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+++ DynRPG - The RM2k3 Plugin SDK +++

author=Large
It's not like every XP/VX user knows Ruby or whatever. They use Tankewhateverblah scripts and premade YanflySpanishFly stuff; so when people start releasing C++ plugins, people will use it the same way.


I'm Chinese. C:

RPG Maker VX or XP?

Fair enough on the abuse part. However, that still doesn't place away the character limit with the entry fields for XP over VX. Noteboxes still maintain the unlimited typing space, which XP lacks, which in turn, despite the initial intentions of the GUI, still plays a major role in determining the accessibility of an engine to resources over another.

And perhaps it's miscommunication, but I thought Prexus was talking about the layer system of VX mechanically considering he put in Swap TX. In your regards, yes, VX does have an "inferior" method than XP. However, it's still not a mile difference that other people suggest to get the similar results in VX that people suggest in XP.

However, the "battles" that people have with the autotiles are often times exaggerations by people who refuse to use the engine and accept it. In fact, of what I've used of VX to make and assist others in several games with, rarely did I have to fight against autotiles. Often times, the auto-tiles are used for ceilings, grass, dirt, and water. Nothing else that would warrant much combat-ing with since the autotiles flow in nicely. But maybe this is because I've come to accept the tools I've been given for what they are and actually work with them.

RPG Maker VX or XP?

author=prexus
The Databases in XP and VX are the same, if you look deep enough. Noteboxes exist in XP through the use of Scripts, and through clever use of the existing fields. Noteboxes themselves even seemed to exist after having taken clues from scripters such as myself creatively using the Description field and Name field of entries in the XP Database (parsing out information using Regular Expressions to add additional fields and such.)

In short, they don't exist. They only "exist" by abusing pre-existing fields, to which, I ask where is the practicality in that? Name fields and description fields both have limited typing space, which generally isn't sufficient enough for the more heavier and complex skills that a single notebox of VX's database can provide. For this event, it's better that you recognize VX's database is superior to XP's.

author=prexus
This is the reason I simply ignored talking about the databases and went onto the Map Editor since that is the key difference between the two. The Map Editor (which is inferior by far) and RGSS2 (which is superior by far) which you mentioned yourself can be ported backwards to RMXP (I believe Dargor and Yeyinde both did this as well as you and I and I am sure many more.)

Due to the existence of the RGSS Editor, RMXP and RMVX are essentially the same. They can both be ported backwards and forwards, they can both be stripped down and recoded (although certain aspects of their respective RGSS dll's are hard to overcome,) and their capabilities in all aspects short of the existing map editor, whether they are innate in the editor or need to be added through RGSS, are the same. The primary difference is the Map Editor, and VX's Map Editor is worse. Hands down. Yes, you can use SwapTX and Panorama mapping, but SwapTX doesn't get rid of the way the layer system works (as far as I know) and the over reliance on Auto-Tiles; and Panorama mapping can be considered more labor-intensive although can also offer much better effects than either map editor is capable of by default.

From my porting of RMVX to RMXP, there's nothing the RMXP DLL's couldn't handle. The audio actually played a bit faster by a couple of nanoseconds, while the graphics loaded a few nanoseconds later. However, the differences there are so minute that they don't warrant going into much detail for.

Also, RMVX's and RMXP's layer system works the same. The only difference is that XP has one extra layer. Auto-tiles aren't a big issue for VX either. They can be turned off completely or not used at all through a few key-shortcuts in VX.

author=prexus
Lastly, it's ignorant to say that the code wasn't simplified from XP to VX. The addition of the base Scene class, the visibility of the Cache, Audio, and Vocab modules, the accessibility of the Sprite Base and Window Base classes, and the removal of multiple headlines for the same script (Game_Battler 1/2/3, Scene_Battle 1/2/3/4) were all attempts to streamline and increase the efficiency of the code.

Cache, Audio, and Vocab were visible from the helpfile (though I don't know if that was the case for the EN version of RMXP).

Sprite_Base, Window_Base, and Scene_Base only made template methods for child classes. The coding structure in it is exactly the same. In fact, the most important of the classes: Scene_Base has little bearing on the child Scene classes since the majority of them would have functioned the same otherwise. This is not ignorance. This is merely observation from what my experiences as a scripter for both engines can say.

Game_Battler 1/2/3 and Scene_Battle 1/2/3/4 when pasted together yield nearly the same structure as the VX counterparts mechanically. Visually they're different obviously. However, little was done in actually streamlining the code.

RPG Maker VX or XP?

It's been a while since I've last posted anything. I felt the need to.

author=prexus
This is an incredibly biased response and should be taken with a grain of salt by JLCollier or anyone else reading this thread. Every single point made by Arc is either speculation or opinion.


