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Parallax Mapping or Custom Tileset?

Truly a fan of your maps. I think many overlook the great tutorials from VX because they're focused on finding tutorials for Ace, not realizing many of the same tutorials can be replicated in Ace.

I have a long way to go myself and may never be able to produce high quality maps, but it's always encouraging to see these tutorials and at least gets me within a certain decent proximity.

The only real reason I'd consider parallax would be for blending features, so that changes between auto tiles like grass and dirt or even dirt and snow don't seem so abrupt.

Parallax Mapping or Custom Tileset?

Take a look at Enelysion. It's an open game, if you have VX, but even if not, fun to play. All that was done by tileset mapping, use of events, and scripts. No parallax from what I can tell.

And it looks magnificent. In fact, I almost thought it was parallaxed until I looked inside and saw it wasn't.

So no, parallax is not a necessity. Sure, it gives you unlimited tiles and layers. As for tiles, though, Ace brings back unlimited sets, and even though each map has a set limit, it's hard to believe you'd need more than that limit per map... except maybe the overworld, and even then it's a stretch.

Unlimited layers is nice, but some of that can be resolved through tileset edits. Hopefully EB considers bringing this feature back in the next editor.

But the real issue, as was pointed out above, is that event tiles and placement and character movement is still confined to a set grid (32x32) unless you also find a pixel movement script.

Personally, by the time you consider everything needed for parallax mapping:

  • An image software like GIMP or Photoshop
  • A method to port your maps inside and outside of the maker (either manually or with scripts)
  • Scripts to lock the maps in place
  • Scripts for overlays
  • Remembering the limitations of the maker and character movement if you're not using a Pixel Movement Script
  • The dang-blasted auto-tiles which are much trickier and harder to parallax, meaning you'll either have to spend lots of time configuring this or having to do some mapping in the editor anyways at least for the auto tiles

Yeah, after all that, I'd much prefer to stay with the editor. Don't get me wrong, it'd be nice if EB considered moving away from the same tile-based mapping they've used over the past decade and try something new (perhaps a way to incorporate parallax features inside the maker), but it just seems too much like a time waster to do it the current way.

Is “This Game Is Just Taking Too Long To Complete” A Viable Excuse For Players For Not Playing A Particular Game

A developer who stays in contact throughout the development cycle is probably going to keep the hype and anticipation going, and get more understanding fans when a project has to be delayed, so long as the developer is giving realistic measures for a time frame and reasons for the delay.

However, as Kentona noted, hype dies down. I don't think I'd ever refuse a game because it wasn't finished when the developer said it would be, but my list of priorities changes constantly when it comes to which games to buy/play; so if a hyped game I really wanted gets pushed back too far, I'll probably revise my list and push the game towards the end. When (if) the game is released, it's going to depend on whether I now have the money and/or time for it, what I'm currently playing, and what other things I'm now interested in.

However, I seldom ever get hyped over a game that is yet to even see the testing phase and give my attention more to the completed section. Quite often, people salivate over game pages for months on end, only for the project to be indefinitely on hiatus or cancelled, when they could have been spending that time on games that are finished of equal quality.

R.I.P. RPG Revolution

The day RMN dies is the day that RPG Maker in its entirety is either completely replaced, transformed, or dead.

RMN does lack in certain aspects, but it's also come a long ways in the last 4 years. The forum is much more lively these days with a stronger sense of community.

Personally, I think RMW and RMN are the only ones that will adapt. VXAN might also be able to if it learns to adapt and not focus on one specific maker. We've already started allowing all games (regardless if RM or not, including RM2K and 2K3), but I think we've had the Ace rule in place for so long that it's going to take some time for people to realize how open VXAN is.

But out of all 3, RMN will probably be the last to go. And it's all because of how game pages are handled. Even if the forums died and the community collapsed, it really is the one place to go to get the majority of RMN games for all makers quick and easily, sorted by all sorts of criteria, and to find what's popular / what's not, and get quick easy-to-find reviews.

Really, the only thing that would kill RMN is people deciding not to develop and/or play indie games anymore. Considering we support a shitload of editors outside of RM, I can't see that happening anytime soon. I'd even dare to speculate that Steam would crash and burn long before RMN curls up and dies.

No Rpg maker 2003 games will load in fullscreen

Did you try LockeZ's suggestion in the link I posted?

[Poll] RMVX Ace or RM2K3 for a Classic SNES Style

Like was said, though. The DS and DS+ packs have a more SNES authentic feel, but you have to be willing to fork over the money to buy the packs. There's also the High Fantasy pack that has a sort of old school Western rpg charm; but again, these cost money to buy.

If you're looking for free alternatives well...

Ace can support rips, like 2K/3, but somebody has to be able to format them. The fact is, 2K/3 has an abundant of rips already available from the NES, SNES and PS1 era, much more so than Ace does. There's also the Mack and Blue set (completely free). VX had a few Mack tiles converted, but the Mack and Blue for 2K/3 has about 3 or 4 times the amount of Mack tiles that VX has, all of which have an SNES feel.

So yeah, an SNES like game can be done in Ace if you have the right resources or find somebody willing to take existing resources and format them to work with Ace. After all, the next Blackmoon Prophecy is being done in Ace. But 2K/3 already has everything you need right at your fingertips (minus scripting capability), so if you're looking for something quick and cheap 2K/3 is your best bet.

R.I.P. RPG Revolution

I meant flock as in returning for the long haul. But yeah, I'm sure there'd be a brief surge as people grabbed up the resources and games.

Seer Dell: Dragon

Well, I just finished playing through it. Very nice and short, however, considering the game's length and the way it ended, I figured I'd hold off on a review. The game feels as if I just completed the prologue of a much bigger tale that has yet to be told, and that's a bit frustrating because...

... Well, I was initially not impressed. I wasn't exactly sure what I was playing (if it was an event driven game or what) and I thought I'd turn it off at around the 5 minute mark. But then I got sucked in by the humor. The party reminds me so much of My Little Ponies (thanks to my daughter), and I can easily see Dash in Tome and Pinkie Pie in Dell.

Very charming and witty, and it was very enjoyable to play through, even though the rest of the story may go untold.

Schuld (English Translation) Review

A very well, thought-out review, and at least made me a bit more open-minded to things I did not otherwise consider. I got several of the metaphors myself, but you went in much deeper than I would have, and for that it makes this game much more appealing, almost like a great piece of literature that is studied and discussed to no end on the possible interpretations.

It could make for a very decent short story or novella, if not an episode on Twilight Zone or Outer Limits.

Personally, I would have liked the ending to have been a tad different (spoiler below), but it's a minor point in an otherwise decent game.

I was disappointed at how abrupt the ending was. That judge got off easy, and it makes me a bit sad the developer didn't go the extra mile to give the judge what he deserved. It would have been very poetic to see the judge caught up in the same nightmare he used to torture so many others with.


Otherwise, that appearance of God and the portrayals of hell had to be some of the best scenes I've seen in an RPG Maker game.

Schuld (English Translation)

So I finished watching Cry's playthrough of it after getting a bit tired of playing it myself. And I have to say, it was pretty decent. I enjoyed the ending, but I have to say (spoilers for those who haven't seen, played, or watched):

I was disappointed at how abrupt the ending was. That judge got off easy, and it makes me a bit sad the developer didn't go the extra mile to give the judge what he deserved. It would have been very poetic to see the judge caught up in the same nightmare he used to torture so many others with.
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Had the ending been less rushed, I think this would have been so much better.