Go to RMVX, or get new scripts?

Acetonide

Event Coordinator
Veteran
Joined
Apr 16, 2012
Messages
660
Reaction score
31
First Language
English
Primarily Uses
N/A
Okay, this is probably a very stupid question but I'm honestly struggling over this. ._.''

There are several scripts I want to use in a game I plan to create because the effects would be pretty difficult (not impossible, but for it to feel fluid I'd say impossible) to create without these scripts.

I'll describe the scripts below I guess in order of importance..

1. Platforming Game/Scene called from RPG
-Separate Scene called from default top-view RPG (as in the default mapping system)
-Platformer has complete physics, creates effects for shooting (run'n'gun), or jumping on top of enemies (popularized by games such as SMB)
-Mapping of Platformer done with the default/built-in tile system.
-Retains and allows you to go through the default game-play world (tile-based, 32x32 grid, over head view)

2. Decorating System
-Let's you clone events from another map.
-Let's you place said events on a map and saves it.
-Event locations are saved even when transferring to another map and back.
-Separate Menu to deal with your inventory of these items.

Everything else I want I've managed to find in RMVXA or I can make myself.
I've found similar scripts that can be used to make the decorating thing too with some extra work added in, but not the first.
I'm aware there are platformer scripts for RMVXA and I've used some, but none which allows you to be a typical RPG and a platformer in one which is what I need.
I honestly would prefer to use RMVXA because of the improvements to the engine and that it's much easier to use (I mean, RMVX had a 20 picture limit without the aid of scripting).

So what I'm wondering is which makes more sense, getting RMVX and using the existing scripts, or getting someone to help me produce what I want for RMVXA (or learning Ruby and doing it myself, but that is probably the most difficult for me.)
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
There have been a number of "can someone convert this VX script to VX Ace" requests made. I really don't know how many of them actually get done, but it certainly wouldn't hurt to ask. Make sure you provide links and state if there are any differences you want to incorporate.


Other than that, I'd say it depends on how badly you need those scripts in your game. Do you have Ace scripts that aren't available in VX? Would going back to VX cause any other issues? How far along is your project?


Too many questions for anyone to be able to advise you one way or the other - all we can do is give you more things to think about, that might help you with your decision.
 

Solo

Veteran
Veteran
Joined
Jul 26, 2013
Messages
1,104
Reaction score
154
First Language
English
Primarily Uses
RMVXA
I definitely wouldn't downgrade from Ace to VX...
 

Acetonide

Event Coordinator
Veteran
Joined
Apr 16, 2012
Messages
660
Reaction score
31
First Language
English
Primarily Uses
N/A
There have been a number of "can someone convert this VX script to VX Ace" requests made. I really don't know how many of them actually get done, but it certainly wouldn't hurt to ask. Make sure you provide links and state if there are any differences you want to incorporate.

Other than that, I'd say it depends on how badly you need those scripts in your game. Do you have Ace scripts that aren't available in VX? Would going back to VX cause any other issues? How far along is your project?

Too many questions for anyone to be able to advise you one way or the other - all we can do is give you more things to think about, that might help you with your decision.
You're right, I can't just get an answer from someone. Getting different opinions and more things to think about and put into consideration does help me a lot though, and thank you.

Besides simple scripts I don't see too many VX to VX Ace requests being filled but I guess it never hurts to try. Unfortunately what I want is more of an engine that consists of about 10-15 scripts that work together so I highly doubt anyone will be touching it. >.<;

The project is mostly in the planning stages. I've made very basic tests to try out various things, but nothing that can't be remade with relative ease.

The first script I really want, because it's one of the major aspects of the game, which is why I was considering going to VX in the first place. Without it I'd essentially have to redraft my entire idea for the game... Hm.. I guess that kind of settles it. Dx

So hold out hope that someone helps me convert it, learn Ruby and remake it, or just go to VX. ._.''

Thanks.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,359
Reaction score
7,672
First Language
German
Primarily Uses
RMMV
The platformer script is probably the big issue, because the second part isn't

2. Decorating System


-Let's you clone events from another map.


-Let's you place said events on a map and saves it.


-Event locations are saved even when transferring to another map and back.


