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> RPG Maker VX Ace (First Look)
Guinevere
post Nov 11 2011, 10:20 AM
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I really want it now. Maybe I'll actually buy it, extort my boyfriend for money -_-
I was like, make your own face and sprite IN the maker? Awesome.
But the caterpillar thingie really turns me off.
And RGSS3? That means that all the scripts for VX are... outdated?
sad.gif


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Night5h4d3
post Nov 11 2011, 10:47 AM
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QUOTE (Guinevere @ Nov 11 2011, 01:20 PM) *
I really want it now. Maybe I'll actually buy it, extort my boyfriend for money -_-
I was like, make your own face and sprite IN the maker? Awesome.
But the caterpillar thingie really turns me off.
And RGSS3? That means that all the scripts for VX are... outdated?
sad.gif


Likely you can turn the caterpillar thingie off (that was terrible XP)
Regarding VX scripts being outdated, depends; ones that edit Game_ scripts - most likely; Custom scenes - most likely not.


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joey101
post Nov 11 2011, 02:48 PM
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Well thats the only thing i hate
anyway its better that we have 1 topic about this then .....1,2....4 topics on VX

anyway i got some videos

i hope it wont hurt to post em


what does it take to post a video here!!???



This post has been edited by joey101: Nov 11 2011, 02:52 PM


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Night5h4d3
post Nov 11 2011, 07:18 PM
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My topic was first but... Jk, esrever had better coverage of it anyway.

Also, I think the person who dubbed the CM to English is the same narrator of the Japanese version.


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Atoa
post Nov 12 2011, 04:19 AM
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QUOTE (joey101 @ Nov 11 2011, 08:48 PM) *
what does it take to post a video here!!???

First, dont use short liks like the "youtu.be"
Second, add only the video code on the youtube tag, without the "http://youtube.com/watch?v="
CODE
[youtube]k3DAaBX8w-E[/youtube]



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joey101
post Nov 12 2011, 07:19 AM
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QUOTE (Atoa @ Nov 12 2011, 04:19 AM) *
QUOTE (joey101 @ Nov 11 2011, 08:48 PM) *
what does it take to post a video here!!???

First, dont use short liks like the "youtu.be"
Second, add only the video code on the youtube tag, without the "http://youtube.com/watch?v="
CODE
[youtube]k3DAaBX8w-E[/youtube]



Well i got the youtu.be from....youtube when i copied the link

thanks anyway atoa


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Rukiri
post Nov 13 2011, 05:03 PM
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I'm still surprised that there's no trial yet, it'd be the perfect time as the official release is just 1 month away!
Wow, time sure flies since this was first posted!


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amerk
post Nov 13 2011, 06:02 PM
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The trial's probably going to start on the 12/15/11 date, so Enterbrain's probably not expecting much revenue until the new year. I'm hoping there's enough users on this site that will get the trial Janpanese version and give us a play by play update.


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Rukiri
post Nov 13 2011, 07:30 PM
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I kinda find that a tad dumb, why wait? Why not make it a perfect 30 day trial and they can decide to buy it exactly when the trial ends. It just makes more sense business wise, or they just know that there rpg maker doesn't sell that well like rm2k3/xp did.


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Rob_Riv
post Nov 13 2011, 08:07 PM
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QUOTE (Rukiri @ Nov 14 2011, 03:30 AM) *
I kinda find that a tad dumb, why wait? Why not make it a perfect 30 day trial and they can decide to buy it exactly when the trial ends. It just makes more sense business wise, or they just know that there rpg maker doesn't sell that well like rm2k3/xp did.

How does it make a difference? People will be able to decide to buy it when the trial ends, or, if they want, before then.


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Green Biker Dude...
post Nov 14 2011, 02:06 AM
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Didn't RPG Maker VX have a Demo that was released before the trial or the product was available? I remember it having very few of the RTP resources, and you couldn't save your project, but you could test things out and still make some stuff. Is there any chance VX Ace will do that??


Anyway...I'm really excited for this. I'm always excited to see a new RPG Maker...It looks like VX visually, which is actually kinda nice because it increases compatibility! And it also has some stuff I wish the original VX had (darker ground and lava-y stuff meant for world maps!). I actually liked VX's distortion battleback thing, because it didn't require you to get matching battlebacks for anything, so it wasn't as hard to make weird areas, but VX Ace has two part battlebacks, so it's easier to represent weird areas have matching battlebacks!

I also like how it sounds like you can do more stuff you'd normally need scripts for without scripts! And if you ask me, the less stuff you need scripts for, the better. So much potential for incompatibility the more scripts you have. And at the same time, perhaps new scripts would be possible, with the introduction of RGSS3 (I don't know much about scripting though)

I'm really curious about that screenshot in the New Features page, it almost looks like you can write your own damage formula! If that's true, hooray for crazy bizarre damage formulas! But I don't know, so I won't get excited.


Furthermore, they already showed a Samurai in the RTP characters...which is good for me because I love it when there is all kind of variety in the RTP. Like...in the first RPG Maker for PS1, there was all kinds of stuff! Ninjas, robots, monkeys (gotta have monkeys), native americans, and there were even some modern people in the extra sprites that weren't in there by default. It was fun...Plus, it has like...some random high-tech stuff for tilesets. And a great deal of Greek mythological creatures. It felt like you could make a varied game with just the default stuff. And since I like using the default stuff, I like it when there is all kinds of variety in the default stuff! So, here's hoping for some futuristic city tilesets, pyramids, monkeys, and robots!! But one Samurai doesn't mean any of that other stuff will be there...so I won't get too excited.

