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The Great Switch: Why VXP is Better

Last Scenarui didn´t impress me til the part I played... about 2 hours in the game.Sure XP RTP didn´t help any (It is the worst RTP in my opinion) but the plotr and setting for the most didn´t feel much peculiar to me...

Exit Fate is something I will take a look now.

The Great Switch: Why VXP is Better

...and I didn´t know such a magic tool existed to fix the hideos map editor in VX ..o.o Well though Tardis suggestion to just use panorams and pictures will solve my problem better since I can edit my itels in map maping stuff more interesting.

Just feels bad for all my time trying to convert my XP tiles into VX autotiles for mountains... *feels stupid*

Also lack of resources? You know you can just double size any resources from 2k/3 and use on VX, right? Including Charsets. In fact since I prefer one tile tall charsets I use my old 2k3 template in VX without resizing...

The Great Switch: Why VXP is Better

post=WolfCoder
There's actually tons of things that are easier in 2k3 than XP or VX. No use arguing now though since it's like arguing about three different kinds of shit. This one doesn't smell as bad but it's all watery. This other one is nice and solid but it's all a weird green hue and smells even worse.

It's all still shit.


That is true to some extent, but it is all what I always said about enterbrain having a strange concept of evolution... they give you something then take another off in each release u.u Like they could have kept the map editor from RMXP on VX or given the 2k3 sideview DBS as option in either of later RMs...

YDS: Just shorter than typing "people" I guess, I am not so up for internet slangs but I do use some which make my usual slow typing faster in the long run :P Sorry if it bothers you or anyone else though, just that most people I talk to never had a problem with it. (more with my writing mistakes with english not being my mother language and me being bad a typing - looking at keyboard as I type with a single hand... )

Wanting to make your game difficult.

Well for rpogs I think that if player can just set dificulty, it should be able to set anytime. Chosing the wrong dificulty might be frustrating when you are far in the game.

As for diferent content: What I had planned, being precise, is that if I went with only one dificulty, at a given point in the game, you got certain new equipments or upgrades or even a new mech.

The dificulty would just affect the specific reqard you got. So on getting a new upgrade set for a mech, the easy mode gives you a general booster armor which enhances both speed, defense and hp with a strong damage attack.
The hard mode would give you some sort of tactical armor unir which has only basic defense as inate bonus, but gives you skills that work for around 3 turns to boost either speed, or defense and it gives you about 2 new attacks that aren´t much better than your average stuff, just with diferent attributes.

So hard mode is not getting something more than easy, just something diferent from what would eventually be given anyway :)

The Great Switch: Why VXP is Better

Another good point Tardis. Also ppl complain about VX map editor, which I agree, is lame, but rm2k/3 was still limited... how much pain I went through trying to fit all my tiles for a certain map in a single chipset, not to mention the pallette limitations and how I had to use dittering for transparency... :P

The Great Switch: Why VXP is Better

While I do agree with the benefits of VXP and am currently using VX (and thanks to tardis post about the whole editing finally got the tile issue solved) and I am all up for ppl going crazy with ideas and quality... I still think that the best games made so far with RM lie on 2k/3...

Funny enough same games could be replicated AND improved in the newer engines, just that most brilhant folks happen to be the older users (not age, time using the software) who generally started with the old engines and won´t move on.

But there are exceptions to this.

The point is: I agree with the superiority of VX particularly, despite its drawbacks, scripting not being one as many seem to think (I have got a great sideview battle system from GreatRed Spirit and still owe him for that but so far he didn´t use the graphic favors I offered for that) but even without script you can still do whatever you did on past engines, its not like command window is off.

However even using the DBS and just basic eventing with the 256 colors limitations you can still make a great game and even surpass a lame developer using the newer tool. Still if you are good and use a better tool you just got everything.

Wanting to make your game difficult.

Actually that is a valid point indeed for giving out new enemies/dungeon areas.

Now about making the game easier it all depends on a relation between how much anything else gets harder and how much this benefit makes things easier. So simplifying it: lets say game overall gets 10 times harder but what you give is just sabout 2 times easier, you still get plenty of problems to solve there.

Also another way it can be done is: Easy mode optional stuff is just a straight foward power up which can be easily used by just doing what you did so far.
Gard mode optional stuff is something powerfulonly if used correctly or in certain situations, meaning, it is a strategic advantage acting along with the additional obstacles.

help on desert fortress chipset

Game Drive Week 03

Which screen resolution are you using Suzu? Also did you try reinstalling VX?

And it is still nice regardless :)

Wanting to make your game difficult.

post=LockeZ
Multiple difficulty settings are generally a way better way to manage different types of users in an RPG than optional content. It gives people a game that they want to play, instead of a game that's largely unwelcome with a few bits in the middle or near the end that they want to play. Also, it makes people who like easy games not feel like they're missing out on part of the game, and makes people who like hard games not feel like their extra efforts are just making the rest of the game too easy (since the optional content normally gives some kind of power-up as a reward).


Actually, as long as the content for hard mode is not related to plot and not too strong (just slightly so player can still use it but won´t be able to abuse, maybe a powerful spell with high mp cost in a game where mp is hard to refil).

But maybe a dificulty setting change in the middle might be cool :) So I can still have dificulty fluctuating but more in the control of the player.