...can i edit the scrips so i can make it so players can't press 'escape' and save, they have to go to an object to save?
Save point is common in RPG games. The VX Ace maker comes stocked with many graphics that are easily recognizable as such. You can create an event using one (or your own [advanced]) for the save point. In the event commands you can do the save function. Just have to find it. Have fun with that one
I dont remember, sorry I'm afk, but I think you can disable save. It might be a setting on map properties. Left side bottom right click the map you want to disable save and look for the checkbox. Might have to disable save on each map. There should also be a script which allows you to customize the "escape menu" and remove the save.
... how can I make my game more of an rpg game, I mean this in the sence of character creation.
Also earlier it sounded to me like you want players to be able to roll their character/s. Roll comes from the dice games like A/D+D where attributes were assigned numbers based on dice rolls. It was very rare to get all high numbers. So you had to choose where to put high scores and low scores. All the math in those games (VX Ace games too) used attribute scores.
With that kind of setup players were allowed to distribute additional attribute points upon level up and at other times. It was a very intimate relationship which could last for years and paid well for planning and care.
This can be accomplished using VX Ace, however I am unsure if the tremendous effort required would be worthwhile for the types of games commonly created with it. Expansions and campaigns are possible but sequels are more common and there's difficulty porting a character into them, especially when so many possible variations of attribute scores, acquired/mastered spells, etc. are possible at "the end" of one game.
What you might try is having more than one class. You can increase the maximum number of classes then make custom ones. You can adjust the attribute score increases for each character level. You should also be able to limit/allow what types of weapons, armors, skills, and spells a class can start with and learn. You can use growth curves and equipment, along with simple storying, to really make a class believable.
The class of a character CAN be changed throughout the game. Also "jobs" and "professions" are common and you can find well done examples of both.
If you do intend to script character rolls and assigning level-up points I would be very eager to follow your progress with it. I would also be willing to collaborate on it.
I don't mean to poopooh the idea. I just think its going to take a lot of time and effort. I don't want you to get three weeks into it, figure out that it's going to take three months, and become discouraged.
Edited by Andov, 13 August 2012 - 11:22 PM.