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So let me get this straight:
Your ironclad defense of this engine is that every single game made with it is "unique" and people who use scripts are lazy and can easily just ask for a patch to any old script?
Excuse me while I die laughing over and wait to be resurrected to continue...
BWHAHAHAHAHAHAHAHAHA!!!!!*dies*
.....
*gets resurrected*
Okay, now then:
Allow me to blast your "everyone who uses VX Ace has it easy or are lazy" statement with a project of my own that I'm working on:
BONDS OF FRIENDSHIP[gamejolt.com]
and before you download and point out every single bug in it, let me point out that yes, I am aware of many bugs in it.
Now, let me show you a screen cap of every single script I'm using which I have spent countless hours on to debug and make sure everything runs correctly:
http://puu.sh/hw5Ec/53253e1d13.png
Oh btw, that's only part 1 of the list..here's part 2:
http://puu.sh/hw5G7/570a6608c4.png
Not done yet! Part 3:
http://puu.sh/hw5Hk/677d872083.png
You think I was able to honestly "copy, paste, and find patches" for every single script here? HELL NO! I had to spend hours/days looking through code and what I couldn't fix myself due to my limited coding knowledge, I had to wait for the creators of the scripts themselves to pine through the script themselves to fix any bugs or incompatilies they found!
With that said, yeah, RGSS3 (or basically Ruby) is indeed more comfy to work with that events after certain degree of complexity, but you aren't gonna reach to that point most the time if you are creative enough to work with the engine itself to nail things up, thing in what 2k3 is definitively ahead. VX Ace does have it is powerful and positive points in name of bigger resolution and other stuff that can and does come handy to a myriad of artist and beginner/amateur developers, just like 2k3 does as well with other stuff.
They are different and both can co-exist because they are fit for different people with different requirements, experience, team sizes and stuff.
RM2K(3) games being individually distinctive was a side-effect of the culture of the times, the culture of which I brought up because you falsely and pompously presumed that I was "jealous" of RGSS scripts, which had nothing to do with RM2K3's and VXA's respectively limitless possibilities in the right hands.
So thanks for not reading, even though I added a TL;DR for you since even I think the post was a huge wall of text with large bits of irrelevancy to this thread.
#scriptsoup
I question whether you truly need all the features that require those scripts or if you just have them for the sake of having, but that's neither here nor there so I'll leave it at that.
If you have the skill, the time to spend, and the willpower to invest effort to make that soup of scripts run properly, then good for you. I'm not sure why at the same time you're denying that developers can invest their skill, time, and effort into RM2K3 and come out with limitless possibilities, though.
Iam missing the rm2k3/xp Autotile behavior and format in Ace.
Its too blocky compared with the original autotile behavior.
Yes there are Work arounds with Parallaxes, but those increase the Gamesize drastically.
And Editing all the autotilesets into 2 autotilesets takes space on tileset and complicates the usage.
That is mostly also the Common reason why some people prefer one engine over the other.
I stick with Ace, but i totally get why the original rm2k3 autotile format was better.
Ace has a lot of good stuff, yes, but ♥♥♥♥♥♥♥♥ on 2k3 just because it's not Ace is juvenile and stupid. Without 2k3 there would never have been an XP/VX/Ace - it's just that ♥♥♥♥♥♥♥ simple. The whole reason that there are more RM engines is because 2k3 was such a great piece of software (and still is - it compares favourably against Ace, which is the newest software) that the public wanted more. And more they got. When you ♥♥♥♥ on 2k3, you are basically ♥♥♥♥♥♥♥♥ on Ace because that's what the engine was ♥♥♥♥♥♥♥ based on, you complete and utter idiot! Geez.
See, Ace has this thing where it can also be used outside of scripts - because it's basically based on 2k3 engine-wise. Why so? Because the fans begged the company to reintroduce things that were taken out in VX and XP that had been in 2k3. You are basically ♥♥♥♥♥♥♥♥ on the engine you so love.
2k3 is a very, very capable engine for creating great games. The mapping part of the engine is head and shoulders better than Ace when it comes to layers and eventing (event lag? Only if you're a ♥♥♥♥♥♥♥ nub at eventing - not if you have 2 events on a map, though.)
