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cuongeke1

DONE with RPG Maker VX ACE!

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How companies that offer Unity or Unreal wish to run their business has very little to do with how Degica runs their business.

RPG Maker is not alone when it comes to non-zero prices.

Construct 2 costs $165 for a personal license, and they limit you to $5000 total revenue before you need to purchase their $540 business license. This comes with all export options that it supports, including web and mobile.

Game Maker Studio requires you to purchase a professional license of $150, and you only get Windows! Oh, and Mac, and Linux export assuming you're a new user. Old user? Sorry, $100 each.

  • Want to put it on the web? Add $200.
  • Want android? Another $300.
  • Want iOS? Another $300.

So realistically you're looking at $1000 to publish using Game Maker (or, $800, if you decide to go with their "master collection")

Multimedia Fusion? You're looking at $100 for the base program (I don't even know what the difference is between the "dev" version and the non-dev version), plus several hundred more for export modules.

All figures are in US dollars.

People pay for these engines because they provide a set of tools that allow you to quickly build a game without having to worry too much about all the programming that you need to do just to set up the "core" engine of your game. If you can do everything yourself, then by all means, use a free open-source programming library or one of those free engines.

Edited by Tsukihime
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Regardless, while the mods here really do not seem to give a damn if a topic strays far away from the original source, I'll agree that what needs to be said about the topic, for the most part, has already been said and iterated on. There isn't much point in going on about it.

Actually, we do care if a thread stays on topic - but there aren't many of us and we are unable to be everywhere.

In any case, I don't feel this is off topic. And I appreciate you guys keeping it civil.

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Lets not forget the single most dramatic change coming with MV, is the change to javascript. The amount of things possible from this change in language is monumental. Its comparative to a spoken language consisting of 500 words (vx ace) to a language now consisting of 25,000 words. So much more things will be possible.

the icing on the cake is that these games will be playable on phones, and that is a huge market if you are interested in marketing your product. MV is going to be largely successful if anything because of the amazing community that supports it. I for one am really excited for its release and cant wait to see what people come up with!

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What interests me most about MV is how games can be set up on websites. People have been trying to make MMO-type games with VX-Ace for a while but with the new change in coding language and having the ability to stream game data from a site to a user really just opens up a lot of opportunities.

 

For developers just beginning to enter the commercial market this could be a wonderful thing. You'll be able to set up demos of your game and let people play it before they even need to download or purchase anything.

 

So the tile sizes are apparently 48x48? It's definitely not bad but I'd have liked to have seen anything up to 64x64. I've played around with the High Fantasy tiles and would imagine they'd be much nicer looking if they were twice as capable of being more detailed. It'd most apply to HD stuff, but like I said 48x48 isn't bad.

 

Personally it's hard to say how much I'll use MV until I get my hands on it and until I've had a chance to see how the community approaches it. I'd enjoy making my project using all of these nice new changes but there's a lot that I'd need in advance to keep the overall vision I have for my game.

 

I just hope that people don't get too lost in the idea that they will be able to make mobile games and will try new things with in-browser gaming. The demo on the project page was really cool and worked perfectly with my USB controller.

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Regardless, while the mods here really do not seem to give a damn if a topic strays far away from the original source, I'll agree that what needs to be said about the topic, for the most part, has already been said and iterated on. There isn't much point in going on about it.

Actually, we do care if a thread stays on topic - but there aren't many of us and we are unable to be everywhere.

In any case, I don't feel this is off topic. And I appreciate you guys keeping it civil.

 

 

I'm making some assumptions here, but I don't think Chaosian is upset with me personally for disagreeing with him. I'm certainly not upset with him. He come across as intelligent, and makes a lot of valid points. Just because we disagree, doesn't mean I don't respect his thoughts and opinions. In fact, I actually enjoy arguments where people keep their points and counterpoints relevant, as opposed to flinging out insults. That's a rarity on the internet these days. I mean, can you imagine trying to have had that discussion in a YouTube comment thread... :shudders at the thought::

 

Going off topic wasn't the only reason to stop, it really was that both of us I think had made our points. We disagree, and there's nothing wrong with that. Continuing to argue would serve no purpose, other than to argue. Do that long enough, and it usually does degrade into something uncivil. I don't need Chaosian to agree with me. I doubt he feels the need for me to agree with him. So, better to stop while we're still on friendly terms. 

 

Besides, if he sides with Ghostface and 2sPOOPYchan, he will be destroyed soon anyway. If not, and he sides with cookies (and I guess cuteness is included in there), then he will be a much-needed ally.

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the thing i like most about this RPG Maker is that now i can lying on my bed

while playing my game instead of sitting in front of my laptop (and it's easy job) :)

But i doubt there is other charges for each platform, since $80 is

quite of .... cheap for Android, IOS, HTML don't you agree?

 

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Edited by cuongeke1
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what about the bonus DLC :o im concedering pre ordering this :o so i can get the two dlcs for free 

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I'd be curious to see what the resources is like and how it's used, because having followed conversations at RMW it sounds like it won't need to rely on the RTP. Perhaps that means you get a blank slate for each project and have to decide what resources are included. If so, that's great for non-RM users and developers, without having to either bloat their project with the RTP or risk removing something that could break the game, and the user who doesn't have to download the RTP for a one-off game; but for typical RM gamers, it could mean higher game size by getting resources packaged with each game, rather than a one-time download.

 

However, they're talking like it comes with a boatload of resources. As long as the resources are of decent quality, and the audio is better than what we've received in the past two makers (make it 2K/3, XP, or DS quality at the very least), that'll be a plus. But if we're simply talking about a bunch of the same graphics that have been recolored, it's not that big of a deal for me, and would have made more sense for them to include a color slider for tilesets in the maker (like they did with XP's events) than to use include every possible iteration of the resource piece. I'll reserve judgment for when I can see the final design.

