RMVX ACE Available for Commercial Use?

MikeBite

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So I've been wondering can I use RPG Maker VX ace's resources for commercial use?

Like, the resources you can't delete.

(I'm a begginer so I wouldn't know)
 

MadMaus

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Yes, you can, as long as you have the engine's license and use them only on Enterbrain's RPG Maker.

As you're a begginer, If you're planning on starting a commercial game project, I'd sugest you read this guide first.
 

Shaz

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This has already been asked and discussed in many places. Please do a search first before posting.


You can use Ace's RTP resources (the default ones) in an Ace game if you own a legal license to Ace. You can use any of Enterbrain's RTP resources in any of Enterbrain's engines, as long as you own a legal license to both engines. That includes commercial use.


You CANNOT use Ace RTP resources in a game you're making in Unity or another non-Enterbrain engine.
 

Engr. Adiktuzmiko

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Just a note, you could "delete" those resources actually...
 

Kes

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@Engr.Adiktuzmiko

That is a very ambiguous answer and could lead an absolute beginner into thinking it could/should be deleted in the base folder in Common files.

@MikeBite

What is meant here is that in your project you can remove the RTP if you do not want to use it.  However, as you are asking if the RTP can be used in a commercial project, it seems you do not want to remove it.
 

Sharm

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@ksjp17:  It can be deleted though.  It would mess things up and you'd have to redownload the RTP to get it working again, but it is able to be deleted.
 

Kes

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I know it can.  I just think it's not advisable to give information in such a way that someone might delete it in the Common Files folder in error and then have to face sorting the resulting mess out.
 

Engr. Adiktuzmiko

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I was about months into RM when I realized it stored the RTP in that folder... Now he knows too, were into more possibility of someone deleting it.
 

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In all reality, if you are serious about making a commercial game, using the default resources are fine but you will have 100x more success if you do all your own work such as art, music, and (when you get advanced enough) scripting.  It takes a lot more time, but I guarantee it'll be worth it. :)  I've been working on a game for three months now and all I have is the main menu, in-game menu, and title music, along with some other stuff here and there- but it's totally worth the work!
 

Shaz

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You don't have to do all your own work, and anyone who thinks so is setting themselves up for failure, if their goal is to generate a respectable income from games. Why? 1 - you will have a LONG time between game releases because you're doing all the work yourself; 2 - your games will likely be poor quality unless you're a great artist/musician/scripter, and most people are not good at ANY of those things, or one at the most. You said it yourself - you've been going it alone for 3 months and have almost nothing to show for it.


You find someone who does what you need, works well, and fast, and you commission them.


IF you are serious about making a commercial game.


If you're a hobbiest and are not relying on the game for any pay packet, take as long as you like.
 

MadMaus

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You don't have to do all your own work, and anyone who thinks so is setting themselves up for failure, if their goal is to generate a respectable income from games. Why? 1 - you will have a LONG time between game releases because you're doing all the work yourself; 2 - your games will likely be poor quality unless you're a great artist/musician/scripter, and most people are not good at ANY of those things, or one at the most. You said it yourself - you've been going it alone for 3 months and have almost nothing to show for it.

You find someone who does what you need, works well, and fast, and you commission them.

IF you are serious about making a commercial game.

If you're a hobbiest and are not relying on the game for any pay packet, take as long as you like.
Well said. You have summed up the entire gamedev scenery there. And this can be easily verified if you search for the numbers of sucessful solo commercial projects in the market.
 

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Great games take a long time for release hahaha.  Haven't you seen how long elder scrolls takes?  And that's with a team of hundreds working for years!  Poor quality only comes from not taking time and effort, not from being bad at a certain skill.  There's plenty of games that have bad 'graphics' and are successful.  I never said that you have to go solo either, working with a group or commissioning someone is great if it works out!  If you're really serious about making a commercial game, originality is what you want- but I guess that's my opinion and I'm entitled to it.
 

Kes

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Originality is useful, but if you don't have the skills to execute your ideas, then originality is worth nothing.  it is simply not true to say that "Poor quality only (my emphasis) comes from not taking time and effort, not from being bad at a certain skill."  You can take as long as you like and put a vast amount of effort in but if someone does not have the skill of writing complex events, the skill of de-bugging, the skill of creating a paced story line, the skill of balancing, just to name a few, then you will have poor quality.  Simple as that.
 

Sharm

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Flashhitter, you're treating quality and polish as if they are the same.  But they're not.  A really great game has both, but a successful one only needs quality.  If you're bad at something no amount of polish will make it better, just shinier.  In the end it's better and easier to polish better quality material.
 

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