Based on its predecessor "RPG Maker VX", the event command system and various other areas have been strengthened.
Create your own character graphics by simply using a combination of the supplied original parts. This is one way that game production functions have been revamped substantially.
As the latest installment of the RPG Maker series for Windows, this software becomes the trump card (ace) of RPG production.
Feature 1: New functionality to create your original characters, and migration to RGSS3 for scripting!
Even if you are unable to draw up graphics, an original character can be made from the combination of parts with the built in "Character Maker" and "Face Graphic Maker". One of many new features to assist with RPG production! In addition, for those with knowledge in extensibility (Script Editing) we've made things much easier with the introduction of "RGSS3".
Feature 2: Additional Enhancements to Basic Functions
Event commands have been strengthened and additional optional settings have been given. For example, there is a newly added function for specialties called "Feature" in which things like "Provoke" and "Protect" which have become standards in many famous RPGs can be added with ease.
Feature 3: Making Combat More Interesting with a "Finisher System"
A third gauge called the "TP Gauge" has been implemented following the well-known HP and MP gauges. TP can be accumulated in the course of battle and can be released for use of a finisher! Customizing how TP and the rest of the system works is entirely possible.
*The game screen is under development and does not depict the final product.
<< "RPG Maker VX Ace" Software Requirements >>
OS: Windows XP / Vista / 7 Japanese Edition CPU: Intel Pentium 4 2.0 GHz or Equivalent Memory: 512MB or More HDD: 400MB Free Space or More Display: Resolution of 1024x768 or More Other: Compatabile with both 32 and 64 bit OS
Note from Esrever: I'd like to point out that the mentioned function [Feature] may end up being called something else. It is a Japanese word with a few different meanings. The romaji for it is tokuchou. I really couldn't decide what it could be best translated to without knowing a bit more about it. The context really doesn't give too much away. In any case, I will be doing an English translation of the program when it arrives (likely the Japanese trial first), as well as more information as it becomes available and brought to my attention. If anyone has any information that they think I might be interested in, please be kind enough to send it my way through PM or other means. If I have time, and I think the community would like an English version of said material, I'll do my best to see it happen. Thanks!
Rob_Riv
Sep 29 2011, 07:54 AM
QUOTE (Esrever @ Sep 29 2011, 04:21 PM)
In any case, I will be doing an English translation of the program when it arrives (likely the Japanese trial first), as well as more information as it becomes available and brought to my attention. If anyone has any information that they think I might be interested in, please be kind enough to send it my way through PM or other means. If I have time, and I think the community would like an English version of said material, I'll do my best to see it happen. Thanks!
The best solution is really to wait for an English version to be released, as an English translation of the software will likely be illegal, and thus against the rules.
Oceans Dream
Sep 29 2011, 07:56 AM
Well looks like it has battle bgs at least (Assuming it wasn't scripted in for a sample game). I wonder what they'll take away like they have been doing. I guess if they have a stronger mapping system and more tilesets then it could actually be useful and people might actually use it over RMXP.... but then again the DS one still looks very VXy so I don't assume the tilesets will be anything more than just the regular VX. It's not a big deal if you have more tileset flexibility and 4 directional passing though.
Esrever
Sep 29 2011, 08:32 AM
QUOTE (Rob_Riv @ Sep 29 2011, 10:54 AM)
QUOTE (Esrever @ Sep 29 2011, 04:21 PM)
In any case, I will be doing an English translation of the program when it arrives (likely the Japanese trial first), as well as more information as it becomes available and brought to my attention. If anyone has any information that they think I might be interested in, please be kind enough to send it my way through PM or other means. If I have time, and I think the community would like an English version of said material, I'll do my best to see it happen. Thanks!
The best solution is really to wait for an English version to be released, as an English translation of the software will likely be illegal, and thus against the rules.
I'm well aware of this community's rules toward illegal software. I have no plans on releasing my translation on these forums nor on mentioning the whereabouts to obtain it. I'm under a different name now, but I've done translations for the community in the past. I've always released patches or other files which translate the program into English and/or Spanish without cracking any authentication schemes so as to promote actually buying the software. I'm aware that this still breaks the EULA and in some jurisdictions is considered illegal. I'm comfortable where I stand on the issue and will suffer consequences brought before me if they so happen to.
I'm really here to pass along information. To make it readily available and easy to read through for the English and Spanish speaking userbase. I have no intention on breaking your community's rules, and I certainly don't mean to step on any toes. Just please understand that. I've bought plenty of software from Enterbrain in the past, and plan on continuing to do so. I'd be translating this for my own personal use anyway. I may as well help the community out so that they are able to have a proper translation so they have more of a reason to support the software maker too while enjoying the product in their native tongue.
