RPG Maker XP

RPG Maker XP

n00b Aug 24, 2014 @ 5:49am
Which is better? XP or VX ACE?
i would like to make a fan game for JackepticEye and i have ever tryid the rpg makers and im wondering wich is easier to use and do both not need programming? (I'm verry verry sorry for my bad English)
Last edited by n00b; Aug 24, 2014 @ 8:55pm
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Showing 1-15 of 15 comments
Mr. Highway Aug 24, 2014 @ 3:09pm 
Vx ace, also wich is spelled like this: which.
Hajami Aug 25, 2014 @ 5:44am 
XP got an more Advanced Maping System. Ace is more simple in standard Mapping but more Powerfull in Performance and other Stuff.

Iam using Ace
Last edited by Hajami; Aug 25, 2014 @ 5:44am
StealthMomo Aug 30, 2014 @ 12:55pm 
There is a reason why almost all RPG Maker games released on Steam were made on XP.
Hajami Aug 31, 2014 @ 6:01am 
Originally posted by StealthMomo:
There is a reason why almost all RPG Maker games released on Steam were made on XP.
Because it is Older and therefore more Common Available in the Past? I believe that.

StealthMomo Aug 31, 2014 @ 9:48am 
Originally posted by Hajami:
Originally posted by StealthMomo:
There is a reason why almost all RPG Maker games released on Steam were made on XP.
Because it is Older and therefore more Common Available in the Past? I believe that.
In XP it's easier to design a map with its triple layers plus the option to combine limitless tilesets into one big tileset.
Dactyl Sep 1, 2014 @ 3:39pm 
vx Ace
Coy Sep 3, 2014 @ 4:38am 
VX Ace and XP have different art styles for one thing which is why both are still current, mapping systems as well though VX ACE is porbably the easier to use due to added functions XP is the better mapper and has Pokemon Essentials which is a very popular thing to use with XP
Niekitty Sep 8, 2014 @ 5:46am 
XP and VXA both have strong points and weak points. The answer comes down rather heavily to what you plan to be doing.

* VXA has a more recent scripting language, and a lot of coders have moved over to it, so a lot of the time it can be hard to find scripts and script support for XP, but XP had fewer things as engine hardcoded, so it took less engine hacking to do some things.
* VXA also has built in AVI support, making XP the only rpgmaker engine to NOT be able to play video files by default. (there are a few scripts floating around to let XP run AVIs)
* VXA has support for faces in the text window, making XP a step down on that front too.
* admittedly, VXA runs slightly smoother on old or weak computers.
* VXA has a lot more pretty lines in the database management windows that make it slightly easier to learn how to use. (it essentially does all the same stuff, it just sepperates it more clearly by function)
* VXA actually has much higher caps on how many variables and switches you can use.

...*clears throat* now for the part some people dont want to hear because NU-UR IZ ALWEEZ BETTAR...

* XP is not designed around a specific character size, but defaults to a slightly less absurd looking character size. VXA starts having serious fits if you try to make a game around characters that are not waddling cubes (and while you can make larger sprites, VXA starts having graphics issues with them at times).
* XP can handle not only an entire extra layer of map tiles, but UNLIMITED TILESET SIZES. VXA is restricted to 2 layers, and will not let you choose which layer a given tile is on; if the tile is in a certain place in the tileset, it goes on a specific layer. This essentially means much less creative layering, and having to use tricks to put certain objects on top of things... like plates on a table...
* XP has about the same autotile support, but allows a couple little extra features, and handles distance and layer options with them better.
* XP uses a standard 640x480 resolution. VXA defaults to a non-standard 544x416. using engine hacks to upgrade VXAs resolution is a violation of the EULA.

If you want to just crank out a boxdwarf adventure in a hurry, VXA is a good way to go, and there are ways around a lot of its shortcomings, but there are around XPs too. XP takes a somewhat steeper learning curve, but it can make MUCH nicer maps than VXA.
soooo yeah. pretty much a situational thing.
Hajami Sep 8, 2014 @ 6:18am 
Its no violation to change vx resolution to 640x480. And there is a Script from Tsukuhime that provides larger resolutions without hacking the source code. But its total Buggy and therefor not good to use.

For Testing put this Line as new Script in your Scripteditor in the Materials Section.

Graphics.resize_screen(640, 480)

Now you have a larger resolution and all Menus and Huds resized automaticaly.
But 640x480 is Max. But without Bugs.

Edit: In all the other Cases you are right and its nice to read.
Last edited by Hajami; Sep 9, 2014 @ 5:57am
Niekitty Sep 9, 2014 @ 7:53am 
Aaah. Did not know about the resize feature. :)
Still using XP on my next project just because the map style i'm working with just is NOT going to work with VX, but good to know it CAN have a normal resolution!
Archeia Sep 27, 2014 @ 4:36am 
Originally posted by Hajami:
Originally posted by StealthMomo:
There is a reason why almost all RPG Maker games released on Steam were made on XP.
Because it is Older and therefore more Common Available in the Past? I believe that.

This is correct. RMVXA doesn't have enough completed games compared to RMXP which has a longer lifespan.
Last edited by Archeia; Sep 27, 2014 @ 4:37am
Why are you spamming a 2 1/2 years dead thread with nothing of significance to say?
Morpheus Nov 15, 2018 @ 7:16am 
Because he can and wanted to give his opinion, kittylitterproduction.
Teabone Apr 4, 2019 @ 12:45pm 
The comparison is good to see as I purchased VX Ace first, though then realized I could have much larger sprites with XP.
Hajami Apr 4, 2019 @ 1:20pm 
But when this Thread was made, RPG Maker MV did not exist.
Nowadays you might want to take a look at RPG Maker MV also.
Last edited by Hajami; Apr 4, 2019 @ 1:21pm
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