I can't make a map in the older ones) and getting help in this engine is a lot easier since many people use it and produce content for it. (2K3, XP and 2000 are not very friendly for new users).Ä«etween these 3, I use MZ since it's the latest engine which have a lot of quality of life features (bless the 4 layers. Those three engines on sale together probably cost less than one decent graphic pack and give you a lot more freedom on what you can make. Also get MV, VX Ace and XP (probably in that order) when they are cheap on sale, MV unlocks tons of matching resources, default and usermade, you don't want to pass up on, VX Ace has some tiles and monsters, battlers and animals (especially in the user made content) that can help you out and XP has especially animal and monster characters that can easily be edited to fit. You might need some support, but maybe you can alter your concept to work with what is there. If I had to recommend someone what to buy, I would say: Get MZ as main engine for the comfort and be very careful with planning and what plugins you want/need. If someone looks for something for MZ, people are more likely to jump in an help for those reasons. If you choose XP and need a graphic, there might not be that many people around still being able to emulate the style and since there are so few XP users, the graphic would not help many other people besides you. Plus something that many people forget is: if you need something to be made or help with, it is usually more likely to find people supporting you on the newest engine. So yes, VX Ace and MV give you more options off the bat - resources and scripts/plugins - while MZ has some quality of life features that make developing itself more comfortable. Yeah sure more might be what I want, but is that actually what I need? Plus for plugins you always have to consider the want and need. Making this map in Ace or MV would have been a pain in the butt and you would either have to create a lot of "special" tiles, use tons of events or utilize plugins, in MZ it was a little editing (or not even that anymore, you can grab the edited thing in my thread) and after that you are all good setting it up in the editor without any needed events. Yes, the RTP don't have them as is, but the 4 layers and transparent autotiles make really pretty water setups possible that are a lot of fuzz to make in VX - MV, allow you to use rounded cliffs a lot more easily and so on. Given how much time I spend on mapping and creating locations, that is a massive factor, and it gets me to the maps I want faster than with parallaxing and with a lot less fuss when setting up tiles (having to make specific tiles where something is already on a table as I do not have enough layers etc.). MZ brought - for me - the option to make pretty maps without too much stress and having to parallax. I personally would value the 4 mapping layers over the range of plugins, especially for what I am doing with the engine. Though it depends on what you are planning to do. RPGVXAce and RPGMV are very similar to one another, with the latter being a big technical shift from Ruby to JS. RPG2003, XP and VX are messengers of damnation, especially RPG2003 is a thing for nostalgists and experts only. RPG2000 is the most perfectly rounded, well thought out product, but also nothing too special at all. Of course, nobody knows for sure yet how it will be. If you still have some time to wait and the following sounds interesting to you, there's a new spinoff-product said to release this year (RPG Maker Unite) that will run as a big plugin inside Unity. So my suggestion obviously is RPGMZ all the way, even more if it ever would get the better autotiles-format back (from 2000/XP), that's one of very few last things missing. I'm never making up advice based on how much material or effort-skipping code free to copy is out there. Honestly though I'm not using it myself, there are no reasons to not just recommend RPGMZ (based on its current state of (updated) features) to newcomers if what you wanna start developing games with is gonna have to be a product of this software-series.
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