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    #31
    Re: RPGMXP Sample Video

    awesome, i cant believe i'm getting excited over this, i'm just glad i'll be able to make 2 of my Dragons Legacy series, one with XP and one with RPGMaker3

    I wish it werent another two weeks for both of them, i want to be able to mess with them now...
    Vita, 3DS, PSP, PS3, PC, WiiU, Wii & 360
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    3DS Friend Code: 5026-4776-9901
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      #32
      Re: RPGMXP Sample Video

      2 weeks for XP is better than never, right? yeah, it sucks waiting. I have a patched japanese copy, and even I'm excited about the release of it. 5 years, we've been waiting to use a legal english release version of this, and it's finally coming. I honestly think the pavilion's anti-piracy efforts in the past contributed to this finally happening.

      newer members won't know this, but the pavilion members are responsible for educating a lot of people about the legality of the software, we shut down dozens of sites, and even got don miguel, the original pirater of RM2K to stop all his distribution of the RPG Maker games he pirated. PC RPG Maker piracy was completely unopposed by everyone but enterbrain until we came on the scene. a lot of people followed in our footsteps, but it never would have started without the pavilion members. i find it hilarious that so many 2K/2K3/XP sites are saying "we won!" or "we did it!", screw that. those lazy bastards didnt do anything but make us intensify our efforts. they sat back and watched the piracy happen, often helping it along. WE were the only one standing up to every single distributor of enterbrain's pirated software.

      so yeah, I can't wait to buy it on the 16th for the second time, and as it finishes downloading, triumphantly saying "I earned this". I just wish a lot of the people who helped were still here for this.
      Last edited by Valkysas; 09-04-2005, 09:45 PM.



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        #33
        Re: RPGMXP Sample Video

        Man whenever I see RPGMXP I'm gonna think of that wacky ass narrator now.

        ARR PEE GEE MAKOR!!!! EXXXXPAEEEEE!!!

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          #34
          Re: RPGMXP Sample Video

          yeah, well just you wait until the pavilion plays him shouting that over and over on the 16th to remind people to go buy it.



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            #35
            Re: RPGMXP Sample Video

            I can't wait

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              #36
              Re: RPGMXP Sample Video

              A report on the scripting:

              I'm currently teaching myself Ruby as it relates to RGSS, in preparation of buying XP. I only have previous programming experience with GML (basically C integrated into the Gamemaker program) and a very small amount of java, so I'm by no means a programmer. But equipped with only amateur programming knowledge, I'm finding that understanding the basics of RGSS scripting system isn't too difficult.



              Here's a small example of the sort of things you'd would be doing, in the plainest language I can muster.

              In RPGM XP's Script Editor there is a script called "Game_Actor". Among other things, it contains short lines of code that define two methods (called "screen_x" and "screen_y") that describe how the game engine will set the x and y values of where each of your party member's character sprites appear on screen during the battle, according to what position they are at in the party (first through fourth position). Currently these codes take what position in the party each character is as a variable, and place it into a mathematical equation that lines them along the bottom of the screen.

              For the first step in creating basic side-view battles, you'll have to find screen_x and screen_y in the Game_Actor script and replace the code that was there with code that will adjust the x and y variables to place each party member at the right-hand site of the screen according to their position within the party.

              Then, in the game's built-in Database menus you can easily change the characters' battle graphics from the large default sprites to small side-view sprites.

              Once you do this, you have to account for an unexpected outcome. During the default RPGM XP battles, the menus for the character stats slightly fades out when you are selecting your actions and fades in to full opacity when your party members are attacking. This has the effect of making the characters "stand out" more when they're performing their actions, since by default they overlap the windows. But if your characters are small sprites at the right-hand side of the screen, having the stats menu fade in and out at the bottom of the might look pointless and glitchy.

              The code that handles this is in the update method in the script called Window_BattleStatus. You have to adjust the code that is there to keep the stats window set at full opacity (255 on a 0-255 scale) throughout the battle.

              (Next I have to learn what scripts handle sprite movement during battle actions, so I could enhance the side-view engine to make characters walk up and change their battle animations upon attacks, etc.)



              This is simple enough, but really making use of scripting will be a very strange and frustrating endeavor for us Pavilionites whose game-creation experience is rooted in the console RPG Maker tradition and particularly for those who gave up on RPGM2. (In my case, I don't own a PS2 and didn't have a TV my first year in college, so I never played RPGM2, though I read many tutorials and own the strategy guide as a memento. Since then I've been using the demi-shareware program, Gamemaker. It's very powerful and I think many Pavvies would love it if they tried it. Creating action games is a breeze, but the online community is overwhelmingly dominated by mediocrity and 12-year-old boys.)