EDIT: Update - WIP Translation of the Character and Face Maker from the extremely small thumbnail that Enterbrain has provided.
amerk
Sep 29 2011, 12:06 PM
This does have potential, so I'll have to pay attention. Some of the added features are nice, especially being able to customize the faces right in the program itself. I'm hoping they address the tile limitation, but time will tell... in a few short months hopefully.
udivision
Sep 29 2011, 12:23 PM
At the very least, this shoudl make me no want to use VX.
XP failed to do that with 2k3 in some ways, VX soundly failed to do tha with XP. All have their strengths and weaknesses... it should be a little more black and white.
X-M-O
Sep 29 2011, 12:28 PM
QUOTE (Esrever @ Sep 29 2011, 11:32 AM)
I wonder if they'll add the functionality to allow users to Import Accessory 1/2 items or other items that can be applied in the window above. It would add a lot more flexibility to the program's new feature.
Night5h4d3
Sep 29 2011, 12:43 PM
My bet would be that it'd be in the RTP, somewhere. If they package it into the .exe, that'd just be terrible. Then again.. Enterbrain has done worse.
@esrever I've no clue how you can see that small XD, anyway, I tried; couldn't find any similar shaped kanji, my guess is that it's shoe type.
Esrever
Sep 29 2011, 01:06 PM
QUOTE (Night5h4d3 @ Sep 29 2011, 03:43 PM)
My bet would be that it'd be in the RTP, somewhere. If they package it into the .exe, that'd just be terrible. Then again.. Enterbrain has done worse.
@esrever I've no clue how you can see that small XD, anyway, I tried; couldn't find any similar shaped kanji, my guess is that it's shoe type.
A lot of scaling was involved. Magnification between 200-400% and switching between those values a lot to come up with some clean characters. Also, plenty of squinting. Really, I had to guess for some things, but made sure that would be a pretty good fit. Also, originally I had thought shoe, but I really can't confidently confirm it. I'll try to clear the image up some more later tonight or tomorrow and give it another check.
Rukiri
Sep 29 2011, 03:43 PM
The only thing RMVX needed was a better map system that would support map battles, as most map based battles are, A.) horrible, B.) buggy, C.) unplayable.
If all they really added was a better mapping system people are going to like it and I really hope RGSS3 is just Ruby 1.9.. c'mon let's just cut the crap and use the latest version of ruby already..
Since I sorta understand Japanese I'll probably order this when it's released. Is there a digital download for the Japanese version or do you have to wait until the dvd arrives? Haven't ordered software from Japan for years..
Night5h4d3
Sep 29 2011, 08:42 PM
Please no more GDI!! >.< I could go for OpenGL or something.. But that's probably not gonna happen. Also makes me wonder what classes they're gonna hide from us this time.. And I really hope the don't use deadcafe again.. That'd be the death of me (pardon the pun)
$100+ for a DVD? Sounds overpriced, though I'd imagine if they already included tax, they'd have said something about shipping I'd there would be any. On the other hand, a DVD is a sure-fire way to preven those nasty problems where rpg maker 'forgets' it's registered. (I swear, this has happened to me more than 5 times between XP and VX, I've had to called in every time..)
Character generator, don't know if want.. If it's done right, *drool*
Limit break system, meh, I'd rather an integrated ATB.
amerk
Sep 30 2011, 05:09 AM
Night, I also had a bit of concern with the pricing. It seems to be about twice the cost of the current VX maker, so in my thought it had better be twice as good. As one poster commented, the upgrade to RGSS3 seems like a nice touch.
The downside for me is, that means that current scripts already available might not work without being upgraded, which means people who know very little of scripting will have to start all over again in their requests and patiently waiting.
The features they do mention seem nice. I can only imagine how quick and simple it will be to create new faces and sprites now, without the hassle of trying to find the right template, size, and making sure to import them correctly, and being able to alter the sprites/faces various will go a long ways in create original games. Hopefully they will still allow people to add their own faces and sprites as well, or to change the add-on pieces (hair, mouth, clothes, accessories).
My one concern, of course, is the tileset limitation. To me, if they can address and fix this, even if it's to give us another 5 tileset sheets to work with (including 1 additional auto tile sheet), then I believe this would be worth the cost for that alone. If not, then I'm afraid it may turn people away, especially since the current VX has SwapXT to get around this fiasco.
I'm also assuming that while this is still VX, then the tileset size will probably remain the same, so any VX tilesets accumulated from the original will probably work with the newer model, hopefully. But I guess at this point it's just a waiting game.
