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I have to ask, is there a more narrowed-down list of confirmed and specific new features in RMVX Ace? You know, to make it a lot more "Technical".

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I believe that this list here is all the up-to-date information that they've released.

 

@ze1 I can see a lot of people creating some pretty neat stuff with that, perhaps even some commands which can be adapted to other things via scripting.

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By the way, what does TP stand for? Tension Points?

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By the way, what does TP stand for? Tension Points?

LOL, Dragon Quest! Maybe it means "Technic Points" or "Tactical Points".

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I think traditionally TP has stood for technical points as can be seen in the Tales series and Phantasy Star series.

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I think traditionally TP has stood for technical points as can be seen in the Tales series and Phantasy Star series.

The difference, though, is that in those two examples, they are both the replacement for MP, or "Magic Points". In this case, they work the same as what the links in Esrever's post show.

 

In Final Fantasy XIII, it was a case of Stocking Technical Points to use for a powerful skill (in Most cases, it was to be able to Summon). In Final Fantasy XI, it was about raising a bar of Tactical Points in order to use powerful skills, or simply keep it up to gain the benefits of Passive Abilities. In the Dragon Quest series, you raise the amount of Tension Points to be able to deal Massive Damage with Normal Attacks, Offensive Spells, as well as being able to heal more HP and make Stronger Barriers with Defensive Spells!

 

Most of the time, you would need to attacked, be attacked, defeat enemies, have allies KO'd, hit or miss (Kinda like Super Robot Wars' Will Points) to raise it. Or, you would raise the amount of these points with a Command like "Charge" or "Psyche Up" (in Dragon Quest's case).

Edited by Yarott

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Oh. I thought it was "Tension" because it raises as in battle as you act or get hit, just like an overdrive gauge.

Technical points, for me, is just MP with less... magic. =P

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Yeah, it more or less is a limit bar like in Final Fantasy VII, but more flexible. You can set your "limit break" to use 100 TP (which looks to be the max) so people can use powerful attacks. Or you can create weaker skills that use say 5 TP but are still better than normal attacks. I really can't wait to use this system. As in my previous games I had a hard time differentiating between magic skills and physical skills. I didn't feel the physical skills should cost MP because inherently they are nonmagical, but then when you set the cost to 0 MP they become overpowered and physical characters are preferred over casters. Now I can give the physical characters TP skills, and since they'll probably be hit a lot they will have a decent stock to get by on but its use does delay their getting of their full power 100 TP attack.

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Some Shin Megami Tensei games makes it so that using physical skills consume a percentage of HP instead of SP, which is only used for magic. It'd be nice to have this flexibility in the editor as well.

But, we can easily do that via notetags and a bit of scripting... I love that notebox. =3

Edited by ze1

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Some Shin Megami Tensei games makes it so that using physical skills consume a percentage of HP instead of SP, which is only used for magic. It'd be nice to have this flexibility in the editor as well.

But, we can easily do that via notetags and a bit of scripting... I love that notebox. =3

Good thing it wasn't removed, am I right?

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Some Shin Megami Tensei games makes it so that using physical skills consume a percentage of HP instead of SP, which is only used for magic. It'd be nice to have this flexibility in the editor as well.

But, we can easily do that via notetags and a bit of scripting... I love that notebox. =3

Good thing it wasn't removed, am I right?

 

 

Yep, it was one of the main reasons I decided to use VX.

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Maybe its some kind of rib and it actually means "toilet paper" as in when the TP gets full, s*** starts flying!

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Maybe its some kind of rib and it actually means "toilet paper" as in when the TP gets full, s*** starts flying!

If so, then it will get real when it hits the fan!

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It'd be an original concept: get 100 toilet papers and unleash a devastating overdrive attack. =P

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It'd be an original concept: get 100 toilet papers and unleash a devastating overdrive attack. =P

*reads Signature* Volatile Content, Indeed! :lol:

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Quick question. Does VX Ace have unlimited tilesets capacity?

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Yes, as has been stated about a hundred times throughout the course of this forum.

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Well, whaddaya know. It basically has everything I ever wanted!

(Except maybe interpolated scaling and hardware-accelerated pixel-shading, but if that's going to stop you from buying this, you have bigger things to worry about.

And who would put those things in an old-school RPG, anyway?)

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Off topic, but it's good to see so many people coming into this thread from several other communities. RRR and RMVX unite!

 

Okay, enough with the sap. I still wished Enterbrain would develop their map editor a bit more, but no complaints here, as this is definitely a step in the right direction, and we can now do the things we want without having to load/tweak scripts, and access outside programs.

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I don't know if I can post this, and I don't know where to, but if you go to the famistu page for RPG maker vx ace, and go to the rtp section, they have released the rtp package for ace. Again, sorry if I posted this wrongly, buy just thought some people might want it. If anyone needs a link, i will post it as soon as I know it is okay to. If not, sorry and I'll delete this post. Also, hi and I think this forum is really helpful with ace stuff.

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I'm positively drooling over the damage formula calculations. Can't wait to be able to (for example) make a sword that deals 1d8 damage. DnD-style adaptations, here we come :)

 

I'm also excited about the sprite generator. I forsee people making scripts that allow you to change a part of each sprite based on what equipment you're wearing. It could be huge.

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The character generator and all the things I liked about VX with soo many more tiles and better mapping,

goodness so many things I like about ACE. Can't wait to get started on working maps Wed!

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