(Repost from RPGMaker.Net)
I'm 90% sure it's going to be way easier to do sprite/pixel animations on EffekSeeker than is on any current RPG Maker.
I mean, do you really think someone placed these frame by frame?
Starting from the Potion animations:
That's a single pixel art animation on a spritesheet, that you'd place on the screen on effekseeker and play out. You just duplicate it two more times with a timing offset and it'll look exactly the same.
On RPG Maker you can't just place a spritesheet and have it play out like that, you either place each frame individually (from a spritesheet limited to 45 frames) or use the Tween function (then risk messing up the more different frames you need to tween from / to)
And to make an animation like FFVI's potion effects you only need cells that are 32x32 pixels large. Yet you were still forced to use 192x192 cells even then.
Other pixel effects are a matter of doing the exact same thing, but moving the cells around from point A to point B. Instead of typing in initial and final coordinates, you'll type in initial coordinates, motion and particle death, for example. You can have the pixel cells move along with easing rather than the annoyingly linear movement of the Tween function.
It's powerful. It's gonna take a while to learn, but by learning he most basic functions you'll already be able to do way more, way easier, than on any RPG Maker.
And the time you save not hand placing stuff from a limited 45 cells sheet already justifies the learning investment.
edit: Look at the White Magic casting effect. Think about how HELLISH hand-animating each of these little dots would be. Not to mention, it'd be almost impossible on rpg maker because of the 16-cells-per-frame limitation.
I don't know if EffekSeeker supports paths (so you can have the particles move along the heart-shaped path) but that's certainly what FFVI did -- either that, or a rather complex formula in the position field.
Speaking of which, I also don't know if that's how effekseeker works but, yeah, on some particle engines on the "position" field of a given cell you can type a formula. Like, for example, X = 100 + T*2, which would mean that the X position of a given cell would be 108 at frame 4, or 120 at frame 10.
edit2: I'm looking forward to the possibility of spawning the particle system in a coordinate and moving it to another. Like for a Drain spell that starts at the enemy sprite then moves toward the player. But that's unlikely. The good thing is, the hard part that was implementing the particle engine within MZ has already been done. It should be easy for plugin developers to extend its functionality.