sprite's body is transparent while walking on grass etc. Counter is probably like npcs standing behind a desk or whatever. There are buttons on the side but we can't read it because it's tiny =_=;
- It now supports DirectX. Now before we go what RM always supported Direct X. Well, 2k/2k3 did but VXP dropped it. For proof, try recording it with FRAPS. That thing doesn't record programs that doesn't use directx. So it means that our games will also be faster I guess.
- There's 8 stats. Not sure what the other 2 is yet because of screen size.
- You can now set individual damage formulas for skills and items.
- Backdrop uses 2 layers, kinda like 2k3.
- Caterpillar max is 8.
YF's terms:
2×2 event tiles as suggested per one of the screenshots.
3 drop boxes under enemy tab (unknown as to how they work for now).
8 stats instead of 6.
Battle backdrops can be pieced together using a floor and a background.
Battle system is more streamlined. Still no damage pop-ups though.
Caterpillar system. Works with an active party of 4 and reserve party of 4 (that don’t get shown). This hints to a party management system.
Custom chara editor is an even more advanced version of the Famitsu editor.
Damage formulas can be simply typed in. What it damages can be selected, too.
More materials included both graphic and audio.
Noteboxes for database actor and class tabs.
Script editor reveals more modules and has a lot more classes.
Skill cost requirements can be adjusted and not just limited to MP like in VX.
Skills can have additional properties.
“Traits” manager for database actor, class, and enemy tabs.
TP system is basically a limit break/overdrive system.
VX’s Tileset limitation is gone. Tilesets can be mixed and matched. Properties are individually managed, too.
author=Max McGee
At this point... if it's not Yanfly compatible, I'm really not interested. As far as I'm concerned, YEM WAS the new RPG Maker program for this decade or whatever.
Yanfly 6 Engine is for VXAce. Main reasons: DirectX and Ruby 1.9
FUD ALERT
RMVX can be used with Fraps in fullscreen mode. If you're in windowed mode, you're doing it wrong. And EB is most likely still doing it wrong by doing most of the rendering in software. Still a piece of shit.
RMVX can be used with Fraps in fullscreen mode. If you're in windowed mode, you're doing it wrong. And EB is most likely still doing it wrong by doing most of the rendering in software. Still a piece of shit.
I knew I should've said that "except in fullscreen with VX" but I never thought it'd be such a huge thing (considering who really fullscreens with RM games without expecting ugly stretched pixels?)
Ness, I figured that was true, but I'm pretty deeply invested in YEM and don't want to learn a new engine AND a new Yanfly every two years.
I almost always played in fullscreen, because windowed mode always lagged for me. AND NOW I KNOW WHY.
Also, hi WIP!
Also, hi WIP!
- Can use more than 5 tilesets and mesh them with others. similarly to RPGMAKER XP. The only thing we're not sure of now is the passability. Each Tileset also have noteboxes meaning you can do damage floors or what the hell ever. They added a new feature call Bush or Counter. Bush is like half of the sprite's body is transparent while walking on grass etc. Counter is probably like npcs standing behind a desk or whatever. There are buttons on the side but we can't read it because it's tiny =_=;I'll be honest: I'm god damn impressed Enterbrain finally got a brain. Looking forward to VX Ace now that the tileset limitation is done with.
Just for the record though, "Bush" and "Counter" tiles aren't anything revolutionary: We had them both back in RM2K(3). I think RMXP had them too, but I can't remember.
- It now supports DirectX. Now before we go what RM always supported Direct X. Well, 2k/2k3 did but VXP dropped it. For proof, try recording it with FRAPS. That thing doesn't record programs that doesn't use directx. So it means that our games will also be faster I guess.Holy shit, hardware acceleration?! Maybe I can actually play VX games now on hardware that by theory should have had no problems processing 2D graphics.
-----
Sarcasm aside, I'm thoroughly impressed at what Enterbrain is finally doing. However, I'll give the benefit of the doubt and wait until I see it for real. Enterbrain doing something right with RM after all these years is tantamount to pigs jumping over a blue moon.
What's the min-max resolution? Will it work on my coputer which has a max resolution of 1024x600?If it does, I'm going to cry tears of joy...
I find it amazing how much people complain and want new features or bash a company for their work yet almost no one is actually going to buy the software they complain so much about.
Also not sure who started or keeps repeating that Ruby 1.9 is going to be some sort of savior for ACE, but just like any anti lag scripts or any competent programmer can tell you the speed of the program is always going to be based around how it's used which is why you could run the same basic script on RGSS1 and RGSS2 and it would pretty much be the same.
Also not sure who started or keeps repeating that Ruby 1.9 is going to be some sort of savior for ACE, but just like any anti lag scripts or any competent programmer can tell you the speed of the program is always going to be based around how it's used which is why you could run the same basic script on RGSS1 and RGSS2 and it would pretty much be the same.
author=TDS
I find it amazing how much people complain and want new features or bash a company for their work yet almost no one is actually going to buy the software they complain so much about.
