Asset Creation and Integration within the Design Paradigm

consolcwby

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I don't know if this has been asked before (I searched around for a while and couldn't find a topic), but here is the situation.


Within my current design in World Building, I am looking to use custom assets. Yet, I need it to be fully integrated into the current design style and I do not know if there are any restrictions placed on the MV RTP assets, or if I need to think about a re-design. Could someone comment on general usage, particularly on modification? And also could someone give me a horror story about having to redesign too far into world building. This way it may help newbies like myself to understand not only terms of usage but also learn from the mistakes of others.


Thank you for the responses ahead of time!

If this needs to go someplace else, by all means move it - please! :) Thanks in advance!
 

Kes

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I think from what you've said so far that this is perhaps better in Resource Support, which is specifically about the creation/modification of assets.  However, before deciding whether to move it or not, a bit of clarification please.


What exactly do you mean by "any restrictions placed on MV RTP assets"?  If you own MV you can edit the RTP to your heart's content.  There are no restrictions on the amount of modifying that you can do.  Or do you mean something else?  I notice that the info under your avatar says that your primary engine is "Other".  Please note that, along with all other RM assets, MV assets can only be used in RPGMaker engines.  You cannot, under any circumstances, use them in other game making engines.
 

consolcwby

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If you own MV you can edit the RTP to your heart's content.  There are no restrictions on the amount of modifying that you can do.
Well, the first question is answered, and answered well! Thank you for the clarification! It's something people take for granted, but I wanted to make sure! Thank you!


Your concern, I can clarify this:


The second question is about design, about changing design based on assets, particularly when assets are changed. I was wondering if anyone ever had to change the design (like battle system, character, interaction methods, etc) because they changed certain assets. In my mind this would include not just graphics, but scripts, maps, eventing, etc.


I was curious about how difficult it would be to retool, particularly if the answer to the first was in the negative. So... my main question is answered, if you feel the need to either move or close this for any reason, I can always ask the second part as a new thread. No probs there. Just give me a heads up if it belongs here or not - it would be appreciated.  Less work for mods in the long run! :D


(My primary use will list other until the 8th - which is when I expect my payment and therefore, my purchase of MV will take place. Does Ansi C count as other? Yep. No worries there - I haven't mada a bit-blitter in over 25 years - and I hate Direct X, so I can't use the MV assets there anyway! xD )
 
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Andar

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you can change anything as long as you're using the RM editor for a main portion of the work - just check for things like parallax mapping or check Yanfly's list of plugins.


And yes, that sometimes requires changing a lot of other parts.


That is why only a few users go all-around and most people stick with the basics.


MV is not yet out long enough to have all the plugins that were available as scripts for Ace, but Ace had scripts that could turn it into an action-RPG, into a platformer game, into a visual novel, and and and...


But to program plugins that change that much takes time - that's why they aren't available for MV yet.
 

consolcwby

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Thanks @Andar! I've been looking at the scripts, they seem pretty straight forward. One of my concerns, with them is order of installation. But, for my first try I go plain vanilla. Then chocolate, then Tuti-fruity with marshmallow and gummy bears and see how it tastes! But my concern was/is having to change design based on assets. When I say design paradigm, for example, in 1991 when I was working on a bit-blitter I became obsessed with RLE large sprites and having the decoder try to beat the raster line. Never really worked out, so my design HAD to change. No longer could I use large sprites. So, the platformer I had designed couldn't work. The paradigm had to change. Unfortunately, I was never able to finish - and I had some shareware guys interested in my ideas too. Everyone was disappointed. But, that's why I ended up using my FSM for IF. Go figure. It was hades.


That's why I wanted to hear some real horror-show stuff about dev experiences from everyone. Part of the learning curve of anything is to learn from mistakes, and learning from others mistakes is a good way to get a jump on it. :D
 

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