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> RPG Maker VX Ace (First Look)
Lie
post Nov 16 2011, 07:50 PM
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Maybe the reason that there are no such games is because VX is a substandard maker. Maybe in RMVXA, successful online games could be made due to its more advanced capabilities.
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Atoa
post Nov 16 2011, 08:55 PM
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QUOTE (alex_trenton @ Nov 16 2011, 10:21 PM) *
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.
It's just a matter of using good tilesets:
Examples





It's a bit harder to make rounded autotiles on VX, but it's far from impossible. Also you could simply add the XP auto tile to Tile A5. If it's not animated.
Or add the "Rounded" objetct on tile B to E and add the rounding fixes manually.

_____________________________________

Why people always try to bring things such as 3D systems and Online Systems, when everyone knows thar RPG Maker inst suitable for it?
It's possible? Yes, but not for inexperienced people, and they're always the ones that ask. People think "RPG Maker is easy, so Online game on RM is also easy", but coming up woth something GOOD on RPG Maker would be harder than learning and using an especific tool for Online games.

QUOTE (Lie @ Nov 17 2011, 01:50 AM) *
Maybe the reason that there are no such games is because VX is a substandard maker. Maybe in RMVXA, successful online games could be made due to its more advanced capabilities.

RMXP had better options than VX and didn't had any good online game, Also, none of the "advanced capabilities" of VXa would be specially useful on an online game.

This post has been edited by Atoa: Nov 16 2011, 09:38 PM


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Lie
post Nov 16 2011, 09:16 PM
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I'm not saying it would, just that it would give users more options with what to do with their games, which may spawn successful online games.
I think it's rather obvious that VX isn't suited for online capabilities, but that doesn't mean that we should be narrow minded and close the door to our own opportunities. Why try stopping progress?
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Atoa
post Nov 16 2011, 09:35 PM
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QUOTE (Lie @ Nov 17 2011, 03:16 AM) *
I'm not saying it would, just that it would give users more options with what to do with their games, which may spawn successful online games.
I think it's rather obvious that VX isn't suited for online capabilities, but that doesn't mean that we should be narrow minded and close the door to our own opportunities. Why try stopping progress?

In fact i think being narrow minded is stick with a unnefective way of doing one thing, when there's plenty of better ways of doing that. Stoping progress would be using an outadete/not suitable tool for something, when there's better tools available ;D
If people at last had knowledge to come up with something, knowing the big restrictions and issues of using RM for online games, it would be ok. But in most case, they're all just novices that want a magic copy/paste script that will make their game run online. And that is being narrow minded.

This post has been edited by Atoa: Nov 16 2011, 09:39 PM


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Sailerius
post Nov 16 2011, 09:43 PM
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QUOTE (Lie @ Nov 16 2011, 10:16 PM) *
I'm not saying it would, just that it would give users more options with what to do with their games, which may spawn successful online games.
I think it's rather obvious that VX isn't suited for online capabilities, but that doesn't mean that we should be narrow minded and close the door to our own opportunities. Why try stopping progress?

It has nothing to do with technical ability and everything to do with the fact that the only people with the skill and management ability to make an online game around these communities is also smart enough to know that it's a bad idea.


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Esrever
post Nov 17 2011, 08:14 AM
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The Tkool blog was updated. Translation follows. Source: http://www.famitsu.com/blog/tkool/2011/11/rpgvx_ace.html

RPG Maker VX Ace!

Yo! My Maker Maniac levels are up 120%. Though, I can probably make it to 180% before I nerdgasm. After four years, a new work for Windows called "RPG Maker VX Ace" is finally here (I can't wait).

The package illustration was drawn by 碧風羽 this time. On the eve of a decisive battle with the demon king! The image we had in mind was drawn in vivid detail.

In this Tkool blog, I would like to introduce some material to help fill the gap on information found on Tkool web.


<Today's Gap> The "Damage Formula Calculation" is cool!
First post! Before we start... let's not go in blind! First, please see this image.

This image, which also appears on Tkool web, is for editing the damage calculation formula for the [Attack] command used in battle. Although I think that anyone with decent intuition can make sense of this, the above is the same formula in VX. 'Attack of A' x 4 - 'Defense of B' x 2. Incidentally, it is shown side by side how A will strike B.

Then, next is this picture. It is the damage calculation formula for a sword based ability called "Radiant Blade" which is found in the sample data.

To translate into the terminology used in game, it means 'Attack of A' x 5 + 'Magic Attack of A' x5 - 'Defense of B' - 'Magic Defense of B'. This is a technique which unites a physical attack with magical damage, and so it factors in both the physical and magic defense of the opponent.

