[VX ACE] Exporting to other platforms. Is it possible under VX Ace AND RTP Terms?

Milena

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That's what they want anyway. Let us pay for everything, while kind programmers out there are creating something we can use for free.
 

LueLusten

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You don't have to port there engine other engines out there do the same or more the RPG Maker, but you are paying more since the compile native to windows, iOS and android and in some cases HTML 5 and Mac, but the resource of the images is the important thing to make sure the game flows.

Yes some things would mean more work but making sure your resources are your at the start is important :)

Edit:

Porting there engine will be work but once its done its done, its not really that hard since there already RPG games on the app market.

They would not even have to make a porting tool really if they relaxed the EULA a little so yes we have work but we can port it to other 

OS's I don't see why they added this limitation they should of set it you have to own the software to use the resource and sell the resource stand along cheaper so people could use it outside of RM without there software, this would of been easier and more fair to everyone but or well

I am not them and not sure what here business model is.
 
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_Shadow_

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That's what they want anyway. Let us pay for everything, while kind programmers out there are creating something we can use for free.
Well I can understand your point, but since RPG Maker is Enterbrain's intellectual property, they can allow or prohibit users doing stuff.

That's why I support Open Source Software. There are Open Source software products that you have to pay to get. Still it's Open Source.

Open Source is not free as free beer but free as freedom.

But as long as a piece of software is closed source, since there are laws out there to protect such software as closed source ones, we HAVE to respect it.

That's why I asked about that. You all of a sudden talked about cross platform isuues and I was like, hey wtf am I SO ignorant?

But no. I was right.

A company is not unkind in my opinion, for having set an EULA on their product.

What if you were the coder or VX Ace? Assuming you made this software, you can allow or disallow whatever rights of use you want. Right? If the end user says all right I will buy this, he/she does that, having in mind to acccept the EULA. Now think of me as a guy coming and coding something that enhance the functionality of VX Ace. I do this just cause. And I BREAK your EULA that prohibits me of doing that. What will you do? I disrespect you, but I am a kind programmer  according to 1.000.000 people. I do something Illegal with your software, without even asking you for permission. How does that feel? Kind?

After all we don't know if the port to Android will be a commercial product or a free for anyone who has VX Ace.

Finally making a game available for other devices, means that it gives you the opportunity to make money by the respective markets.

Bottomline, no matter the pricing, no matter the availability, this doesn't make the company kind or unkind.

Of course this can become another "product" we should buy, while VX Ace is still ancient and should have ALL this functionality built in.

Anyway. It is still though one of the easiest ways to make a retro RPG game.

You don't have to port there engine other engines out there do the same or more the RPG Maker, but you are paying more since the compile native to windows, iOS and android and in some cases HTML 5 and Mac, but the resource of the images is the important thing to make sure the game flows.

Yes some things would mean more work but making sure your resources are your at the start is important :)

Edit:

Porting there engine will be work but once its done its done, its not really that hard since there already RPG games on the app market.

They would not even have to make a porting tool really if they relaxed the EULA a little so yes we have work but we can port it to other 

OS's I don't see why they added this limitation they should of set it you have to own the software to use the resource and sell the resource stand along cheaper so people could use it outside of RM without there software, this would of been easier and more fair to everyone but or well

I am not them and not sure what here business model is.
Are you 100% sure of what you are saying or are you just stating your opinion here? What you say goes against a global moderator's words already.

Plus I really dont care how many games there are in the android market. I care to know if there are LEGAL ones.
 

Kes

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Edit:

Porting there engine will be work but once its done its done, its not really that hard since there already RPG games on the app market.
I'm afraid that's wishful thinking.  Porting their (not "there") engine is hard - yes, there are rpg games on the app market - but try asking anyone who has actually done it, rather than merely speculated about it, how easy it is was to do without it being full of a ship load of bugs, and they will tell you that it is not easy.

EDIT

To clarify the claim that it is not easy, your assumption that once it's been done, that's it, fails to take into account that many (most?) games use non default scripts on top of the default ones.  Each of those scripts has to be adapted to the port individually.  Now great if it's something that's very widely used e.g. some of Yanfly's scripts.  Once they've been 'translated' the work is done - for that particular game developer or publisher.  Are you expecting someone who has spent a lot of time doing this for a commercial game to just give it away to everyone else?  But there are all those other scripts - over 1,000 just on the script list of this site, plus all the private custom ones.  These have to be ported as well.  Once you start looking into what's involved, claims about it being easy are likely to evaporate.
 
