Best version of RPG maker for a 2d isometric RPG

Ironwulf

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Hello,
 


A few questions:
 


I'd like to build a 2d Isometric type RPG: which builder would be best for this?


IG Maker vs VX... these 2 products are at about the same price tier - but what really differentiates the two?

Resolutions: Are products like XP restricted to lower resolutions than newer versions of RPG Maker?

Thanks!
 
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Andar

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Unfortunately for you, the answer is "none".


IG Maker is more for non-RPG action games, and the RPG Makers are focused on 2D-non-iso RPG.


All but the newest RM are limited to a maximum resolution of 640x480 - only in RMMV that limit has been removed
 

NeoPGX

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Unfortunately for you, the answer is "none".


IG Maker is more for non-RPG action games, and the RPG Makers are focused on 2D-non-iso RPG.


All but the newest RM are limited to a maximum resolution of 640x480 - only in RMMV that limit has been removed


I was wondering if there is a chance a future RPG Maker will have isometric 2D capability, preferably right out of the box. 
 
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Ironwulf

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not sure but try rpg maker vx ace with a script

Thanks. I actually picked up MV and am really enjoying it. I think the pixie.js integration will really open up some doors as far as what the program can do so I'm really looking forward to that.
 

Luck Of Kurisu Saimon Des

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vx ace to mv plugins really work with vx ace so try an alternative script  


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kurt91

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Hypothetically, you would need a pixel-movement plugin so you could do diagonal movement, and you would have to draw your isometric tileset completely. You'd lay down your "isometric" graphics down using the same square tiles as usual, but you would make the two sides of your square tile that correspond to your isometric graphic non-walkable. it would be kind of like...


.---.


|#/ | Badly Drawn ASCII Isometric Cliff


'---'


The top and the left sides of the square would be unwalkable.


You would still have a few issues since you're forcing something on the engine that it wasn't designed to do. Narrow walkways would be next to, if not actually impossible to make work, so every area would need to be widened out to compensate. If the areas were wide enough, then I would assume the player wouldn't be walking against the walls and wouldn't notice the wonky collision. It would be very roughly implemented, but possible.


Otherwise, I would imagine a plugin could be made that would use a lot of events or regions to determine where to apply what collision, and do it that way, but you would STILL be very limited on what you could do with the engine.
 

jayray

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Layy Meta IS for VXAce and gives you a nice 3d/ish isometric interface. However, my favorite script for VXAce is MCG-Iso by McGaladtogel , which is available in XP and Ace. Now, the Ace version is a bit faster, but the isometric maps are limited to 50x50 and sometimes that black border is a bit unsettling. However, it DOES allow for a few more different basic shapes for terraining, as well as a (while limited) Scenery/Props category that can be added in addition with Walls and blocks as well as events to create a decent user experience (if you're up for the work of getting it all put together)




Now with 50x50 being the max you can have with each isometric map, don't be disuaded... events can be set above the floor for multi-level terrains so you literally can double-back on the same x,y and be above where you were before or below. put some fade on the border tiles and what you get is a nice immersion factor that allows you to do a lot!


 




 




 


Now if this is the method you'd like to try, I have a link that explains the system, as well as the links to each version of the software, as MCG ported it to RMXP, RMVX, and RMVXAce. I'm unsure if he will have a port of this for RMMV, but for the previous systems, you can go here.



Hope everything works out well for you!
 
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Ezyilnetz

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Layy Meta IS for VXAce and gives you a nice 3d/ish isometric interface. However, my favorite script for VXAce is MCG-Iso by McGaladtogel , which is available in XP and Ace. Now, the Ace version is a bit faster, but the isometric maps are limited to 50x50 and sometimes that black border is a bit unsettling. However, it DOES allow for a few more different basic shapes for terraining, as well as a (while limited) Scenery/Props category that can be added in addition with Walls and blocks as well as events to create a decent user experience (if you're up for the work of getting it all put together)




Now with 50x50 being the max you can have with each isometric map, don't be disuaded... events can be set above the floor for multi-level terrains so you literally can double-back on the same x,y and be above where you were before or below. put some fade on the border tiles and what you get is a nice immersion factor that allows you to do a lot!


 




 




 


Now if this is the method you'd like to try, I have a link that explains the system, as well as the links to each version of the software, as MCG ported it to RMXP, RMVX, and RMVXAce. I'm unsure if he will have a port of this for RMMV, but for the previous systems, you can go here.



Hope everything works out well for you!

 

Thankkk youuu soo  mucchh! Appreciate your deed for sharing info about this.
 

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