The one thing that annoys you the most about the RPG maker engine you use

tearsofthenight

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For me is the natural lag dear lord it sucks...
 

Sharm

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Is that Ace's style of mapping, or all 3 engines?
Ace, mostly. I don't own VX so I don't know about it (from my understanding it's terrible). XP is sooo much better but I still feel like I'm fighting that too. I'm sure a lot of my frustration is from my work background. Up until I joined here I was doing artwork directly for programmers, they would just make the program to fit however I decided it should work. Anything is going to be limiting compared to that but Ace just makes me want to pull my hair out sometimes.
 

EternalShadow

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Ahm, I was talking about the Terrain and not the Mapping  :unsure:
I'm not entirely sure what the difference you refer to is. Are you talking about how when things autotile, it changes the borders?
 

Tai_MT

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Eh... lots of things.  One of the biggest that annoys me is that now I have to design animations to use on a map tile for eventing.  No longer can I just set the event to "flash event".  No, now I have to go into my Database, create a "flash" animation and then tell the game to use that.

Other things that annoy me...

No way to customize how the screen fades in or out for map transfers or for battles...  Also, no way to customize the window or some screens.

Eh, there's a lot of things I miss about RPG Maker 2000 that just aren't present in VX Ace.  I mean, I know I could script some of that stuff...  But, it's annoying that I'd have to when these features should kind of be standard.
 

Tsukihime

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Eh... lots of things.  One of the biggest that annoys me is that now I have to design animations to use on a map tile for eventing.  No longer can I just set the event to "flash event".  No, now I have to go into my Database, create a "flash" animation and then tell the game to use that.
I think they simply took it out from the events.


The functionality is still built-in, which I take advantage of here


Personally I think they just forgot to implement things.
 

Seacliff

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I don't mind the mapping, but I don't like making towns or large dungeons.
 

Zede_

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What annoys me is the way the character generator in Ace works. It would be nice if you could create a faceset from the faces you make instead of having to make face after face... And I don't like how the faces are front-view. It makes all RTP faces and faces in the style look different from the generated ones.
 

Seacliff

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What annoys me is the way the character generator in Ace works. It would be nice if you could create a faceset from the faces you make instead of having to make face after face... And I don't like how the faces are front-view. It makes all RTP faces and faces in the style look different from the generated ones.
look up celianna's faceset generator. Those faces fit 'fairly' well with the RTP. (Not perfectly though)

But I do agree, the built in faceset generator could've been better... after all there was a contest about it. The char generator, however, is pretty useful for making basic chibi sprites.
 

nio kasgami

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for ace is the mapping and the fact  of the event lag 
 

amerk

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For me since I use rpg maker vx ace, I'd say it's the troop events.

Can not believe how many hoops you have to jump through just to get some of the most basic combat events to run like you want them to.

So, what's the one thing that annoys you the most about the rpg maker engine you use?
To add to that, not being able to create events for individual enemy battlers like you can for troops. This should be a given, especially if you want an enemy to behave a certain way each time regardless of the troop he/she/it's in. Small example, if I want an enemy to morph into something else during battle, I have to set that up in each troop the enemy appears in. If enemies were given more advanced event commands, I'd only have to do it once.
 

TheoAllen

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- Manual database input... I mean if I want to change skill from 1 to 100 to magical, I need to change them one by one. It's pain

- The database manager itself has no swap function. Or insert new database between two database and adjust them automatically. For example, I want to insert new database between the ID 23 and ID 24. Even tho I understand why they can't make it, it's still annoying

- I can't select the animation sprite that go under the latest animation sprite I put. I'm not fans of using default animations. Mostly I go with full customization on animation.

- Save project after insert / edit new script just to make it work in battle test

- Making transfer event. They're just tedious work to do. And you may have a chance to forget to put event to transfer back the player.

- Making town map. It's somehow more boring than doing random forest or dungeon (that's also the reason why my game was dungeon crawler)
 
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Clord

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Ability to categorize long list of crap to their separate "folders" or similar would be nice outside of just maps.
 

EternalShadow

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Lack of an ability to multi-copypaste - to move multiple scripts at the same time -.-
 

Galenmereth

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I think for me it's that we can't modify the editor nor get access to the core DLL's without breaking the EULA.

If I could script for the editor like I can for the compiled game... That would be glorious :)
 

Archeia

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Urgh, one of my biggest issues is the battle animation editor. I can handle the others but making battle animation makes me break a leg over how limited it is and how limited you can be with being flashy with it.
 

Tai_MT

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In all honesty, most battle animations should be 2-4 seconds anyway.  Anything more than that, and players tend to get annoyed with it.  7 Seconds is like the maximum amount of time a player will put up with for a battle animation.  About a quarter through your game, players start to actively avoid using skills and weapons that have overly long animations because they've already seen them a ton of times before.

I don't like that there aren't many options for the Battle Animations...  But, I think it's fine that you can't be "very flashy" with it.  Devs often think battle animations need to be the flashiest things ever.  They really don't.  Especially if you've got a 20 hour game.  They just need to be something to get the point across to the player.
 

Galenmereth

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That depends though. A 1 second animation can be really flashy and be nicer for it, without it impeding gameplay. The problem with the Animation Editor is that it's functionally limiting in even basic ways: No way to select an object below the most recently placed one if they overlap, for instance. This leads to tons of work if you want to edit your multi-layer animation, even if it's just 20 frames long :)
 

TheoAllen

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That depends though. A 1 second animation can be really flashy and be nicer for it, without it impeding gameplay. The problem with the Animation Editor is that it's functionally limiting in even basic ways: No way to select an object below the most recently placed one if they overlap, for instance. This leads to tons of work if you want to edit your multi-layer animation, even if it's just 20 frames long :)
Well, yeah this is what I hate in animation editor, seriously ...
 

Archeia

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In all honesty, most battle animations should be 2-4 seconds anyway.  Anything more than that, and players tend to get annoyed with it.  7 Seconds is like the maximum amount of time a player will put up with for a battle animation.  About a quarter through your game, players start to actively avoid using skills and weapons that have overly long animations because they've already seen them a ton of times before.


I don't like that there aren't many options for the Battle Animations...  But, I think it's fine that you can't be "very flashy" with it.  Devs often think battle animations need to be the flashiest things ever.  They really don't.  Especially if you've got a 20 hour game.  They just need to be something to get the point across to the player.
Eh, it depends on your term of "flashy." Are we talking about ridiculous flashiness like Agarest Wars and Tales of? Then yeah I'll agree, especially when they're using supers. But I'm thinking among the lines of Persona, Mana Khemia and to some extent, Eternal Sonata, who are flashy but quick and fast.
 
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Rose Guardian

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The thing that annoys me the most about Ace is basically the mapping because it's hard to get a decent looking map. Other than that nothing really annoys me about it.
 

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