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LueLusten

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I'm afraid that's wishful thinking.  Porting their (not "there") engine is hard - yes, there are rpg games on the app market - but try asking anyone who has actually done it, rather than merely speculated about it, how easy it is was to do without it being full of a ship load of bugs, and they will tell you that it is not easy.
I was talking for them to create support for a device and them port it, I am not talking about us porting it easy, but if the EULA was more relaxed then porting things ourselfs would be hard but we could do it our own means.

Dreadshadow
Also you asked if something was my opinion witch part as some is opinion and some are facts I know from working with many windows and android dev's how things work I also have created tools for both android and windows.

What the main problem here is the EULA and why the creates of RM are trying to limit us like this, also taking time sorry that is bull, I saying this now as this topic as been alive is 2012 it does NOT take 3 years to make a tool to convert there engine, there will be other factors in place here, there staff might be low there dev might be one man or few men not many or they feel they didn't want to be in a given market place, or they just didn't know enough about the other plarforms most tools out now blow RM out of the water but offer so much options it gets easy to get lost and confused this is why I like RM as it offers just one path to work with easier to keep the head clean.

Anyway back on track, you can port your game to another platform long as you own your content like images and sounds but can't port there engine tho, but using another engine for your port on another platform might be better as people creating engines for that platform wont be limited to windows or making sure a command will work on each platform .

So no you can't port VX Ace to another platform only the programmers who made it can as they limited that very well in there Eula and even scripts and RTP resources are under that limitation. but you can port your games as long as you just own your resources no one can tell you or you make your game in our engine so you are limited to using use only, I think people are really looking to deeply in to this. no way is going to be easy even if RM able to support more OS's they would still be limitations its very limited under windows so what makes us think it would be better under any other OS?
 
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Galenmereth

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Just throwing this out there: You can port Ace games to Mac / Linux based systems legally by wrapping the executable in a self-contained emulated Windows environment using WineWrapper and similar software. It's legal since it doesn't modify Ace or its assets in any way, and it's also free. I did it with the IGMC version of The Vendor (see topic in signature).
 

LueLusten

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Just throwing this out there: You can port Ace games to Mac / Linux based systems legally by wrapping the executable in a self-contained emulated Windows environment using WineWrapper and similar software. It's legal since it doesn't modify Ace or its assets in any way, and it's also free. I did it with the IGMC version of The Vendor (see topic in signature).
Using a wrap for windows to android tho wow that would be big :)

To clarify the claim that it is not easy, your assumption that once it's been done, that's it, fails to take into account that many (most?) games use non default scripts on top of the default ones.  Each of those scripts has to be adapted to the port individually.  Now great if it's something that's very widely used e.g. some of Yanfly's scripts.  Once they've been 'translated' the work is done - for that particular game developer or publisher.  Are you expecting someone who has spent a lot of time doing this for a commercial game to just give it away to everyone else?  But there are all those other scripts - over 1,000 just on the script list of this site, plus all the private custom ones.  These have to be ported as well.  Once you start looking into what's involved, claims about it being easy are likely to evaporate.
When I say once its done its done if they ported there engine the the custom scripts would still work most of the time and android does not have the problem what windows would have like the full screen problems we been having with windows and we wouldn't need to map the keys.

Long as the custom scripts was using the engine then it would be fine. You are looking in to things way two deeply your looking in to scripts what would not even be needed and no it would not be easy at first but if the hole engine was ported over why would they change there commands ? it should all work yes tweaks to commands would be needed but many of them was there to fix bugs in windows and also in the engine.
 

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Anyway back on track, you can port your game to another platform long as you own your content like images and sounds but can't port there engine tho, but using another engine for your port on another platform might be better as people creating engines for that platform wont be limited to windows or making sure a command will work on each platform .

So no you can't port VX Ace to another platform only the programmers who made it can as they limited that very well in there Eula and even scripts and RTP resources are under that limitation. but you can port your games as long as you just own your resources no one can tell you or you make your game in our engine so you are limited to using use only, I think people are really looking to deeply in to this.
Not sure If I  understand what you try to tell us, but do you probably meant creating my game on another engine for the other platforms? 

As for  the part on who can tell you what to do, we have to separate what is applied by the current laws from how things should be in a romantic world.

I mean, please do not take me wrong, I am a BIG fan of Open Source community. 

But I also respect rules put on code or assets that are not O.S. 

Coding under an OS Licence, is A CHOICE. When I release something as free code (as in freedom) I CHOOSE to. Thus when a company chooses NOT to release something in OS, it's their choice and I respect it.

That clarified by my side, I can assume that your answer on the OP is a no.

Edit: Fixed my grammar a little.
 
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LueLusten

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Not sure If I  understand what you try to tell us, but do you probably meant creating my game on another engine for the other platforms? 