In Ace, you're able to include other parameters such as luck, level, HP, and MP as well as the previously mentioned attack and defense parameters. Of course, you can also refer to a variable.

*** Usage Example ***
After all, there is no use for an ability which doesn't use a variable!

For example, let's use "Karma (Behavior)" with karma for values (variable) which may be increased when doing good things, and decreased when doing bad ones. Then, in the damage calculation formula we could implement the variable to weigh how effective a recovery type skill is. You could increase the power for skills of evil people! This might be how one system could work.

This is just one example to give you a feeling of how to work with the data, and I'm sure many ideas will come easily. As for that, "RPG Maker VX Ace" will be released on December 15, 2011!

This post has been edited by Esrever: Nov 17 2011, 08:18 AM


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amerk
post Nov 17 2011, 09:27 AM
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QUOTE (alex_trenton @ Nov 16 2011, 06:21 PM) *
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.


I'm not very graphic oriented, but couldn't you just alter the corners on the VX square to make them octagonal in shape like XP?


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Lie
post Nov 17 2011, 02:50 PM
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I never actually said that the maker itself would have qualities that make it better suited for online gaming, just that it would attract more users, which may or may not lead to successful online games.
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kayden997
post Nov 17 2011, 02:58 PM
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@Lie you lie Lie (jk)
Finally! Luck will actually be a factor in battle. I always felt that luck was a pointless addition that made you waste points while leveling up tongue.gif
I also like the fact you can base it on a variable. I love variables smile.gif


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Green Biker Dude...
post Nov 18 2011, 01:46 AM
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It's nice seeing confirmation of being able to use variables for damage formulas. Sooooo much you can do with that.


Also, one thing I noticed that I thought was interesting. Remember in the trailer? Near the beginning, it showed 4 scene pictures, a tower, a castle, an evil castle, and a world map with a serpent and mermaid and stuff on it? I discovered those pictures were in RPG Tsukuru DS, usable as title screen pictures. I don't know what this means. Did they make higher resolution pictures for VX Ace? Were they just showing those for fun?

I notice their last few Makers have kind of "leeched" off of each other.
-DS has very similar graphics, some in common at different resolution, to VX.
-DS+ has some things, some slightly modified, from the Samurai Pack.
-VX Ace, well besides using the same style as VX, seems to possibly have some pictures from DS.

I wonder if VX Ace and DS+ will share anything? I'm really hoping that VX Ace will have some of the Sci-Fi stuff from DS+, I really miss that being in the RTP. The modern stuff wouldn't hurt either! I just think that if it had any of that, they would have featured it in the trailer or screens. Oh well.
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amerk
post Nov 18 2011, 10:56 AM
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DS seemed to have been modeled after the VX, but with even more limitations as it was console related. I'm not sure if they updated the resolution on that or not. With the DS, some features were already added in that we are now getting with the Ace (such as sprite/face makers).

If you compare Ace to the VX, it does seem like quite a large upgrade, and one that is sorely needed, since it's updated the database to add back the use of unlimited tilesheets. But when you compare the Ace with the DS, it feels like a smaller upgrade, since there seems to be a lot of similarity. Still, the Ace will be easier to use over the Internet channel and includes some added features that I don't believe were included with the DS.

The DS Pro, on the other hand, feels like the Samurai Pack for the VX, in that here are some added features, but not as great of a difference between VX and VX Ace.

As for resolution, it keeps stating that the graphics and resolution for the Ace will remain the same as VX. Not sure if DS and DS Pro uses the same or not, but if they do, then maybe somebody will be able to compile into a format that can be used in VX.


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joey101
post Nov 19 2011, 01:03 PM
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wait is this out? i did'nt unterstand Esrever last post


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Night5h4d3
post Nov 19 2011, 01:19 PM
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Esrever translated a famitsu blog post about RMVXA.


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Holder
post Nov 19 2011, 01:30 PM
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joey you can expect to hear little bits every now and then about it, though there could also be a lot of speculation so I'd wait till confirmation if you ever read anything.
http://www.rpgmakervxace.com/ keeps up to date with information about ace.


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Esrever
post Nov 21 2011, 01:27 PM
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The blog was updated again.


RPG Maker VX Ace - Second Gap
November 21st, 2011




Today I'll help to fill the gap of information on "RPG Maker VX Ace".


<Today's Gap> Party
Just as we did the last time, let's not go in blind. First, view these pictures from Tkool web.

 

In RPG terminology, the "party" is shown as the hero and their friends. In "RPG Maker VX Ace", members can line up and walk on after another. Of course, you may set it so that only the front character is displayed like in the right image. You may change this from within the database and by using event commands.