The RTP is the second best to come from the series (2k's is better and Ace is a close third), the flexibility of the engine when it comes to eventing - a lot of idiots look down on eventing and praise scripting as some all-powerful thing that is incredible and the best thing ever. If they ever bothered to use the ♥♥♥♥♥♥♥ program they could make everything they need with eventing and a bit of thought but instead they're content to copy/paste someone else's scripts and just use them as is. I have played thousands of RM games. Literally. I've been part of the RM community since 1998 - I have seen a lot of games come and go. I've used RM95, 2k, 2k3, XP, PSX, SNES, VX and VXA - and the best ones are 2k3, 2k and Ace. (I have a special love for 95 that no-one else seems to have, but that's just me.) Objectively most people like those three engines best and it's no wonder why - they're good engines. And the games they make...
The games made in 2k/2k3 are by far of much better quality and more unique in both feel and look than those made with the older makers. Seriously, this is the truth. Part of it is the huge directory of resources available for those engines, but a lot of it is also the fact that people made their own graphics for things like menus and battle systems when custom ones were created. And because they had that ability to make from scratch, the graphical components were set up with the eventing to co-exist in harmony, making for very, very varied imagery.
There's also the grid in the mapping area to consider - you can make things a lot better with 16x16 tiles than you can by using 32x32. And even then, people experimented. The first game using parallax mapping was in 2k3 and it is still THE BEST parallaxed game to date. TO ♥♥♥♥♥♥♥ DATE. But hey, don't take my word for it. Go check it out for yourself - Sunset over Imdahl. (You may also like to check out some of SovanJedi's games - NigSek and Idunn Ymiraldor, or check out some of the literal thousands of games out there made on the engine that rate over three stars. Legend of the Philosophers' Stone is a great one, anything made by WIP, Final Fantasy Blackmoon Prophecy, Wither, Hero's Realm, Fey, Leo and Leah, A Home Far Away, OneShot (check that ♥♥♥♥ out, no seriously, see what can be really done with the ♥♥♥♥♥♥♥ engine), OFF, Pirates: Legend of the SIlver Crescent (sidescrolling shooter action with penguin pirates), Dungeoneer: Beautiful Escape, Paradise Blue, Chain of Retribution, Pocket Quest, Ara Fell, Iron Gaia, Alter AILA, The Way (6 parts), Kinetic Cypher, The Befuddle Quest series (7 part game series that are all puzzles. There's a ♥♥♥♥♥♥♥ Soduko puzzle in there! Evented.), Ascendence, RMN Midsummer Dreams, Zephyr Skies: The WInter Sage, Story of Innocence, Pengui!, Push!, RMN Christmas Card, Cavern of Doom, The Puppet, The Legion Saga series, Romancing Walker, Return of the Yeti, Alter AILA: Genesis, I'm Scared of Girls, Space Funeral, The Burning Grail, Lisa (yes, that Lisa. The Lisa on steam - originally made on 2k3), and many, many more. These are just a few of the best available on one site. And only the English ones - there are sooooo many more great games in other languages like OMG, the German and Chinese and Japanese and Brazillian communities are crazy-awesome too!
And those are all older games, too! I've not even mentioned the current or upcoming games!
Quite frankly, there's a lot of reasons to have this engine come out but I guess the most compelling one was that fans begged for it. Thanks Enterbrain! <3
Oh, and that the RTP is great, so why not pick that up to use in another engine if you don't like the program itself? That's a great reason to pick up the engine as the RTP has so many more monsters than the newer engines, as well as pre-made side-view battlers for heroes (which are easily edited due to their pixelled nature) and the amazing musical tracks, sound effects and ♥♥♥♥♥♥♥ DIAGONAL CLIFFAGE OMG NO MORE SQUARES!!!
So, you know, I'm with King_Arthur on this one~
I'm sorry, let me point you to the epic FINISHED game that I will just pull out of my ass now...oh that's right...IT'S NOT FINISHED YET.