As for  the part on who can tell you what to do, we have to separate what is applied by the current laws from how things should be in a romantic world.

I mean, please do not take me wrong, I am a BIG fan of Open Source community. 

But I also respect rules put on code or assets that are not O.S. 

Coding under an OS Licence, is A CHOICE. When I release something as free code (as in freedom) I CHOOSE to. Thus when a company chooses NOT to release something in OS, it's their choice and I respect it.

That clarified by my side, I can assume that your answer on the OP is a no.

Edit: Fixed my grammar a little.
I have already replied to this but the bloody thing didn't post I blaming chrome :)

No your really going in to things wrong here, RPG Maker can only limit you via there resources, scripts and engine, if you make your own resource you can use them in any platform just because you used them in RPG maker does that mean you are limited to use them in that also, I know many people want a all in one tool and RPG Maker has already show they not going to do this they have been talking about this very topic for many years and nothing as come of it, yes they have a system that seems to work as the game been posted all the time about it but that as taken way two long.

My view:

RPG Maker was never made to work on more then one platform and for some reason its not even made to work on windows right, why would you limit key input 

and screen size I think under the hood there is something else at play maybe using a older system they just can't really edit to fit the needs of modern computers or something I don't know.

But my point stands they can't limit you of your use of your created content they can only limit the use of there content they have made, so if you make sprite you can use it in any engine, on any platform long as you use your own work, don't use RTP based images to create yours as well your still using the RTP in the long run. If you asking can RPG Maker do it all for you, then NO it can not, we see so many bugs and limits in the windows version let alone anything else.

I don't think its down to them picking the OS limitations here i think its down the software and coding hiding behind RPG maker. I always questions why would be use a keyboard input that emulates a game input what does this tell you? Also with the screen size limitations this size is very old, there are newer sizes what will still divide by 32 so bigger sizes would work and stretching is still a option for a dev they should give it us.

I think the question needs to be more to the point, are we wanting to port the game we make in RPG Maker, or are we wanting the RPG Maker app to be able to compile for other OS's/platforms. 

See the questions ask here is making the replies open to more debate it needs to be to the point and clear.

1:

If you own your images and sounds and want to make your game for more then one platform its possible but you have to do the leg work and make the game in

other tools also, note: you have to create your own resources you can't just use the RTP files to make the game, this would be braking the EULA.

2:

If you are wanting to create your game in RM and use the RTP resources then NO you can not use it on other platforms A because the engine is using window only at the moment, B there EULA is clear on using there resources only in there RM.

Making the question to the point would help us reply, the word porting does not mean a tool to do it all, to me porting something means work, but if you use the right tools it shouldn't be two hard.

The rules of the RTP does make it clear only use there resources in RM so until there RM supports other platforms its very clear that is a no but if the resources are yours and your willing to create the game in another platform then you can.
 
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Kes

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I'm not sure that I have completely understood you, as your expression is not very clear in places, so I shall set out what I think you have said.

You make your own resources (graphics, audio) and those resources are yours to use as you like. where you like.  I agree.

You use your own resources in RM to make a game and because those resources are yours, you can legally port the game.  I disagree, because you are not porting raw resources, you are porting a game in which the resources are used in conjunction with an engine.  It is that in conjunction with an engine which prevents you porting.  Your ownership of the resources is an irrelevancy because you are utilizing those resources in something else.  Make your own engine and you can do what you like.  Use someone else's engine and you have to abide by their terms of use.  Remember that with all computer software, you do not own that software, you buy a licence to use it.  Your licence allows you to do some things and not others.  That is the nature of a licence. 
 
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_Shadow_

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" on any platform long as you use your own work, don't use RTP based images to create yours as well your still using the RTP in the long run. If you asking can RPG Maker do it all for you, then NO it can not, we see so many bugs and limits in the windows version let alone anything else".

Oh, I already know that my own assets can be used elsewhere. What I was asking was about porting A GAME as A WHOLE. Let's say that I use my own assets, using VX ACE. Can I port it to another platform LEGALLY using an executable or a dll or a piece of software or whatever not being VX Ace? Or do I have NOT to do such a thing? It seems you misunderstood the OP. :)

"I always questions why would be use a keyboard input that emulates a game input what does this tell you? Also with the screen size limitations this size is very old, there are newer sizes what will still divide by 32 so bigger sizes would work and stretching is still a option for a dev they should give it us."

You do know that you can use a joypad too with VX Ace, right? O.O

"I think the question needs to be more to the point,"

I think you can open a new thread to ask for that point indeed. My question was specifically for what I want to know. I think @Andar has really answered my original qurestion, I just wait for a staff reply to confirm his sayings really. That's why it's not closed yet by the way.