See? A new maker and a few little things make me go wild with ideas! I need to chill out and WAIT.
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Esrever
post Nov 14 2011, 02:33 AM
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That's actually exactly what that is in the new features section. It's showing the ability to write your own damage formulas for skills and offensive items.

Also, concerning the trial, they usually release it about a week and a half before the actual launch date. It's not timed, but it does lack the ability to save and has limits on the amount of maps and events per map you can make.

EDIT: Typo. skills.

This post has been edited by Esrever: Nov 14 2011, 07:19 AM


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Green Biker Dude...
post Nov 14 2011, 02:53 AM
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QUOTE (Esrever @ Nov 14 2011, 02:33 AM) *
That's actually exactly what that is in the new features section. It's showing the ability to write your own damage formulas for kills and offensive items.

Also, concerning the trial, they usually release it about a week and a half before the actual launch date. It's not timed, but it does lack the ability to save and has limits on the amount of maps and events per map you can make.


Really? Thanks for letting me know! I assume "A" is for the user, and "B" is for the target? Hmm...you might be able to take totally wacky skills with this...like...[a.def * a.agi - a.atk + b.atk - b.agi] That would be, User's defense times user's agility, minus user's attack, plus target's attack, minus target's agility! Mwa ha ha ha ha ha! (errr...assuming I did that right! I wonder if you can use parentheses? And division? How about more complicated math? Hmmmmm....I'll just have to wait and see...)

And I do hope we get a demo trial thing in a week and a half, that would be swell.
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Atoa
post Nov 14 2011, 11:14 AM
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QUOTE (Green Biker Dude 2099 @ Nov 14 2011, 08:53 AM) *
Really? Thanks for letting me know! I assume "A" is for the user, and "B" is for the target? Hmm...you might be able to take totally wacky skills with this...like...[a.def * a.agi - a.atk + b.atk - b.agi] That would be, User's defense times user's agility, minus user's attack, plus target's attack, minus target's agility! Mwa ha ha ha ha ha! (errr...assuming I did that right! I wonder if you can use parentheses? And division? How about more complicated math? Hmmmmm....I'll just have to wait and see...)
It's more likely it will use eval, so any script command might work. So, probably, you can even use methods call, as long it's a valid call.


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Night5h4d3
post Nov 14 2011, 02:54 PM
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QUOTE (Green Biker Dude 2099 @ Nov 14 2011, 05:53 AM) *
[a.def * a.agi - a.atk + b.atk - b.agi] That would be, User's defense times user's agility, minus user's attack, plus target's attack, minus target's agility! Mwa ha ha ha ha ha! (errr...assuming I did that right! I wonder if you can use parentheses? And division? How about more complicated math? Hmmmmm....I'll just have to wait and see...)


Some people are gonna have a hard time with order of operations;
a.def * a.agi - a.atk + b.atk - b.agi evaluates as:
((a.def * a.agi) - (a.atk + b.atk)) - b.agi
Btw.

@Atoa, an eval would be lovely, I can already imagine damage based on terrain, checking if a certain weapon is equipped and then adjusting damage based on kills, etc.

This gives the battles a whole new level of dynamics, you could even do a damage divider so that you can use difficulty without having to hard-code weapons with different damage values in case the user selects hard.


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Atoa
post Nov 14 2011, 05:16 PM
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QUOTE (Night5h4d3 @ Nov 14 2011, 08:54 PM) *
@Atoa, an eval would be lovely, I can already imagine damage based on terrain, checking if a certain weapon is equipped and then adjusting damage based on kills, etc.

This gives the battles a whole new level of dynamics, you could even do a damage divider so that you can use difficulty without having to hard-code weapons with different damage values in case the user selects hard.
I just hope that the text box for the formulas don't have an character limit.


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Holder
post Nov 14 2011, 05:24 PM
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That's sometimes the thing they over look, a simple patch could fix that?
I'm sure there was something like that for XP with the fourth line error and text input box size.


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Night5h4d3
post Nov 14 2011, 05:49 PM
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Yeah, if there is a character limit, it'd likely be bound by the forms found in the resources link library, a fix wouldn't be too difficult. And even if so, with an eval you could call a more elaborate process and then have it return a value, like calling a global def or something like that.


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amerk
post Nov 15 2011, 07:40 AM
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I just read this from the site:

A large quantity of graphical materials and audio recordings are available. Moreover, sample maps have been prepared into the sample data to reduce the time and effort required to make your game. In order to use these, simply select [Sample Map] when you create a new map. From field maps, towns, dungeons, and building interiors, there are over 100 sample maps included.

Correct me if I'm wrong, but does this mean that instead of copy/pasting sample maps into the project (as we currently have to do), it's already prebuilt into the mapping tree? Not that I've ever used the Samples myself, since I enjoy trying to create my own (even if I'm not all that good at it), but I've enjoyed looking at the current samples and have studied them a bit to get ideas for my own.

While being prebuilt as a selection in the mapping tree may make it easier for people to use the sample maps, they are indicating "over 100 sample maps included". That's more than twice what they offer now. If these 100+ maps are not rehashed from the current maps (ie., they are all original), then that would mean we'd have close to 150 total sample maps betweent the current editor and the new.

Not sure if sample maps were provided for the Samurai pack.


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Esrever
post Nov 15 2011, 08:43 AM
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Yes, amerk. You'll have the option of opening up a list of pre-made maps to choose from. If you highlight an item from that list, a screen on the right will show you a preview of what it looks like, and then you can select it if you like how it looks for it to then be used as a new map. There were no sample maps in the samurai pack.


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