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The necessity of unrestricted VFX

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    The necessity of unrestricted VFX

    If RPGM3 doesn't support VFX outside of battles, for cutscenes and the like, will you be able to work around it and still create a captivating game?

    I just don't see how any of my game ideas will work without VFX for cutscenes. I can't have every part of the story simply told by one character to another, it'd just get boring.

    Your input?

    #2
    Re: The necessity of unrestricted VFX

    Well, at the very least, it will be possible to use VFX in the still-screen cutscenes. Other than that, who knows for certain? Maybe if it won't be possible to use battle VFX outside of battle, there will be cutscene-specific effects like there were in RPGM1 (small/multiple/big explosions, ray of light, etc.).
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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      #3
      Re: The necessity of unrestricted VFX

      Really, this isn't a problem. Especially for those of us who have had that restriction in RPGM1.

      There are plenty of ways to create effects (however crude). We have even created effects in RPGM1 that are pretty cool.

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        #4
        Re: The necessity of unrestricted VFX

        I agree with Vonny. People who haven't used RM1 are unnecessarily worried about RM3 being too limited. Some compelling and inventive games were made with 1 and it didn't even have variables, just switches. I think 3 will be more flexible than a lot of us think. I think RM2 was too powerful for its own good, thus so few games and demos are actually made for it? But most of all remember that RM3 isn't really a part of the series, it's a side game, the next real game in the series will probably be more customizable than 2.
        I want that Mulan McNugget sauce, Morty!

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          #5
          Re: The necessity of unrestricted VFX

          And yet at the same time will be easier to use.
          "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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            #6
            Re: The necessity of unrestricted VFX

            I think we're mainly worried because all those RPGM1 custom effects were either based around the anime maker and the regular out-of-battle VFX, which it's sounding like we may not have either of.

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              #7
              Re: The necessity of unrestricted VFX

              Can someone clue me in to what out-of-battle VFX are? Is it just being able to...like trigger the lightning spell effect while walking around the world map? Stuff like that?

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                #8
                Re: The necessity of unrestricted VFX

                RPGM1 had some out-of-battle effects as well as effects you could create for in-battle spells. The out-of-battle effects were simple premade effects. You could tell where the effects would go (one of the sides of the screen, the main character, the current event, or random anywhere on the screen) and what they sound like, but otherwise they would always look the same. I'm willing to bet RPGM3 will have effects like these.
                "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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                  #9
                  Re: The necessity of unrestricted VFX

                  Originally posted by Draygone
                  RPGM1 had some out-of-battle effects as well as effects you could create for in-battle spells. The out-of-battle effects were simple premade effects. You could tell where the effects would go (one of the sides of the screen, the main character, the current event, or random anywhere on the screen) and what they sound like, but otherwise they would always look the same. I'm willing to bet RPGM3 will have effects like these.
                  I really hope so!

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                    #10
                    Re: The necessity of unrestricted VFX

                    We have already been told that RPG Maker 3 is like a RPG Maker 1.5. In other words, I don't see a reason why this feature would not be implemented.
                    Last edited by abyssknight; 07-09-2005, 10:47 AM.

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                      #11
                      Re: The necessity of unrestricted VFX

                      Probably the same reason you can't create your own battle effects, which you could do in RPGM1. But who knows.
                      "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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                        #12
                        Re: The necessity of unrestricted VFX

                        Well, any presumption now is just wishful thinking. Hurry up and give us the info Agetec!

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