@Esrever: Didn't you say you get "extras" if you ordered from the enterbrain store? The EB store sure it's $20 more than Amazon but do you get extras or pay more to buy from enterbrain?
Lol, haven't bought a Japanese RM since the 2k/3 days and at least my copy was legal and I just applied a English patch.
I bet there will be an English patch 2 weeks to a month after it's release or just translated images.
This post has been edited by Rukiri: Nov 15 2011, 09:28 AM
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QUOTE (Watfordj @ Nov 15 2011, 11:39 AM)
It looks like the tilesets will be like they were in XP. is that right?
Depends on what you mean. The graphics, mapping, and layers will be similar (if not the same to VX). However, you will now be able to have unlimited tilesets, as long as they follow VX's parameters (whatever they might be). Quite similar, it seems to SwapXT, but without the hassle of an outside program. And passability and priority seems to have returned.
Sorry BulletXT, the masses still thank you for what you have given us.
From what I saw in a screen shot, A-E will probably still exist, but can altered for each map, with A always being autotiles, and B-E as the add-ons.
In other words, you probably can still use XP resources that have been reformatted to work with VX, but you can't just grab XP graphics and expect to plug them into VX and have VX produce XP quality maps without some putting in the work.
Edit: I haven't heard this or not, but if Enterbrain gives us a total of 5 sheets (A-E) to use for each map, I doubt they will be unlimited in size as XP was. So you probably won't be able to merge multiple sets together. But having a total of 5 different sets for each map is more than plenty, me thinks. And you can always create your own sets using a template.
You can have "unlimited" tilesets per say, but each individual can only have Tiles A-F. But that's more than enough for a "tileset".
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Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
Edit: I haven't heard this or not, but if Enterbrain gives us a total of 5 sheets (A-E) to use for each map, I doubt they will be unlimited in size as XP was. So you probably won't be able to merge multiple sets together. But having a total of 5 different sets for each map is more than plenty, me thinks. And you can always create your own sets using a template.
It's said that graphics follows the same specifications as VX graphics, so i suppose they won't have unlimited size. But it's in fact better. Some HUGE fusioned tilests had some issues causing the game to hang due to the long load time needed to draw the map.
I saw a demo downloaded it... my computer shut down turned it back on and searched the exact same thing on google and the link was gone
Wait, what? A demo of what exactly and it was just a google link?
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I saw one too on 4shared.com, however, I'd be skeptical at this point seeing a dl for VX Ace, as it's not supposed to be released for another month. Probably a virus of sorts. Until Enterbrain officially provides it, I'd stay away from the link.
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@Rukiri Yes, the extras are if you order from Enterbrain's store, and currently it is a bit more expensive than say ordering from Amazon.co.jp. As for the translation, the reason I'm ordering it is to translate it to English, and yeah, it won't take me long to do so at all.
As for tilesets, the way they work is that you'll be able to create different tilesets by combining different parts together in the database. Here you'll set up what you want in your tileset, what you wish to name it, and passage attributes. Then when creating a new map, you can select one of the tilesets listed in the database, so that every map could have a different tileset if you wanted it to.
As for the demo, I haven't seen anything leaked yet. The 44kb one you mentioned was merely some guy from Brazil trolling people. If you open it, it's a jpg of a trollface with the text "Problem?" at the bottom of it. Merely something uploaded in jest. In any case, I wouldn't advise anyone try to download anything like that at this point in time unless they know how to take the right precautions to avoid having something fuck up their computer.
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I loled when I Esrever said it was a troll face. So, you really are going to translate it? That would be awesome and give me even more reason to buy it
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QUOTE (Esrever @ Nov 15 2011, 11:32 PM)
As for tilesets, the way they work is that you'll be able to create different tilesets by combining different parts together in the database. Here you'll set up what you want in your tileset, what you wish to name it, and passage attributes. Then when creating a new map, you can select one of the tilesets listed in the database, so that every map could have a different tileset if you wanted it to.
Not sure if you know this as of yet, and if not you can fill us in once you get the program, but how many pages of tilesets will we get per map?
I've heard a mixture of things as of this point, so my guess is as good as the next. I heard A-E tabs will remain, but we can dictate different A-E tabs for each map in the database. I've also heard some say you will only get 2 tabs per map, 1 for auto-tiles and 1 for add-ons. While it's nice that unlimited tilesets will be added back in, giving us only 2 tabs per map as opposed to SwapXT allowing 5 will be somewhat of a damper, although still doable.
As for tilesets, the way they work is that you'll be able to create different tilesets by combining different parts together in the database. Here you'll set up what you want in your tileset, what you wish to name it, and passage attributes. Then when creating a new map, you can select one of the tilesets listed in the database, so that every map could have a different tileset if you wanted it to.
Not sure if you know this as of yet, and if not you can fill us in once you get the program, but how many pages of tilesets will we get per map?
I've heard a mixture of things as of this point, so my guess is as good as the next. I heard A-E tabs will remain, but we can dictate different A-E tabs for each map in the database. I've also heard some say you will only get 2 tabs per map, 1 for auto-tiles and 1 for add-ons. While it's nice that unlimited tilesets will be added back in, giving us only 2 tabs per map as opposed to SwapXT allowing 5 will be somewhat of a damper, although still doable.
It's exactly the same as VX, form A to E.
The system will be like XP tileset selection, on XP you chose the main tile graphic, and up to 7 autotiles. This selection was replaced witht he A1-A5 and B-E selection.
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QUOTE (Atoa @ Nov 15 2011, 01:36 PM)
It's said that graphics follows the same specifications as VX graphics, so i suppose they won't have unlimited size. But it's in fact better. Some HUGE fusioned tilests had some issues causing the game to hang due to the long load time needed to draw the map.
That really irks me, especially when it's like the inquisitor's world map pack. What'd really be smart though would be if the maker allowed you to put in such a huge tileset, but when you compile the game for use - it trims off any un-used tiles and fits them into the smallest space possible.
Edit - something I noticed in the image, that doesn't seem to be mentioned - it looks like there'll be 4 layers, 3 mapping and 1 event layer
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A big problem i have is it still uses the layout for auto tiles that VX used, in VX you're stuck with a VERY blocky look when you're making your maps, in XP you could make a VERY rounded or natural look if you were good with graphics. It's disappointing to think were still stuck with the VX auto tile layout.
On the left in that image is the XP layout, which allowed for very natural looking land masses, and on the right is VX.. with the VX auto tile layout, both are made up of 32 by 32s No mater how hard you try, you're still going to get a VERY blockly look with coast lines and so forth... it's so blasted annoying, and i would hope they would go back to the way it's done in XP.