Also not sure who started or keeps repeating that Ruby 1.9 is going to be some sort of savior for ACE, but just like any anti lag scripts or any competent programmer can tell you the speed of the program is always going to be based around how it's used which is why you could run the same basic script on RGSS1 and RGSS2 and it would pretty much be the same.
Oh...and if you're wandering, if the program DOESN'T work on low resolution(A.K.A. for my computer:1024x600 max resolution), the statement
author=KingArthur, that statement is false.
I'm god damn impressed Enterbrain finally got a brain.
I have to say, this looks really good. I might jump the rm2k3 ship finally. No sideview battles, but whatever. The Fantastic Quest of Dude: The Quest of Dude III can finally become a reality.
@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
Well, processing speed depends on the script itself, its efficient coding, and a few other aspects. Not saying you are wrong or anything! It's just from observation, Ruby 1.9 allows for more advanced type of code. Granted, minor things like a shop script won't portray much difference. However, when it comes to heavy and more advanced technique processing, that'll be where the line is drawn.
The processing power for these libraries drastically increases for the more heavy algorithms. If you like to use exponents for damage algorithms (Exponents, when calculated, are calculated like 2^8 as 2*2*2*2...so on for others, explained for those who don't know~) then the upgrade to Ruby 1.9 makes the time for it faster. Now that I think about it, they did add that individual formulas for each skill and items. I wonder if it's connected to this too.
And I guess these will help?
http://blog.grayproductions.net/articles/getting_code_ready_for_ruby_19
http://ujihisa.blogspot.com/2010/11/ruby-192-in-production-with-tatsuhiro.html
Here's something else with fib's (fibers).
ib 31
1.8.7
7.99sec
1.9.2
0.64sec
(jruby)
3.00sec
Ruby 1.8 takes roughly 8 seconds for a fib. 1.9 takes a little more than half a sec.
http://programmingzen.com/2007/11/28/holy-shmoly-ruby-19-smokes-python-away/
VX is Ruby 1.8.6.
In doing that code, you can see the time differences (and it compares it to Python, too).
Ruby 1.8.6: 158.869s
Python 2.5.1: 31.507s
Ruby 1.9.0: 11.934s
So I think Ruby 1.9 will make a considerable difference to RMVXAce in terms of speed.
This is all speculation though, who knows how VXAce will do it. We'll know by December~ I'd totally buy it though
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
author=TDS
Also not sure who started or keeps repeating that Ruby 1.9 is going to be some sort of savior for ACE, but just like any anti lag scripts or any competent programmer can tell you the speed of the program is always going to be based around how it's used which is why you could run the same basic script on RGSS1 and RGSS2 and it would pretty much be the same.
Well, processing speed depends on the script itself, its efficient coding, and a few other aspects. Not saying you are wrong or anything! It's just from observation, Ruby 1.9 allows for more advanced type of code. Granted, minor things like a shop script won't portray much difference. However, when it comes to heavy and more advanced technique processing, that'll be where the line is drawn.
The processing power for these libraries drastically increases for the more heavy algorithms. If you like to use exponents for damage algorithms (Exponents, when calculated, are calculated like 2^8 as 2*2*2*2...so on for others, explained for those who don't know~) then the upgrade to Ruby 1.9 makes the time for it faster. Now that I think about it, they did add that individual formulas for each skill and items. I wonder if it's connected to this too.
And I guess these will help?
http://blog.grayproductions.net/articles/getting_code_ready_for_ruby_19
http://ujihisa.blogspot.com/2010/11/ruby-192-in-production-with-tatsuhiro.html
Here's something else with fib's (fibers).
ib 31
1.8.7
7.99sec
1.9.2
0.64sec
(jruby)
3.00sec
Ruby 1.8 takes roughly 8 seconds for a fib. 1.9 takes a little more than half a sec.
http://programmingzen.com/2007/11/28/holy-shmoly-ruby-19-smokes-python-away/
VX is Ruby 1.8.6.
In doing that code, you can see the time differences (and it compares it to Python, too).
Ruby 1.8.6: 158.869s
Python 2.5.1: 31.507s
Ruby 1.9.0: 11.934s
So I think Ruby 1.9 will make a considerable difference to RMVXAce in terms of speed.
This is all speculation though, who knows how VXAce will do it. We'll know by December~ I'd totally buy it though
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.
Damn you beat me to it. XD
It must have been a japanese woman talking english or something. But regardless, I'll be sure to experiment with RMVX Ace. :D
It must have been a japanese woman talking english or something. But regardless, I'll be sure to experiment with RMVX Ace. :D
author=kentona
I almost always played in fullscreen, because windowed mode always lagged for me. AND NOW I KNOW WHY.
Also, hi WIP!
+1. Actually, I think full screen gives you the full pleasure of being fully indulged in the game. Windowed mode, though, doesn't. (I don't really mind the slightly pixelated graphics when zoomed in. It's not "very" pixelated anyway).
(My personal point of view, of course)
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As much as Ace is concerned, it's interesting that a new version is coming out, though I won't be tapping much into it. At least not anytime soon at all.
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