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RPG maker VX?

Injury

Awesome Bro

I'm trying it out right now, and all I have to say is that there are some great features, possibility in the map editor, other things as well, but other than that, it's just going to be rm2k and rmxp put together. so it seems to me. They've released new music, and redone version of rm2k music. It all sounds rm2kish.

the coolest things are probably the old things, the panaromaa is back, the  vocab is gone, the system is WAY different....



lots of change.
 
Been messing around with RPG Maker since RPG Maker 95 and I downloaded the VX English trial version. It took me less than 10 minutes of looking around in it to decide I'd never use it or buy it and uninstalled.
 
hatred106":qp3r40bn said:
Been messing around with RPG Maker since RPG Maker 95 and I downloaded the VX English trial version. It took me less than 10 minutes of looking around in it to decide I'd never use it or buy it and uninstalled.

Could you tell us what you found a turn away from the program?  Blank statements aren't much of a review.
 
jbart321":2xpyt0vo said:
Maybe some of the limits, but I suspect the tileset limitations are here to stay.

someone named Liana on another forum has gotten around the tileset limitations, but she hasn't revealed her method of doing so yet.
 
You could probably write a script to instead of using Graphics\System\TileA1.png to use Graphics\System\TileA1[MapID].png or something, to have different tilesets per map. But you'd likely have to tile everything under one set of tileset and only have the changes show up in playtesting.
 
Yeyinde":27snth7d said:
Could you tell us what you found a turn away from the program?  Blank statements aren't much of a review.

The main thing that I immediately noticed was the 2 layer for tiles (sorry) and 1 layer for events, that basically sealed the deal for me. I know its a personal opionion but I find mapping to be one of the most enjoyable parts of making a game because you are essentially creating the visual world the player will be trying to immerse themselves in. Even with XP's 4 layers I found myself wishing for more layers (not often but it did happen), and to take that number and make it less makes me sick to my stomach.

Also the limit of 5 different tileset files per game is a joke. I am a the kind of gamer who enjoys epic loooong captivating stories with a lot of diversity, and I just don't see myself being able to achieve that with VX.

I've seen people talking about working around some of these limitations with scripts and coding but that's never been my strong point, and having to do that so I can get back to what XP had to offer seems ridiculous.
 
hatred106":2q07ikry said:
Also the limit of 5 different tileset files per game is a joke. I am a the kind of gamer who enjoys epic loooong captivating stories with a lot of diversity, and I just don't see myself being able to achieve that with VX.

Let's be honest here, were you even able to achieve that in RMXP? A long captivating story with lots of diversity, that is. There are thousands of people who mess around with RMXP but yet only a dozen or so projects of that description.

My point is that people want all this power but they never actually utilize it. If you are aware of your limits, you shouldn't really be bothered by the tileset limits. Or at least to the point where you think it's a make or break deal.
 
Injury":2170ohl1 said:
uh did you click the tabs on the map editor?

those are your layers

No...those are not. Those are your tilesets. To put it more specific, Tab A is layer 1, whilst Tab B and beyond are ALL layer 2.

I'm getting quite sick of people saying that the tabs are the layers (it's not just here), it's like they don't even know the program they're trying to protect. There are 2 layers, 3 if you count events. That is all.
 
I agree with hatred, for some of us mapping is the best part or rpgmaking, you're after all creating the world your adventure will be played in. and at least I, want that world to be beautiful, I don't want it to be little 32x32 blocky squares, that look boring and plain. I want to have lots of stuff, make all the towns have different buildings, different environnements, and make them look NATURAL, something that VX seems to lack (unless you make ALL of your maps with panoramas, which in my case is a waste of time, I like to use tilesets.)
 
craybest":1rtm4il0 said:
I agree with hatred, for some of us mapping is the best part or rpgmaking, you're after all creating the world your adventure will be played in. and at least I, want that world to be beautiful, I don't want it to be little 32x32 blocky squares, that look boring and plain. I want to have lots of stuff, make all the towns have different buildings, different environnements, and make them look NATURAL, something that VX seems to lack (unless you make ALL of your maps with panoramas, which in my case is a waste of time, I like to use tilesets.)

Then as they say:

"This program isn't for you."
 
Prexus":3kp4wjrq said:
You could probably write a script to instead of using Graphics\System\TileA1.png to use Graphics\System\TileA1[MapID].png or something, to have different tilesets per map. But you'd likely have to tile everything under one set of tileset and only have the changes show up in playtesting.
You can just rename your tilesets so the correct ones show up for each map you work on. The problem is not using more tilesets, it's the fact that the passibility will be exactly the same for every one that uses the same tab. So a custom passibility system will likely have to be scripted in as well.
 
Well, I certainly hope that the people that don't want to use VX won't pass up VX made games, for only that reason.

I can just imagine someone looking through the projects forum, clicking on a project thread, reading that it was made with VX, and saying "Ew, VX I ate it. PASS!"

Of course, I'm sure that'd only be the stupid people. And you don't want them playing your game, anyway.  ;D
 

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