![]() It's also the cheapest version that will still let you use scripts. XP: This is good if you want to make games similar to Pokémon thanks to Pokémon Essentials which only works with XP. It does have a free version called VX ACE LITE if you want to try it out, and you can easily port games from LITE to the full version if you upgrade. VX Ace: This is the last RPG Maker to still use Ruby if you got familiar with that from older versions. MV: If you are willing to sacrifice the latest Apple support and some minor quality of life features for a cheaper price point during sales and a wider plugin library, this is the maker for you. It has the most built in quality of life features, but the highest price point. MZ: This is the newest version and is the only one with continued support for Apple products. These are the most popular ones I see recommend, with reasoning: But MZ does nonetheless have a large community. I personally use MV, as I view the changes in MZ to be too small considering a lot of community content made for MV doesn't work in MZ. So, you can make the UIs look however you want in any engine. Every listed engine can import any graphics you want and any sounds/music. ![]() But it's much less of a change than VX Ace to MV was.Īll this is engine performance and programming language talk because those are the main differences. MZ offers some quality of life improvements, like giving you easier control over graphical layers, and it also has partical effects built in. It is based heavily on MZ, to the point that on release the was a lot of complaints on it being just an expansion pack that full price. ![]() MV remade the engine from scratcha in the JavaScript programming language, and removed pretty much all hard coding. You'll almost never see a high resolution VX Ace game because of this, for example. It has some stuff hard coded into it, though, that's very hard to edit. VX Ace is a solid game engine, that's based on the Ruby programming language. Under the hood, though, a lot is different, such as. They all are tile based top-down JRPG creators that are meant to make PlayStation and earlier era 2d RPGs. I think I've covered everything, but go ahead and ask if you have any more questions.So, surface level, these 4 RPG Makers aren't that different. However, because those script calls will all be RGSS3 commands, you will need to find them all and change them to use JavaScript commands instead.Ī VX converter is a distinct possibility, but likely will not be available prior to MV's release.Īn XP converter is also on my wish list, but it's going to be quite a bit tougher due to the database, tileset & layering differences. The converted version will include any script calls used in Control Variables, Conditional Branch or the Script event command. The converted version will include all the tags you have added to notes in the database and maps, but as scripts aren't converted, they will do nothing. ![]() You will have to find MV plugin equivalents, see if someone can convert the scripts for you, or use an alternative. You can copy all of these files into the data folder of a new MV project and MV will be able to read them. It will convert your database and all your maps and events to MV format and save new files to the mv-data folder (it does not modify your Ace project at all). With the script active, when you playtest the game, it will create an mv-data folder. The converter is a script that you can put into VX Ace. So I can talk a bit about the converter, but everything else about MV that hasn't yet been announced is still protected by NDA. If you don't have the extra files yet, you can get it from my pastebin. All those events that were usedīecause Ace only had one upper layer and you needed an event toĪdd an extra tile on top, have now been converted to tiles ratherįor those who have all the extra files, the converter script is in the RPGMakerWeb_plugins folder, in the Shaz subfolder. Version 2.0 fixes that - once in MV, you can now draw a second tileĪlso, version 2.0 removes any events used for decoration, and places ![]() Upper layer, so if you wanted to place another tile on top in MV, the The original version put the upper layer tiles onto the 'bottom' MV ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |