- Joined
- May 15, 2012
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- Tagalog
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- RMVXA
I never said you can't do ABS, I just said that it wasn't the default system that the engine was made for...
So you can listen to your game's soundtrack while you work, methinks.Sound Test (fix)
-should stop sounds when you click close (why do they keep playing?)
RPG Maker VX Ace Help File said:Audio playback continues even after you close the dialog box, allowing you to use this command to play music while you create your game.
Just press "Stop" before exiting.So you can listen to your game's soundtrack while you work, methinks.
[...but then again, if that was desired, then one could just play the music files directly...]
I double checked, appearentaly the PS version actually came between 95 and 2000, so, erm... it's not exactly the original, so much as it is a port to the Playstation... So they probably stuck with what was already there...Stop telling us what type of switches/page conditions can be used on a page.
Have it like the original PS RPG Maker, where there is just 6 empty slots(perhaps increase it to 8 slots to be on the safe side, however even with 6, I never ran into limitation issues, so make sure there's atleast 6), and you can put what ever type of switches/page conditions you want(switches, char in your party, items in inventory, ect).
I can't even fathom why the RPG Makers that came after changed that, that's the one thing that was flawless as is, these fixed switch/page condition type layouts that are used in the modern RPG Makers, is a huge step down, as far as setting event requirements go.
I'd rather have support for module music since it's MIDI with sampled instruments, so the best of both worlds, if done properly. MIDI is really outdated by this point. Most people take MIDI files and throw them into a DAW, render and loop. Done. Still, for high quality music, you'd need to have experience in doing that kinda stuff.@theodoric
It's true, RPG Maker VX ACE is not midi-user friendly. We can't import midi using resource manager in RPG maker VXACE, which is so much a hassle for us.
MIdi also can't loop properly like OGG... But, I love Midi because of its minimum size.
Would be useful...create/spawn an event
Actually, doable right now without any extra scripts (in the script editor) or whatever... why? since you can actually use a script line in the Conditional branch conditions...checking if system data is equal to a variable
Or direction based prioritychange priority
yeahremember position (on/off)
define state... since AFAIK, events do retain their "state", only position is not...remember state (on/off)
You COULD add any file as a resource, you just won't be able to use it...I'm for midi support and you should be able to add them as resources
Really I think it's reasonable to ask that when you check if something's equal to a value in conditional branches you can also select a variable from the variable list to check it against if you want to. Hunting down the actual system variables is pretty difficult sometimes. Not being able to check if gold is greater than or equal to a variable without using a script line or secondary variable seems like a major oversight. It a pretty basic thing.Actually, doable right now without any extra scripts (in the script editor) or whatever... why? since you can actually use a script line in the Conditional branch conditions...
Eh? Remember that the "script line" is also a default feature... why do you people tend to stay away from it like it wasn't part of the engine, when in fact, almost everything that the engine does lies on that very core feature?Not being able to check if gold is greater than or equal to a variable without using a script line or secondary variable seems like a major oversight. It a pretty basic thing.
There's no way to put two projects together if any variable or switches are in the same slots without horrible game breaking when slots are changed. At least they should have a way to change a variable's slot and simultaneously change the control variable reference.Actually they should stay referenced by Number... Why? Because names are arbitrary... making it not break if you change names is harder to code than just making it via ID... also mainly because the variables are just inside a single array...
Making it reference via name has some performance implications too:
1) Since the name might not be unique, you would need a check to ensure that no two variables can share that same name
2) Since it will probably mean that they will need to pick thru an array of objects then match the name just to obtain the variable, it requires more processing power when using them...
Also, even if they made them reference via a name, there will still exist a unique ID to that variable, so why not just use that unique ID? At the end of the day all of those references, even if the GUI uses names, will still boil down to IDs, so why not just keep it simple and use IDs all the way?
Eh? Remember that the "script line" is also a default feature... why do you people tend to stay away from it like it wasn't part of the engine, when in fact, almost everything that the engine does lies on that very core feature?