Frankly, I can't tell if your saying this just becuase its an MLP based game or if you geniunely are judging an unfinished game which if you are, then wow, way to try and sucker punch a game before its finished.
https://www.youtube.com/watch?v=kKjDVZON0-4
Just becuase something is based on a previous engine, does not make said previous engine better or superior.
Is Ace the best game maker out there? HELL NO! I can point to 10 other game maker engines that are superior in every shape and form when compared to ANY rpg maker engine.
Is it the most user friendly? HELL YES!
I will concede on one fact however: We Ace users are heavily dependent on scripts to create a good game where as from what I understand of this engine, you can do everything "out of the box".
What I will point out however is that you are limited to what you can event and lord forbid you ♥♥♥♥ up an event chain becuase due to working with the Ace's event engine, I myself have experinced first hand and it's a nightmare to fix if the bug is something you evented a long time ago since you will have to pine through every single switch indiviually to find out where the bug is.
Where as with scripting, unless the script writer themselves screwed up or you are altering the script yourself, 9 times out of 10, its user end error which caused the bug with the script and usually can be fixed easily by merely going back and fixing a script call.
As I said in a previous post, scripts are more or less a streamlined version of this engine's event system.
Still, if i were to copy files I could either just copy them or take the approach of re-typing them. Both work, but well, I'll go with just copying, as frankly, its less of a PITA. But well, maybe thats just my view.
Copying code is also a big meh, thats really an issue of someone making a game, rather than the issue of the engine.
If you're however so big on not wanting to use anyone elses code, why do use Enterbrain's engine code?
* A map editor with separate layers!
* Default side-view battle system!
* A much more efficient, faster, powerful event system.
* Lower resolution.
* MIDI playback through Microsoft GS Wavetable Synth, or whatever is configured for MIDI playback in your OS (VXA plays MIDIs through DirectSound).
* A community with 12~14+ years of experience, if you know the right person and place to ask.
* Lower pricetag (let's be fair, this too is a perk RM2K3 has over VXA).
Measuring user friendliness is ultimately going to always have some element of personal bias.
Personally I find VXA the most user friendly out of XP, VX, and VXA, but I prefer RM2K and RM2K3 any day of the year were I to include those two.
I'm not invalidating your opinion, but do understand that some folks might not necessarily share it either.
And we keep telling you that RM2K(3)'s Event system is in fact limitless in possibilities; there is no practical limit because the RM2K(3) community has collectively and consistently proven it as fact. You can deny it all you want, but history will ultimately speak for itself.
Also, I will put it out there that gauging RM2K(3)'s Event system solely by the experience you had with VXA's Event system is nowhere near useful or scientific. The Event system in VXA runs off Ruby in the backend and it is tremendously slow compared to RM2K(3)'s Event system; this is a fact and anyone who's experienced with RM2K(3) and VXA will tell you the same.
Adding options to do more with the battle system.
Iincreasing color limits.. adding in other audio formats.. so on and so forth... i could go on.
It would be awesome as hell if the next RPG maker expanded on how 2K3 is and just make it a hell of a lot better. Like wide screen perspective...more colors.. options for normal cursors for menus and not these damn boxes.
Loop points for MP3s.
Blending options for graphics much like Ace has.. ya know the add and subtract effect.. as it were.
I seen some plug ins and paches that added these features to the illegal version.. but i keep hearing from De.. de.. how ever their company is spelled, that those are illegal and junk.. ugh..
I just get sick of having to use scripts not made by me cause i can't script worth a fart, and then being told "no commercial use!!!!!!".. ugh makes me wanna flip them the bird and tell them to suck my male chicken.. and kiss my donkey... if you get my meaning (damn censoring on steam..)
Also, Ace is great but in my, and many other people's opinions (who have used both engines for longer than a week or two) 2k3 is the better and more user-friendly of the two. No contest. But sure, tell me of your experience with Ace being equal to the experience of others who have used both engines since they both came out.
Hows a default anything a noteworthy feature o.ô Among with lower resolution xD Any benchmarks on the event systems to compare?
And well MIDI can just be turned into mp3 or the like
Iam Happy about positive suprises. :)