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> Rmvx games on 360?, A quick question about RMVX.
kunitaj
post Jul 26 2012, 01:49 PM
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I'm not sure if this is a noobish question (If it is I'm going to feel pretty foolish) but is it possible to play or somehow trannslate rmvx games to the XBOX 360 or PS3? The reason I ask is because I want to make an indie game for 360 using rmvx.


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Jonnie19
post Jul 26 2012, 03:09 PM
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The simple answer is no. The best person to explain this is: BigEd781

QUOTE
Some Technical Considerations
RMVX and the executables that it generates are heavily based on the Win32 API. In order to play games generated by VX in a non-windows environment, you need to emulate *ALL* of the API calls that the game will make. You also need to create a PE format executable loader for the PSP (you do know that different operating systems use different formats for executable files, right?) Hard? Yeah. You are implementing virtual machines on the PSP. Possible? Of course, most things in software are. Practical / Possible for *you*? Probably not.

You would also need to create a Ruby runtime that works on PSP hardware. Possible? Again, yes. For you? No way in hell.

Now how about space and time requirements (Memory and CPU for you non-CS folks out there)? VX uses a relatively inefficient engine by gaming standards, you need to make sure it would even work at all on XXX gaming system.

CPU architecture? Do you know how to program in assembler? Are you familiar with programming for specific, relatively exotic CPU architectures? How do you plan on emulating Windows and porting the Ruby runtime if you don't know a lick of assembler and couldn't make it past page 2 of a CPU architectural specification?


Now I have no idea what any of this means, which is what I am sure you're thinking...There is more to the post...if you wish to know more on WHY it's very difficult to port any VX game over...check it out:
http://www.rpgmakervx.net/index.php?showtopic=41431


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amerk
post Jul 26 2012, 03:41 PM
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Without having extensive knowledge in programming in order to do this yourself, you won't be able to. As such, it's possible in theory if you know exactly what to do, but nobody seems willing to do it, not even for themselves, because it's been said it's not worth the time, effort, and hassle. There's no exporter for any of the makers, either, except IGM (which only supports XNA).

Degica has expressed their interest in creating such an exporter for VX-Ace (which will only support XNA, nothing else), but that's still in the planning stage, with no guarantee as to when it will be done.


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udivision
post Jul 26 2012, 07:42 PM
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It seems more and more that RPG Maker is really limited in it's distribution options. Not that Enterbrian has been particularly progressive with it's franchise, but mobile device, osx, xna, etc... support would be a good way to keep it relevant.


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amerk
post Jul 26 2012, 09:02 PM
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QUOTE (udivision @ Jul 26 2012, 10:42 PM) *
It seems more and more that RPG Maker is really limited in it's distribution options. Not that Enterbrian has been particularly progressive with it's franchise, but mobile device, osx, xna, etc... support would be a good way to keep it relevant.


You would think EB would have done something about this way back, probably beginning with XP, or at the very least carried it over when they designed it with IGM, especially considering that the programs are designed to create commercial investments, but that's EB for you. The sad part is, once they add it in, you can't even guarantee it will last, considering their record for removing features people want and need.

Unfortunately, while there are other options, RPG Maker is very user friendly to people without much programming experience. Until somebody else comes along with a program just as simple, and gives EB a run for their money, they'll just continue to find ways to milk the franchise, and suckers such as myself will continue buying into it.


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Redd
post Jul 27 2012, 06:08 AM
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No, you can't.
The only game makers I KNOW of that can go to platforms, are XNA, Unity, Unreal, IG Maker... I think that's about it. Unless you count the crappy rpg maker on the ps1. Then it could pretty much go to all systems with a little bit of hackwork.


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kunitaj
post Jul 27 2012, 08:07 PM
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Thanks all. smile.gif

Tell me more about these: XNA, Unity, Unreal.

This post has been edited by kunitaj: Jul 27 2012, 08:09 PM


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amerk
post Jul 29 2012, 06:12 PM
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QUOTE (kunitaj @ Jul 27 2012, 11:07 PM) *
Thanks all. smile.gif

Tell me more about these: XNA, Unity, Unreal.


I'll continue to leave this open in case somebody has more input, however asking about different engines isn't the purpose of your topic. If you want to discuss these other programs in more detail, you will need to create a separate topic under the General Game Engines Discussion here:

http://www.rpgrevolution.com/forums/index.php?showforum=79


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KD648
post Jul 30 2012, 06:30 PM
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I'm going to throw in some quick input because I've been looking at Unity myself for my next project. Apparently it's relatively easy to learn (in proportion to unreal or more complicated engines), ports well to every system (including ios devices) and it specializes in speedy development time, but from the limited research I've done it has limited power and code merging problems, meaning you can only really use it on one computer or you'll have to copy and paste into a single version of the program. It looks like a logical, commercial step up from RMVX to me, but if you want to work with it's 3D qualities you'll have to deal with animation which can get super complicated if you don't have someone specifically trained in it. I assume you could still probably use sprites for a 2D game, of which there are several made with unity. It's $1,500 dollars for a commercial license, but there's a 30 day free trial period to see whether or not you want to commit to it. It codes with either C+ or C++, but I'm not a programmer, so I really couldn't tell you the difference.

For what it's worth, I'm 90% sure my next project will be with Unity. It's got sizable limitations, but indie developers like ourselves don't have the manpower to really hit any of those limitations.

I hope that helps!


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