Night5h4d3
Sep 30 2011, 08:51 AM
I agree with you there; here's how I'm seeing it. RGSS3 = 2x price Scripters = usually not funded Scripters' funds <= Price of VXA RGSS3 Scripters <= RGSS/2 Scripters
It's almost inevitable that for a long period of time, there will be relatively few scripters for RGSS3 than there are for RGSS2. I'm also wondering, since they do call it VX Ace- RGSS3 might really be more like RGSS 2.5 and a majority of scripts from RMVX will work on VXA, unlike XP to VX.
Tileset is indeed one of the main issues over VX, I certainly hope this is resolved. The smartest way would've been to allow the creation of Tilesets, like if you dont need set C you don't need to load it, and thus you'll only have A, B, D, whatever else you included. Judging by the sprites (still being a 3x4 32x32 spritesheet) I'd say that it's highly likely that this version will also be 544x416.. Hopefully, there'll be a way to raise the resolution to above 640x480 without stretching and without modifying the DLL.
Esrever
Sep 30 2011, 01:46 PM
A lot of these complaints can be seen in the Japanese communities as well. Many of the common requests/desires I've seen so far include a resolution of 800x600, easier use of tilesets (preferably more like 2000/2003), and that it has methods toward importing existing projects. I see a few already popping up saying that they are pleased about the RGSS3 announcement, and I'd imagine that many of the scripts starting out would be from them. It's similar to how XP and VX were in that you'd see translated scripts being used (KGC comes to mind) by the English community.
Though yes, time will tell. Nearly everything is speculation at this point. We're waiting on more information from Enterbrain, really. Once that happens, hopefully some of your questions will be answered. More importantly, hopefully the information indicates that they're listening to the userbase and catering to what they want.
Night5h4d3
Sep 30 2011, 02:03 PM
800x600 is great, but then you have the issue of the fact that it's not divisible by 32, so you'd need like a 8px vertical scroll or something like that, otherwise I think they would've used/allowed it sooner.
Either way, December is a long time from now.. I don't really like the fact that Enterbrain doesn't showcase more of the features of a new RPG Maker until it's for sale.
MagitekElite
Sep 30 2011, 05:12 PM
They need to work on the tile system, and make it so you can add more tilesets. Its the biggest thing, I think, that is holding the system back.
TheBen
Sep 30 2011, 05:47 PM
Definitely with you on the tileset thing. I hope they can combine the greatest aspects of XP (mapping, overlays, battle system) with the stuff that made me choose VX (easier scripting, message system, blurring &c.)... but I still wouldn't pay more than 70 or 80 bucks for it. I mean, hobbies are hobbies, and I don't want to put in that kind of money to something that seems to be the equivalent of the Turbo edition of Street Fighter II.
One thing that I'd really love in this RPG Maker is interpolated scaling (which basically means that scaled and rotated images, animations, and sprites don't look like complete crap). Ever single game engine I've worked with (except for one, I think) has interpolation... except for the RPG Maker series.
(Also, I think I heard from a guy who'd gone to Enterbrain support that they'd be releasing this in the US sometime in 2012, not in December. Then again, one can always hope...)
Esrever
Oct 1 2011, 12:20 AM
From my understanding, a U.S. release is marked for Spring 2012. If you were looking for a more specific response, sorry. That's really only as specific as I can get.
Rob_Riv
Oct 1 2011, 05:21 AM
Looking at VX, RPG Tsukūru VX was released Dec. 27, 2007, and RPG Maker VX was released Feb, 29, 2008. That's a delay of two months and three days. Applying that time to Dec, 15, 2011 would mean an English release on Feb, 18, 2012.
QUOTE (Esrever @ Oct 1 2011, 09:20 AM)
From my understanding, a U.S. release is marked for Spring 2012. If you were looking for a more specific response, sorry. That's really only as specific as I can get.
Where did you get that information from?
Esrever
Oct 2 2011, 01:31 AM
Enterbrain (US)
joey101
Oct 10 2011, 11:14 AM
@Esrever Wow i just posted a topic about 2 new rpg maker 2 mins ago
udivision
Oct 14 2011, 07:50 PM
He posted his about 2 weeks ago.
Esrever
Nov 2 2011, 04:11 AM
I suppose now is a decent time for an update. As of yet, RPG Maker VX Ace is still lacking a product page from Enterbrain. I do speculate that will change soon though, as they've recently posted package illustration onto a few sites now. I'll post it below along with an edit I did with English text. It seems a lot of people are worried about the price, and so I'll quote something I posted on another forum. Please note that the predicted price I list of $90 is to be taken with a grain of salt.