 

My primary objections are:

 

  • It seems you can only use the serial key twice, unlike before. Use them twice, and then you have to go through tech services for a new key. If you have a recent computer that is top notch shape, it may not be so much of a hassle, but if you are planning to upgrade to a new computer, or having to reformat any older ones, that could wipe your serial key uses in a quick go, especially if you have more than one computer in your home. Myself, I have Ace installed on 3 computers (an old Vista which I then had to reformat and reinstall), my Windows 7 (which I also had to reformat and re-install at some point), and my Windows 8.1. That's an equivalent of 5 installations off the original Ace key; with the new setup, I'd have to go through tech services at least twice.
  • Resizing all your current resources seems to be a large concern, since a variety of RMW mods have stated simply upscaling by 1.5 is difficult and will create issues (blurry, fuzzy, distorted), so you'll want to ensure you are considering all possible steps to re-use resources you purchased from the store, if you don't want to abandon them all together.
  • I may have misunderstood this bit, but: Multi-platform (ie., developing for Mac) may not be as readily available as one would think, since one of the staff at RMW (Archeia maybe?) implied you'd need to have a Windows MV version to develop for Windows, and a Mac version to develop for Mac. Apparently you can't develop on Windows and convert the game to work with Mac, or vice versa, and the end user would still have to use some sort of wrap-around like they are now. Somebody asked if that would mean they'd have to buy two copies of MV (one for Windows, one for Mac), and I don't recall an answer to that question.

We'll have to wait to see what it can actually do. Sure, scripts are missing, but every maker prior has had the same problem. The only real question now is how quick scripters can get on board with using Javascript over Ruby, and if any have reservations in making that change. I'm also curious how easily customizable the plug-ins will be, since there was a debate about that at RMW as well and how it may deter some users from making any changes.

 

http://forums.rpgmakerweb.com/index.php?/topic/45695-are-plugins-editable/

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one of the staff at RMW (Archeia maybe?) implied you'd need to have a Windows MV version to develop for Windows, and a Mac version to develop for Mac.

 

From what I gather, the restriction is: you need a Mac (and RPGMaker installed on a Mac) to export to Mac or iOS. Just copying the same link I used in my thread, Archeia did mention it and it is also mentioned in a note on the Japanese website in the same blurb about multi-device packaging. Something to do with Apple's own restrictions.

 

Funnily enough, the English page doesn't seem to mention it. I smell trouble happening there, but oh well their problem.

 

From videos people have put up on Youtube, I believe plugins are ".js" files you put into a folder and can then enable or disable using the Plugins Manager. The manager also allows for the plugin-maker to display a list of explicit options/variables changeable directly from the Plugins Manager GUI, but from what I gather people will be able to directly edit the .js files as well. I'm not sure if there's an inbuilt editor in the engine.

 

Notably, there's a new event option on the last page of event commands in MV, just below the Script command called "Plugin Command". No idea what this does, but I assume it either allows a user to modify one of the GUI-visible plugin options through an event or else allows the user to enter a string/value/some code into a special-purpose variable each plugin has specially for that event command (wouldn't make much sense though).

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Not too mention there are far more choice in Scripting Resources for VX than VX Ace, and the lack of backwards compatability is frustrating.

I want to use VX for some stuff and Ace for others.  And I'm split between the two *pulls hair out*

Edited by FurVoice LLC

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Not too mention there are far more choice in Scripting Resources for VX than VX Ace, and the lack of backwards compatability is frustrating.

I want to use VX for some stuff and Ace for others.  And I'm split between the two *pulls hair out*

 

the scripting resources for vx is indeed wide, but most of them are already missing. the only place I find remaining debris of them is in rpg maker resource kit. I'd say you stick with Ace, as many active scripts are still around and most scripters are there to answer your requests or queries on their scripts.

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Not too mention there are far more choice in Scripting Resources for VX than VX Ace, and the lack of backwards compatability is frustrating.

I want to use VX for some stuff and Ace for others.  And I'm split between the two *pulls hair out*

 

 

Sometimes in order to innovate, you must push forward and leave the old behind.

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Search YouTube videos for  demonstrating several plugins, including the converter plugin. The videos answer some of the questions I've seen in this thread, and they do a good job of showcasing some of the new features in MV as well.

 

I don't plan on converting a project personally, but from what I saw the conversion process looks to be pretty well done. It's not perfect, and of course you lose script functionality, but it appeared to result in a much better conversion than I initially expected. In fact, it seems useful enough that while I won't import a project, I almost definitely will import some of the hundreds of resources I've collected over the years.

 

I have to say, I'm even more excited for MV after watching the videos! I think MV is going to end up being a lot more powerful than it initially seems (for those worried about it being nothing more than a new coat of paint, the videos actually address this question).

 

Anyway, I hope the videos help answer some of your questions.

 

Edit: fixed a typo.

Edited by kaz
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Wait, what?!  If I have no scripts in my game (I don't) I can just basically snap my fingers and it will magically turn itself into a MV game?!   With no real downside?  Oooooh.

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Wait, what?!  If I have no scripts in my game (I don't) I can just basically snap my fingers and it will magically turn itself into a MV game?!   With no real downside?  Oooooh.

naw if you plug ear phones in while in mv it reads what your thinking and auto makes your game for you : D

 

hence plug ins XD

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I was referring to the part that said you can use a converter plug in to convert ace games to mv but that script functionality would be (obviously) lost.  But if I haven't added scripts or changed scripts then it sounds like NO functionality is lost. 

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