![]() So yes, VX Ace and MV give you more options off the bat - resources and scripts/plugins - while MZ has some quality of life features that make developing itself more comfortable. Yeah sure more might be what I want, but is that actually what I need? Plus for plugins you always have to consider the want and need. Making this map in Ace or MV would have been a pain in the butt and you would either have to create a lot of "special" tiles, use tons of events or utilize plugins, in MZ it was a little editing (or not even that anymore, you can grab the edited thing in my thread) and after that you are all good setting it up in the editor without any needed events. Yes, the RTP don't have them as is, but the 4 layers and transparent autotiles make really pretty water setups possible that are a lot of fuzz to make in VX - MV, allow you to use rounded cliffs a lot more easily and so on. Given how much time I spend on mapping and creating locations, that is a massive factor, and it gets me to the maps I want faster than with parallaxing and with a lot less fuss when setting up tiles (having to make specific tiles where something is already on a table as I do not have enough layers etc.). ![]() MZ brought - for me - the option to make pretty maps without too much stress and having to parallax. I personally would value the 4 mapping layers over the range of plugins, especially for what I am doing with the engine. ![]() Though it depends on what you are planning to do. RPGVXAce and RPGMV are very similar to one another, with the latter being a big technical shift from Ruby to JS. RPG2003, XP and VX are messengers of damnation, especially RPG2003 is a thing for nostalgists and experts only. RPG2000 is the most perfectly rounded, well thought out product, but also nothing too special at all. Of course, nobody knows for sure yet how it will be. If you still have some time to wait and the following sounds interesting to you, there's a new spinoff-product said to release this year (RPG Maker Unite) that will run as a big plugin inside Unity. So my suggestion obviously is RPGMZ all the way, even more if it ever would get the better autotiles-format back (from 2000/XP), that's one of very few last things missing. I'm never making up advice based on how much material or effort-skipping code free to copy is out there. (The icon with the multi-colored shapes on the top bar).Honestly though I'm not using it myself, there are no reasons to not just recommend RPGMZ (based on its current state of (updated) features) to newcomers if what you wanna start developing games with is gonna have to be a product of this software-series. Open your VX project, and open the resource manager. Save the tileset somewhere that you can find it and name it "Tile E." 3. ![]() Find the tileset that you want to import, they can be found online or can be made. The purpose of this blank page is to allow people to add their own collection of tiles to the tileset. And four "Character" levels, referred to as B, C, D, and E, pages. It contains one "Ground" Level, referred to as page A. So, you couldn't use some tiles from the "Dungeon" tileset, and some from the "Town" tileset on a single map. For example, in RM03 (Rpg Maker 2003 edition) there is a "Town" tileset, and a "Dungeon" tileset. When I say "previous RM software can use multiple tilesets." I mean that they have several groups of tiles that go together, and you can use one at a time. For and example, a B level tile might be a cupboard, that would sit on top of an A level tile, like a floor. These are often referred to as "A" and "B" levels. There are two different types of tiles in a tileset, Below, and Character level. A tileset is a group of "tiles" (or drag-on squares) that an RM software can work with. Unlike previous RM software, RMVX (Rpg Maker Vista&XP edition) only allows you to use one tileset. Before we get started, let's talk about the tile system in VX. I am surprised that many people don't know how to import tiles into "Tile E" in Rpg maker VX.
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