QUOTE
Concerning the Price... You need to take into account that at launch, XP cost 9,800 JPY (127.15 USD). Then we have VX with a cost of 10,290 JPY (133.50 USD). Now that brings us to VX Ace breaking the bank at 13,440 JPY (174.35 USD). Those are the prices for the products in Japan. Keep this in mind. When they brought English localizations over, the significantly reduced the price of each product in respect to the exchange rates. At launch, each version of XP (now $30) and VX cost $60 USD. That... for all intents and purposes is half the cost of what the average Japanese consumer had to pay. So, yes Ace will cost more. Three times the price? Not even close. If the trend continues, I'd suspect the English version to be around $90.
Also, while I cannot confirm this at all and nothing official has been announced, I have found information hinting at RGSS3 carrying Ruby 1.9. If this turns out to not be true, please don't start chucking produce at me. It's merely a prediction based off of evidence I've accumulated over the last month or so.
I'll be posting a full write-up soon. You can find a link on where to find it in my signature. I'll be making updates as more information arises from official sources as well. And now the cover art...
Rob_Riv
Nov 3 2011, 05:11 AM
QUOTE (Esrever @ Nov 2 2011, 12:11 PM)
Also, while I cannot confirm this at all and nothing official has been announced, I have found information hinting at RGSS3 carrying Ruby 1.9. If this turns out to not be true, please don't start chucking produce at me. It's merely a prediction based off of evidence I've accumulated over the last month or so.
What evidence is it based off of?
Holder
Nov 3 2011, 07:03 AM
Ace in my opinion looks like RM2k moving onto RM2k3, I can't really see a different engine but rather a few little other things included. Even then though a few features were removed going into 2k3 so I'll not be surprised if they do it for Ace.
Rukiri
Nov 4 2011, 09:32 AM
If it's anything like rm2k3 than I'll be happy, just as long as we're not stuck with 5 tilesets. Yes I can make the 5 tileset limit work as most 2D snes games really don't use 5 different tile-sets well maybe a few..
I hope they allow for different tile sizes as that'd be cool.
Andrelvis
Nov 5 2011, 05:36 AM
5 tilesets is really no problem, the problem is those tilesets having a size limit.
Sailerius
Nov 6 2011, 09:43 AM
Having a size limit is really no problem, the problem is the mapping system blowing.
Yuu-Mon Musuedo
Nov 6 2011, 10:43 AM
I was disappointed with VX because it felt a little limited unlike XP. I don't know, maybe because XP was out longer, but whatever. I just hope it would be like XP mixed with VX a little with some new shiny toys.
I've translated the official Japanese product page. you can find it at the link above.
amerk
Nov 7 2011, 07:09 AM
Excellent! While it may not fix all the mapping problems VX had, the fact that it includes the ability to swap out Tilesets is a much needed re-addition. Since it appears that resources from VX can be used with the ACE, I don't believe they altered the mapping style too much.
I'm curious, though, as to how the tileset swap would work. While SwapXT allowed you to swap out all 5 sets at a time, the ACE appears to only allow one tileset swap per map (which might remove the B-E feature. Looking at the website, it appears that each tileset swap would have a section for "auto tiles" and a smaller section for the add-ons (normally B-E). Not entirely sure about this, but here's to hoping that the size of the tileset can be altered for maps where you need a lot of detail.
Edit: Just read some additional fine news, making me want this even more!
Built in "caterpillar" like functionality, and the ability to have a maximum party size of 8 (though it seems 4 are counted as "reserves").
Finally! I could care less about the caterpillar system, but I'm liking the maximum party of 8 feature. What does it mean by "4 are counted as reserves", though? Isn't that what usually happens in a game with more than the standard 4-person party?
Sailerius
Nov 7 2011, 09:26 AM
Ugh. Just what we needed. More "features" added in that are easy to script but annoying to remove if built in and you don't want them. Where's our better mapping system, Enterbrain?
Yuu-Mon Musuedo
Nov 7 2011, 10:12 AM
I like the idea where you can make your own faces and this TP / Finisher System, but... Just like what Sailerius said, these could be easily scripted. And I already got those in my XP one. XD
If they give me a map edit where I could have more then 3 layers, 5 or more, that would be enough for me to actually work on a project on that RPG Maker. And thanks for the link.
amerk
Nov 7 2011, 11:49 AM
Well, I agree about the caterpillar feature. It's not a necessity to me, and I hope I can have the feature to shut it off, but I am happy they are allowing for an 8-person party. While scripts already allow this, it just makes it more convenient.
Sailerius
Nov 7 2011, 07:53 PM
It's easier to find a script to add a feature you want than to find a script to remove a feature that you don't.