Also, up until now, we've only been able to have a maximum party of 4. Now, that restriction has been lifted, and you have a nearly limitless size. However, only the first 4 members will be displayed for map movement and only those 4 will be able to participate in battle.

In the menu screen, member 5 and those after will be displayed with a translucent image. Ralph is the 5th member, and Indestructible King as the sixth. By the way, the Indestructible King is Ralph's thought to be deceased father.



*** Usage Example ***
It seems interesting that we can now set a large number of people in the party.

Why don't we have 10 people as special forces, each with their unique ability, so that each may be used accordingly in certain situations?

If a rule is set to be unable to revive members who fall in combat, what do you do? Who do you keep alive? Who do you sacrifice? A story with such decision making might be considered. Although it is easy to get carried away and make a party of 50 or even 100 people, 10 is probably more manageable, because things can easily get out of control (personal experience).

This is just one example to give you a feeling of how to work with the data, and I'm sure many ideas will come easily. As for that, "RPG Maker VX Ace" will be released on December 15, 2011!


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kayden997
post Nov 21 2011, 03:15 PM
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All I can say is... GO RALPH!
I knew it would be a toggle option, everyone that doubted (even a bit) is now wrong.

Another note is I saw that the combat system got a buff.
What things got improved? (besides formula)


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Rukiri
post Nov 23 2011, 09:23 PM
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Other than graphics, I'd say mechanics but it's basic like all traditional rpg maker battle systems are. A start point.


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Esrever
post Nov 24 2011, 07:20 AM
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Another Tkool blog update.


RPG Maker VX Ace - Third Gap "Item Selection Processing"
November 24th, 2011




Today's gap is on an event command in "RPG Maker VX Ace".


<Today's Gap> Item Choice Selection
You might not realize much from just a command name, so let's show you a screenshot to help introduce the material.



Did this give you any hints?

When you got to examine suspicious places, the item window can be opened automatically by using an event command called "Item Selection Prcessing".

It's main use will probably be for things like puzzle solving. When using this command, you can set a variable with a chosen item's ID number, but there are many applications for it. There's nobody out there who won't be using this!

*** Usage Example ***
While the command can automatically highlight an appointed item, you may ultimately leave it up to the player to choose the item.

Let's see how this might work for an escape system in an adventure RPG.



Our hero here is confined in a mysterious mansion and must use everyday objects found around the area to escape. An advanced puzzle solving element could be included to limit the player's progress forward until they use the right item.

This is just one example to give you a feeling of how to work with the data, and I'm sure many ideas will come easily. As for that, "RPG Maker VX Ace" will be released on December 15, 2011!

This post has been edited by Esrever: Nov 24 2011, 07:21 AM


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Green Biker Dude...
post Nov 26 2011, 01:31 AM
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The more I think about the Item Selection command, the more I realize you should be able to do with it. It's got me excited...
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Esrever
post Nov 28 2011, 03:28 AM
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Incoming Tkool blog update...

RPG Maker VX Ace - Fourth Gap "Special Abilities"
November 28th, 2011




In today's fourth gap, and concerning a new element, we'll lightly touch on special abilities.


<Today's Gap> Special Abilities
In Ace, you can now set up skills to use points called TP, rather than MP. TP is represented in the image below as a green gauge.



TP is accumulated over time during battle while performing actions (usually normal attacks and skills), as well as when suffering from damage. Once TP reaches a set value for a character, it will become usable. When collecting TP, you can use it quickly on the small fry, but while at a boss, you'll likely want to save it up until the gauge fills to throw the very best maneuvers.

With default settings, magic will consume MP while special abilities will consume TP. It will be displayed on the battle screen like so.



The following image may be viewed larger (click on it to see an enlarged image). Pay attention to the red frame.



Did you notice anything? In Ace, you can freely add any type of skill. Please know that the number of frames that correspond to "Skill" may be increased freely. I'm very fond of this, personally!

*** Usage Example ***
I won't go too in-depth. Only about this!



Here you will see added character specific battle commands.
Character skills are prepared into subdivided categories. For example, if a character is a swordsman, the command itself is divided up for each stage of the skill.

Perhaps something such as having special abilities (= those not requiring a sword), arts (= requiring basic sword skills), mystic arts (= requiring mastered sword skills)? Needless to say, magic may also be subdivided (spirit magic or holy magic). It's also possible to make skills unable to be used unless a certain weapon type is equipped.

This is just one example to give you a feeling of how to work with the data, and I'm sure many ideas will come easily. As for that, "RPG Maker VX Ace" will be released on December 15, 2011!


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