              The scripting will definitely be confusing and overwhelming to someone who has had no programming experience.

              Luckily Pavilionites do not even have to touch the scripting to create a good game, and RPGM XP lacks some of the cumbersome and counterintuitive ways RPGM2 integrated unnecessary scripting procedures into even simple tasks.

              However, those who want to create custom scripts for custom effects (everything from HP-draining weapons, to a dash button, to custom menus and battle options) will have to buckle down and commit themselves to learning something new.

              This time around Pavilionites will have new and interesting design choices. Unlike with the console RPG Makers, we'll have easy access to code and other resources that other people have created. The many Pavilionites who, like myself, never illegally downloaded 2K/2K3/XP, will not be used to having the option of going to resource sites and copying and pasting code (or using sprites ripped from FFVI, for that matter). Here's where the choices arise. Do you use the default battle system, or will you use an easily-recognizable, mass-produced active battle system utilized by every pirating kid and his mother? Otherwise, will you learn to program and create your own engines? Originality and endless possibilities are at stake, and an attempt at creatively enhancing your game through scripting will force Pavilionites to cross the line to attempting to understand how to code.

              For the first time, Pavvies and pirates both former and current will be sharing the same software. I could be wrong, but I think we'll see that--as opposed to the ways of the common pirate--Pavilionites will be creating quality games either using many of the XP game defaults or their own trademarked code where applicable. I think Pavilionites will take a vastly different approach to XP. As an indicative example, instead of featuring sprites anonymously downloaded from resource sites, Pavvy games will either hold to the coherency of the provided character sprites and/or have specialized sprites created either by the user or custom-made for the user by a friend. We can already see this on this board.

              We'll have to adjudicate mediocrity (the "looks like it was Photoshopped" dependency on any tool besides your own skill) and real innovation with this in mind. And with all of these coding considerations in mind, I think our workshop forums will become a whole lot busier.

              I'm really excited, if you can't tell!
              Last edited by TheHonorableRyu; 09-05-2005, 05:15 AM.

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                #37
                Re: RPGMXP Sample Video

                One thing I noticed about the sample that looked cool was the CBS in that one scene. It would be even better if it were actually an alternate default battle system. I know that most people prefer the final fantasy battle system to the lufia battle system.
                My RPGM project: Fantasia Saga
                Coming Soon!

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                  #38
                  Re: RPGMXP Sample Video

                  I remember when I was on a long RPG Maker hiatus, one I wished to remain on for a while, and conversed with Valkysas on AIM for the second time. He convinced me to return so as to support RPG Maker XP for an English release. Not only did that lead to our forming our present-day friendship, I probably wouldn't have returned to the Pavilion for a long-a** time and never would've gotten to know you other morons better.

                  So, technically, the early RPG Maker XP support period was responsible for my sticking with you guys. The fact that it's finally being released sort of makes this feel like a fairy tale or something, only with beefs.

                  Oh, and someone make a YTMND of that announcer.
                  Last edited by RPGD; 09-05-2005, 07:49 AM.

                  ~Updates weekly on Sundays~

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                    #39
                    Re: RPGMXP Sample Video

                    Oh, and someone make a YTMND of that announcer.
                    I already did.

                    rpgmakerxp.ytmnd.com



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                      #40
                      Re: RPGMXP Sample Video

                      Enterbrain has indeed TRANSLATED the demo games which is good because the demo games were awesome
                      man, I can't believe XP and all the sample games are only costing 60 dollars.
                      This demands a super-big whoo-hoo! Except I'm too speachless to give it. Would someone like to do the honors?

                      And yes, that IS a good deal. 5 games already made on that thing, and if I remember right, only one of them uses only the premade stuff.

                      Trial version probably won't be out until this thing's final release.
                      To Near probably had too much Japanese humor in it for a complete translation
                      I hope it's in there. I was looking forward to playing that one for some reason.
                      But if i want a side view battle system, i'll have to edit a script somehow, right?
                      There's probably a way to make a system like that by normal means. I've tried the RGSS deal as well and found a few nifty things. For example, making the text displayable on people without Japanese text support. Guess that's not very necessary now... I have to wonder how much stuff can be done by "tricking" the regular point-and-click system, though. BTW, that side-view battle system featured in that one video, has the ATB system deal that RPGM3 has. Everything stops when it's somebody's turn. I think that's the case, at least. Could've been some other game I played.

                      Anyway, I most look forward to creating Slayers' Reign and a "full" edition of Something Stupid IX.

                      Video finally finished downloading. RPG MAKER XP!! Real silly. Though I did learn something new in that video. And here's hoping that Star Wars spoof will be in there. Though probably not, unless they got the rights to do so (I couldn't help but noticed that they used some pics from the Cartoon Network mini-series).