Atoa
Nov 7 2011, 09:10 PM
QUOTE
It's easier to find a script to add a feature you want than to find a script to remove a feature that you don't.
Not necessarely true. Many scripts are made to fill the need of the users, the removal of features weren't never really widely needed. But since this situation will change, scripts to remove these features will be available in no time. I'm already planing making this, and i'm sure i not the only one.
People love to complain... when Eb! removed features justifying that "they could be scripted" people complained, now that it add new features, people complain that it's not good to have them because "they could be scripted"...
alex_trenton
Nov 8 2011, 05:15 PM
Atoa is right. Also, it's good they fixed the tile sets problem though... You can have different tile sets for each map now thankfully. But i think auto tiles are still constructed the same way, which sucks.. cause you're only given enough tiles to make things that are very squared with auto tiles in VX. In XP you could make more natural looking land masses, with angular tiles, for like land masses and such, now we can't... but since tile sets are no longer limited, i can probably find a way around it more easily.
Rukiri
Nov 8 2011, 09:29 PM
QUOTE (Yuu-Mon Musuedo @ Nov 7 2011, 11:12 AM)
I like the idea where you can make your own faces and this TP / Finisher System, but... Just like what Sailerius said, these could be easily scripted. And I already got those in my XP one. XD
If they give me a map edit where I could have more then 3 layers, 5 or more, that would be enough for me to actually work on a project on that RPG Maker. And thanks for the link.
In vx it was that you had 2 by default, sprite-objects was 3, and pictures was 4. Now it appears we have 3 thus giving you your five layers.
I was able to make any map that XP could in VX so I should be able to do it even better with VXA mainly cause I can use more than 5 tiles lol ^O^
If RGSS3 is mainly 1.9 with added classes and functions I'll be a happy camper, as 1.9 was way faster than 1.8^^
Atoa
Nov 8 2011, 10:45 PM
QUOTE (alex_trenton @ Nov 8 2011, 11:15 PM)
But i think auto tiles are still constructed the same way, which sucks.. cause you're only given enough tiles to make things that are very squared with auto tiles in VX. In XP you could make more natural looking land masses, with angular tiles, for like land masses and such, now we can't... but since tile sets are no longer limited, i can probably find a way around it more easily.
That's not really a problem, since we have 4 free tilesets (B, C, D and E) to add objects, so we can use one of these to add "fixes" to the squared objects. Also, some of the autotiles works exactly like XP. except by the fact that they must have always 3 frames, in XP you could add as many you wanted. It's still no perfect... but at last it can be called good. What i really like is that instead of an huge infinite tile, you can select from 9 diferent sets of tiles (considering that tile A have 5 parts), that way it's possible to make really varied maps, without resorting to huge tileset meges, o many different tiles with repeated objects.
Esrever
Nov 11 2011, 04:12 AM
RPGMakerWeb has released a promotional video with an English dub. I can't really say too much. The quality is... well... you'll see. The video can be found here http://www.youtube.com/watch?v=5JtfeC6vj34. Also, the eb! store page has been updated. A translation of the new information follows.
[Special EBTen Bonus] 'Collection of RPG Maker SUPER DANTE and RPG Maker 2 Music (Digitally Remastered Versions)'
A full collection of digitally remastered music from Super Nintendo titles "RPG Maker SUPER DANTE (released in 1995)" and "RPG Maker 2 (released in 1996)"! A compilation CD-ROM containing audio in ogg format can be used with RPG Maker VX Ace. Of course, you are free to distribute this data for any projects made.
*This bonus is not an audio CD and cannot be played using a normal CD player. *This data collection may be slightly different than that of sound generated on playback from the actual Super Nintendo title, as it has been reproduced in audio software to allow for conversion. Please acknowledge this. *Works using this data may be distributed freely.
EDIT: Just wanted to say that seeing this, it appears that you would only get this bonus if you ordered through the ebten.jp site rather than through other means (e.g. amazon.co.jp). Kind of a perk to ordering from Enterbrain themselves. I might have to cancel my amazon order now for this.
Guinevere
Nov 11 2011, 10:20 AM
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?
Night5h4d3
Nov 11 2011, 10:47 AM
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?
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.
joey101
Nov 11 2011, 02:48 PM
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!!???
Night5h4d3
Nov 11 2011, 07:18 PM
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.
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]
joey101
Nov 12 2011, 07:19 AM
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
Rukiri
Nov 13 2011, 05:03 PM
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!
amerk
Nov 13 2011, 06:02 PM
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.
Rukiri
Nov 13 2011, 07:30 PM
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.
Rob_Riv
Nov 13 2011, 08:07 PM
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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