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Iam using Ace
* 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.
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.
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!
This is correct. RMVXA doesn't have enough completed games compared to RMXP which has a longer lifespan.
Nowadays you might want to take a look at RPG Maker MV also.