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How does XP compare...?

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    How does XP compare...?

    I know what I want this software to be capable of. I have used RMs 1-3 and none of them (except possibly 2) didn't make me hate life and give up because I couldn't realize my "vision" within their limits.

    So, that being said, I am more than willing to learn so long as this is the guy that can get things done. I'm basically wanting to know BEFORE I spend money on this just how flexible is the software?

    Custom sprites? Characters? Equipment? Skillbilities?
    Custom battle systems?
    Custom skillbility targets? Effects? How on depth?

    You guys get the idea. Thanks in advance for any advice!
    A God from the Machine - Menander

    #2
    Re: How does XP compare...?

    Yes.
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      #3
      Re: How does XP compare...?

      Originally posted by MagusMartovich View Post
      I know what I want this software to be capable of. I have used RMs 1-3 and none of them (except possibly 2) didn't make me hate life and give up because I couldn't realize my "vision" within their limits.

      So, that being said, I am more than willing to learn so long as this is the guy that can get things done. I'm basically wanting to know BEFORE I spend money on this just how flexible is the software?
      It's pretty great, in my opinion. A pretty smooth experience and even more flexibility than RM2. Also, you can try it free for 30 days before spending any money on it.

      The source code is included and editable, so if you're willing to put forth the effort you can customize literally everything. My comments below assume you don't want to mess with the code at all.

      Custom sprites?
      Yes. Draw or import it in a PNG file and use it to your heart's desire.

      Characters?
      Yes.

      Equipment?
      Better than 1 or 3, but not completely flexible unless you really mess with the code.

      Skillbilities?
      Yes - quite flexible through the use of event commands you can run when a skill is used, and lots of different parameters to alter. If you're willing to change things in the code, I've found this to be one of the easier areas to work with there.

      Custom battle systems?
      There are a lot out there, including some slick action battle systems, that you can download and use. To make your own would be tough, although to mess around with some of the clockworks isn't too bad.

      Custom skillbility targets?
      Targets are All Enemies, One Enemy, All Allies, One Ally, All Allies 0HP, One Ally 0HP, and Self. There's a Roulette function built in somewhere in the code. I think you can also force a certain skill and target using Event Commands.

      Effects? How on depth?
      Graphical effects are completely editable. Gameplay effects are surprisingly flexible if you use some brainpower, because of the event commands you can run.


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

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        #4
        Re: How does XP compare...?

        XP and VX are by far the most flexible. The Ruby Scripting allows you to virtually do whatever you want with the game if you take the time to learn it.

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          #5
          Re: How does XP compare...?

          So I got that free trial deal. Its pretty cool. It really reminds me of other (illicit) Makers. :o

          I do think that this is EXACTLY what I have been looking for. The responses were great and more or less I can see how things need to be done in the Maker itself. I still need to figure out what all the status effects actually do and some programming stuff, but don't be surprised if one of my games finally shows up on the Pav in a few months!
          A God from the Machine - Menander

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