QUOTE (amerkevicius @ May 27 2010, 10:13 AM)

I'm confused, so you're taking the RPG Maker VX and making it better? And what do you mean by total control? Does this mean the limitations of how many tilesets you can have will be removed?
As for sbs, the only suggestion I would have is to customize it so that after you fight a round of battles you see a percentage bar fill up for exp. I've played a few games that include something like this, and this is actually more useful than I would have thought, because I don't have to keep going into status to see when they will level up next, it tells me at the end of each battle.
The engine is coded with Game Maker, there IS not tileset limitation. Total control it just makes it easier to change things in the engine.
I just posted the first version to the Dialog script, in version 2 I'll add the choice menu.
Edit:
I figured out diagonal grid movement..what a bloody F****** pain.
basically just using place snapped but only checking each direction, so once I use if place_snapped(snap_x,snapy) { //code } I could code diagonal movements.
Of course they work like they would in rpg maker, it's not super smooth pixel movement, there's always that wait due to it's snapped to a grid(which is the same effect in RPG Maker)
If you guys want Pixel Movement just simpy code your own, but remember you CAN just change snap_x and y to 2. there's problems with "1".
No A-RPG was ever pixel based, it was always on a very small grid, say 4 or less.