                      What I'm wondering is, how many immatures will we wind up getting.

                      Hey, does anybody know what happened with that "Support to Enterbrain" that was going on during the second half of last year?
                      "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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                        #41
                        Re: RPGMXP Sample Video

                        I look forward to making a Tactical RPM in the vein of Tactics Ogre only set in a Mad Max sort of world...

                        Then there's the Chrono Trigger-like cyberpunk RPG of mine that would fit XP perfectly.

                        XP can do all that. The mere thought has me shouting like the Japanese guy in that video.
                        The unnecessary felling of a tree, perhaps the growth of centuries, seems to me a crime little short of murder." ~ Thomas Jefferson

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                          #42
                          Re: RPGMXP Sample Video

                          Pavilionites will be creating quality games either using many of the XP game defaults or their own trademarked code where applicable. I think Pavilionites will take a vastly different approach to XP.
                          I think so to. The pavilion has always pushed the limits of EVERY RPG Maker title we touch. we're very rarely satisfied to use just whats available, or do things already done before. We also have the habit of using RPG Maker software to create a lot of non-RPG games, which isnt something I've seen done a lot in the PC communities.

                          Our attachment to "limited" software has made us a bunch of very inventive people, and we're definately going to end up bring something new to the table when it comes to the PC RPG Maker scene. the pirates are used to having almost no limits from the get-go, so they've gotten lazy. we've always been restrained, so we're gonna run wild with this.



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                            #43
                            Re: RPGMXP Sample Video

                            Just imagining all I could do with this. I can make my dream games. The only thing I hope we can find a way to fix is how limiting the sprites are, only 4 frames per movement? I really want to get detailed into those, but anyways it looks fantastic.
                            Last edited by Biggie; 09-06-2005, 10:39 PM.

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                              #44
                              Re: RPGMXP Sample Video

                              Run wild? Just wait until Dave Carter gets ahold of it. If you think an Acid Trip Bunny couldn't be topped...

                              I'd be willing to bet money that someone is going to make a pseudo-3D RPG with graphical quality on par with FF8 or FF9. XP certainly has the resolution needed for that. The difficulty is that instead of using 3-D models and throwing them onto pre-rendered backgrounds, you're still constrained to going pixel by pixel. But if someone could make a Mode 7 sort of map and try to make it appear as a pre-rendered background, you could make your character appear almost as if it were a 3D model thrown onto such a background.

                              Add in your own hand-drawn or computer-drawn animation scenes, and you could make some high quality ****.

                              Oh the possibilities.
                              The unnecessary felling of a tree, perhaps the growth of centuries, seems to me a crime little short of murder." ~ Thomas Jefferson

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                                #45
                                Re: RPGMXP Sample Video

                                I think so to. The pavilion has always pushed the limits of EVERY RPG Maker title we touch. we're very rarely satisfied to use just whats available, or do things already done before. We also have the habit of using RPG Maker software to create a lot of non-RPG games, which isnt something I've seen done a lot in the PC communities.

                                Our attachment to "limited" software has made us a bunch of very inventive people, and we're definately going to end up bring something new to the table when it comes to the PC RPG Maker scene. the pirates are used to having almost no limits from the get-go, so they've gotten lazy. we've always been restrained, so we're gonna run wild with this.
                                Darn tootin'!

                                The only qualifier is that with "limited" software, creative problem solving requires only knowledge of the clearly-defined limits and the creativity to overcome them. In the unlimited XP, a number of the creative approaches to unlimited effects (such as specialized battle systems, non-RPG games, etc.) will have to be accomplished with RGSS programming knowledge as the positive tool. It will be interesting to see which Pavvies who are not familiar with coding will attempt to learn it and which will be doing most of their amazing things with the game defaults the RPGM1 way (but now without the memory and resource creation stodginess).

                                Studying the code used in the translated sample games (*trigger memories of editing Gobli*) should help a lot for CBS creation, but truly understanding how the codes work will be required for any changes to what may be too-recognizable battle systems.

                                At any rate, this forum will probably fill up with script/code tutorials and requests.


                                I look forward to making a Tactical RPM in the vein of Tactics Ogre only set in a Mad Max sort of world...

                                Then there's the Chrono Trigger-like cyberpunk RPG of mine that would fit XP perfectly.
                                Are these game ideas related to any of your previously-mentioned projects, like Legend of the Pale Horseman?

                                Your case might be the same as mine. From a history of unfinished writing and gamemaking projects, I have a pool storylines, environments and battle systems/game mechanics that I want to utilize. My first and hardest XP task will be selecting which elements to integrate into one game.

                                (And, oh yeah, what development software were you last creating Police State with?)
                                Last edited by TheHonorableRyu; 09-07-2005, 01:30 AM.

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