Her post is actually quite objective, with neither biases in-line. Or if she does have biases, they do seem justified and explained for the most part.

Now, I'd like to correct a few things.

author=prexus
The point of VX/XP's databases is moot because both software have the same capability. VX is just easier to see with the untrained eye. Every last bit of VX and XP can be stripped away and rebuilt. The advantages between the two lie entirely in their map editors. To strip away the map editor would result in a very difficult map making process. You'd either need to make one from scratch or program maps with code which would make them exceptionally simple or require an unnecessary amount of work. XP's map editor is vastly superior to VX's. This point has been reiterated ad infinum within the RM* Community.


Not sure how you jumped from database to map editor but I'll expand on both. The database for VX actually is superior to the XP database. While the XP Database seems to have more entries, it also lacks noteboxes, which eases up tying scripts to various database objects such as skills, items, enemies, and states. Adding new effects to those said database objects is so much easier than "binding" effects to those said items done in XP (much less to say, more customizable in VX, too).

Map editing is inferior in VX to XP. However, this can be made up through Swap TX, better map editing usage, and otherwise. What can't be made up for is the limited number of tiles per tileset onscreen at a time, but there's rarely a time where you'll have more than 2000+ different tiles onscreen at once. However, what you did fail to mention is that the event editor tied to the map editor in VX is superior to XP's.

VX's event editor has height priorities, which XP lacks. Though it can be reproduced via scripts, the effort is seldom worth it. VX also has more event commands than XP. Once again, they can be reproduced via scripts but seldom worthwhile. There's a few other quirks, too, but they don't come to me off the top of my head so they're not as important.

author=prexus
VX scripts may be less buggy (although I would like to see statistics on this, seeing as I was one of the more prominent scripters during the height of XP's popularity and found this not to be the case) but even so, that is because we had time to learn how to use Ruby, and how to use it within the RM* RGSS Environment with XP. Although I will wholeheartedly admit that Enterbrain took the appropriate approach with RMVX/RGSS2 as it highly simplified a lot of code and made it more accessible for coders. However, in my opinion (and this is OPINION and not to be taken as fact) that Enterbrain made the code this way after seeing the RMXP SDK/MACL developed by Near Fantastica, DubeAlex, SephirothSpawn, Trickster, and with some minor input by myself. The code structure used in RGSS2 is almost exactly the same as the code structure developed for the RMXP SDK.

VX Scripts and XP Scripts are interchangeable with a few modifications. In fact, I've completely converted RGSS2 into XP, made it run like RMVX with 60 FPS, too. Likewise the same with RGSS1 to VX. How practical this can be is another question though. The point I'm trying to make is that scripts for VX and XP aren't superior to each other. And should you claim to be a prominent scripter for XP, you should also know that through simply looking at the scripts for VX that they're not much different at all.

None of the code was simplified much from the transition of XP to VX either. Instead, the case is the RMXP community overexaggerated the necessity of SDK (which could have easily been remedied with an $imported hash). The code structure between XP and VX are hardly different. I can say this as I've scripted for both engines.

5th Generation Pokemon - What do YOU think they'll be?

post=133249
YF does PikaCHO have it's tail for a penis? D:

Sure, you call it that.

5th Generation Pokemon - What do YOU think they'll be?



They decided Raichu wasn't a manly enough evolution so they decided to make use of the FIGHTING STONE!
Pikachu + Fighting Stone = PikaCHO
Type: Ghost

The most must-have rpg for the psp

post=115710
If you want FF Tactics for the PSP, then download the PSX version from the PSN, 'coz it's cheaper and it doesn't run choppy when someone casts a spell. The only things new to the PSP port are some cutscenes and a new translation.

PSP port has better AI, fixed up classes (Heaven and Hell Knights), extra classes, extra character slots, completely new cutscenes, co-op play. The co-op play alone makes up for the choppy graphics which only occur during heavy spell animations. The English version also has good voice acting.

The most must-have rpg for the psp

Disgaea 1 and 2
Final Fantasy Tactics
Half-Minute Hero (I'm still playing this)
Mana Khemia
Persona 3 Portable
Yggdra Union

I found all those to be enjoyable.

A Happy Holidays Art Thread!

The holidays cannot pass for an artist without drawing a Xmas picture at all! Here, let's wish each other a wonderful, warm, and safe passing holiday season!


Chinese: Sheng Dan Kuai Le!
English: Merry Christmas!

Your oponion about "RTP Games"

Many NIS games (Disgaea, Phantom Brave, Makai Kingdom) recycle sprites and even faceart especially across the PS2 selection. It did not stop them from being loved, popular, or even overplayed.

As per RTP, I prefer games to use them skillfully than the games that mix every resource they can get and use it horribly. RTP games can look great. In fact, I am from a community that specializes in RTP games!
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