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报告翻译问题
- Higher Resolution than the other makers which also allows more detailed graphics and Real Life Pictures, while a retro smal resolution look like in IB is still possible.
- One more Map Layer even if its an automated one, it makes standard mapping much easier and more fun.
- Other Plattforms possible besides Windows.
- First maker that can use Touch Screen Input (More towards advanced users if more than standard wanted)
- The best inbuild Char Generator in the Series so far (Do you like the Graphics Style for your Game? Many like it)
- All the RPG Makers are in my Opinion easy for simple Prototyping of Projects.
Specialy if you want to focus on your Story. They come with an easy to learn but Powerfull Editor and a Run Time Package (RTP) with lots of Graphics and Sounds to use.
You could visit www.rpgmakerweb.com the official Website.
You find Demos of many RPG Makers there.
I am making a story based game right now myself. No battle either, only scene affter scene, and a bit of searching. I use MV, for one main reason in this case: I can host my story n my website.
With all other makers, you need to make the game downloadable. Which basically means, less random players will every download your game. It also means, people who want to play your game again, will come back to your website again. It is a win/win.
Good point.
I have some experience with hosting my games online, this works perfect with smaller games, but the bigger the database and/or pluginlist, the more you should think about making it downloadable.
But for story telling games, without battle, hosting is perfectly fine.
For a purely story-based game, it doesn't much matter. The biggest changes in versions have been graphical resolution, combat mechanics, and (with MV) platform compatibility. E.g. escaping from enemies sounds like a map-based "run away from this NPC" sort of thing, which is very doable in all available versions. ^_^
A rough technical summary of version differences: http://himeworks.com/wiki/index.php?title=RPGMaker_Comparisons
(Slightly misleading: tileset layers work differently in VX Ace & MV, and the colour depth in 2k(3) is per-graphic, not per-screen).
By release date: 2000 (2k), 2003 (2k3), XP, VX, VX Ace, MV (newest). 2k and 2k3 are almost identical (front-/side-view battles respectively in 2k/3, custom skill-use messages in 2k). I'm not sure anyone actually prefers VX over VX Ace due to its huge limitations, and I don't really know much about it, so I'll ignore VX from here on. If you're not on Windows, I think MV is your only option at present. Being the most recent version, MV has the most active community at present. Plenty of community-made resources available for all versions, too.
Rendering: until MV, RM rendered exclusively on the CPU, limiting framerate based on the number of active events. MV renders on the GPU if possible, providing a much smoother experience and considerably lower CPU usage when it does so. Older systems (particularly with old integrated Intel graphics chips) may struggle, though it's less of an issue now than when MV was released. =)
Events: pretty much the same across all versions. RPG Maker processes all inputs and such using events. Events include anything interactive: NPCs, monsters, treasure chests, doors, pressure plates, invisible cutscene triggers, etc. Events comprise commands such as Show Text, Control Variables, Set Movement Route, etc, which let you define the logic using a simple UI. RM handles all the animation and graphical stuff for you, given appropriately-formatted images.
Tilemap: RM is grid-based. Events will transition smoothly from one tile to the next when moving, but will only occupy one tile at a time. All versions feature special lower-layer tiles, autotiles, that automatically adjust to blend in with the adjacent tiles, though this behaviour can be forestalled by holding shift while mapping. XP and earlier present maps as distinct layers, whereas MV (and VX Ace, I think) work by placing a lower-layer tile & optional lower-layer overlay (e.g. cracks in the floor) with up to two upper-layer tiles on top.
Scripting: non-essential but useful for altering and/or extending your game mechanics, e.g. to change the resolution, have events use a sophisticated pathfinding algorithm, or provide pixel- rather than tile-based movement. 2k and 2k3 offer no scripting ability: you have the event commands and that's it. XP and VX Ace use Ruby Game Scripting System (RGSS); to add code to the basic stuff you need to actually edit the game project's code using the built-in script editor. MV introduced a plugin format: plugins are chunks of code loaded after the base code that override and/or add to it; users can import plugins and adjust any parameters via a simple built-in interface without having to even look at the code. XP and later also feature a Script Call event command, giving you more freedom than the default commands allow...so long as you know how to code. =P
Input: MV has native support for touch/mouse input, though there are scripts for XP & VX Ace that achieve the same if you want it. All versions support preset keyboard and gamepad inputs: directional buttons, interact/accept, menu access/cancel, and (in VX Ace/MV) dash (a.k.a. run/sprint).
once you've determined them, look for features/plugins/etc that you think will help you get the stuff you want for your game
after that, check which version did they make the features/plugins/etc for
Arguably MV might be superior because of integrated character generator, allowing you to create more characters with relative ease. & the higher native screen resolution being better, for a story/visual interaction based gameplay.
However, both of those considerations are very circumstance dependent.
The Plugin system might make things easier for you as for as messaging & visuals, but again very circumstance dependent.
There is also a question of how much you are wanting to spend of course.
However, is money isn't a problem, I would say knock yourself out. :p Seems like a nice tool.
Not entirely true.
You could make a first person perspective dungeon delver, using the baseline setup.
Background images to serve as perspective, & variables to run things like your combat mechanics.
Most of the variable manipulation operates rather similarly to MV, so it's just a question of enough eventing.
Granted I wouldn't recommend it for a nooblet, but the more experienced people here could probably pull if off.
Resource importing works in VN fairly similar to MV, but it doesn't have image generator capabilities like dungeon generators or character generators.
Essentially the program works as a multi layer image overlay. A background image layer, a character image layer over that, & a "lense" layer over both.
I haven't spent much time devling into it though, as most of my time goes into my current MV project.