-Separate Menu to deal with your inventory of these items.
- you don't need a complete script to clone events, it's a simple script call that can do this in Ace. That is the reason why you don't find it when searching for script - I've seen that script call to copy an event several times in forum discussions, but I don't remember any specific link at the moment
- placing and saving event positions: search this forum for "remember event position" - thats a script from Shaz that should be able to solve 2&3 for you.


The last point I don't know - mainly because you didn't give enough detail, because there are several scripts that give different inventory options, especially the scripts from Tsukihime and Galv.


We might be able to point you to a solution if you tell us what exactly you want changed in the default inventory.
 

Acetonide

Event Coordinator
Veteran
Joined
Apr 16, 2012
Messages
660
Reaction score
31
First Language
English
Primarily Uses
N/A
Hm.. I've looked into the things you've mentioned and you're right, I should be able to manage to make put something together.. I guess that just leaves the platformer part. Thank you.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
For platformer stuff, you should check this out: http://www.youtube.com/watch?v=cNCFaYnOr1M It's part of the Victor Engine scripts(so just look through the script master list), and allows you to do many things that are needed for platformer type of games.
 
Last edited by a moderator:

Acetonide

Event Coordinator
Veteran
Joined
Apr 16, 2012
Messages
660
Reaction score
31
First Language
English
Primarily Uses
N/A
It's part of the Victor Engine scripts(so just look through the script master list), and allows you to do many things that are needed for platformer type of games.
Thank you. I am aware of his scripts and also of some other (I think one, maybe two?) for platformers for RMVXA, but what I need is a bit different.

I need it to be a normal top view RPG for the most part, but for you to be able to go to a side-scrolling platformer scene. I've only found a single script for this, and it is for RMVX from Hikimoki (Tomoaky), found here: http://hikimoki.sakura.ne.jp/

The scripts I have found for RMVXA completely changes the game to be a platformer.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Thank you. I am aware of his scripts and also of some other (I think one, maybe two?) for platformers for RMVXA, but what I need is a bit different.

I need it to be a normal top view RPG for the most part, but for you to be able to go to a side-scrolling platformer scene. I've only found a single script for this, and it is for RMVX from Hikimoki (Tomoaky), found here: http://hikimoki.sakura.ne.jp/

The scripts I have found for RMVXA completely changes the game to be a platformer.
Oh ok, basicaly like Zelda 2 then(unlike most Zelda games, this can be technically labeled as a Action/RPG opposed to a Action Adventure game), where it changes into a Platformer when in battle stages, temples or towns?

I wouldn't think it would be two hard to adapt one of the pure Platformer scripts to allow you to toggle back, and fourth from the modes, but I don't think it has been done yet.

Perhaps you should make a script request to add a way to toggle back, and fourth(probally by way of a switch) to one of the already existing Platformer scripts(aka if switch is off, use the default script instead, kind of modification, yea I think making a already existing Platformer script to allow toggling back, and fourth, shouldn't be too hard, a simple if statement should beable to do the job I think, since normally all custom scripts do, is override the already existing default scripts).
 
Last edited by a moderator:

Sharm

Pixel Tile Artist
Veteran
Joined
Nov 15, 2012
Messages
12,760
Reaction score
10,884
First Language
English
Primarily Uses
N/A
Maybe I'm missing something big here, but would you really need a modified script? Victor's has the jumping, so all you'd really need is to change the perspective and limit the movement, both of which could be done with the tiles themselves.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Maybe I'm missing something big here, but would you really need a modified script? Victor's has the jumping, so all you'd really need is to change the perspective and limit the movement, both of which could be done with the tiles themselves.
Yea you could just restrict movement on the map to make a side scroller, however OP seems to want the camera angle to changes as well.
 
Last edited by a moderator:

Sharm

Pixel Tile Artist
Veteran
Joined
Nov 15, 2012
Messages
12,760
Reaction score
10,884
First Language
English
Primarily Uses
N/A
I don't know what a script would need to change to do that though. Side scrollers are made with tiles too, if you had the artwork Ace could be used to map a side view right out of the box.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
I don't know what a script would need to change to do that though. Side scrollers are made with tiles too, if you had the artwork Ace could be used to map a side view right out of the box.
Yea that's so true, good point: OP,  it would only require minor edits to certain tiles. That's would be easier then creating a script to change the camera angle.
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,019
Members
137,564
Latest member
McFinnaPants
Top