"See the questions ask here is making the replies open to more debate it needs to be to the point and clear."

Really? Let me edit the original post so it can be more specific, you might be right.

I never metioned cared about ASSETS as graphics or music, I already know about these, I talked about RGSS3 code and the executable.

I'm not sure that I have completely understood you, as your expression is not very clear in places, so I shall set out what I think you have said.

You make your own resources (graphics, audio) and those resources are yours to use as you like. where you like.  I agree.

You use your own resources in RM to make a game and because those resources are yours, you can legally port the game.  I disagree, because you are not porting raw resources, you are porting a game in which the resources are used in conjunction with an engine.  It is that in conjunction with an engine which prevents you porting.  Your ownership of the resources is an irrelevancy because your are utilizing those resources in something else.  Make your own engine and you can do what you like.  Use someone else's engine and you have to abide by their terms of use.  Remember that with all computer software, you do not own that software, you buy a licence to use it.  Your licence allows you to do some things and not others.  That is the nature of a licence. 
What he actually said.

It seems you misunderstood my question. PROBABLY MY BAD.

Give me some time to add an explaination. 

Edit:

Original Post Edited. Please read it again before continuing our conversation. :)
 
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LueLusten

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I'm not sure that I have completely understood you, as your expression is not very clear in places, so I shall set out what I think you have said.

You make your own resources (graphics, audio) and those resources are yours to use as you like. where you like.  I agree.

You use your own resources in RM to make a game and because those resources are yours, you can legally port the game.  I disagree, because you are not porting raw resources, you are porting a game in which the resources are used in conjunction with an engine.  It is that in conjunction with an engine which prevents you porting.  Your ownership of the resources is an irrelevancy because you are utilizing those resources in something else.  Make your own engine and you can do what you like.  Use someone else's engine and you have to abide by their terms of use.  Remember that with all computer software, you do not own that software, you buy a licence to use it.  Your licence allows you to do some things and not others.  That is the nature of a licence. 
I never said you port the engine with it you are jumping the gun there and I said you can't port the engine only the owners/devs of RM can do that.

But if you want to port your game to another engine using your resources and mimic the actions so it looks native across the games you are free to do so.

So my post was agreeing with you on that point, but the OP as cleared up what he was really asking he wanted to port the engine and no that's not legal not yet

and if it was to become legal it would be by only RM tools for sure.

Both these points are agreeing with you:

1:

If you own your images and sounds and want to make your game for more then one platform its possible but you have to do the leg work and make the game in

other tools also, note: you have to create your own resources you can't just use the RTP files to make the game, this would be braking the EULA.

 

2:

If you are wanting to create your game in RM and use the RTP resources then NO you can not use it on other platforms A because the engine is using window only at the moment, B there EULA is clear on using there resources only in there RM.

I might be dyslexic but I read that a few times and had my TTS reader to read it to me and my wife it very clear that is agreement that you can't just use RM and port it.

" on any platform long as you use your own work, don't use RTP based images to create yours as well your still using the RTP in the long run. If you asking can RPG Maker do it all for you, then NO it can not, we see so many bugs and limits in the windows version let alone anything else".

Oh, I already know that my own assets can be used elsewhere. What I was asking was about porting A GAME as A WHOLE. Let's say that I use my own assets, using VX ACE. Can I port it to another platform LEGALLY using an executable or a dll or a piece of software or whatever not being VX Ace? Or do I have NOT to do such a thing? It seems you misunderstood the OP. :)

"I always questions why would be use a keyboard input that emulates a game input what does this tell you? Also with the screen size limitations this size is very old, there are newer sizes what will still divide by 32 so bigger sizes would work and stretching is still a option for a dev they should give it us."

You do know that you can use a joypad too with VX Ace, right? O.O

"I think the question needs to be more to the point,"

I think you can open a new thread to ask for that point indeed. My question was specifically for what I want to know. I think @Andar has really answered my original qurestion, I just wait for a staff reply to confirm his sayings really. That's why it's not closed yet by the way.

"See the questions ask here is making the replies open to more debate it needs to be to the point and clear."

Really? Let me edit the original post so it can be more specific, you might be right.

I never metioned cared about ASSETS as graphics or music, I already know about these, I talked about RGSS3 code and the executable.

What he actually said.

It seems you misunderstood my question. PROBABLY MY BAD.

Give me some time to add an explaination. 

Edit:

Original Post Edited. Please read it again before continuing our conversation. :)
The Engine, so the EXE and the data files for the exe to run and the dll are all under the EULA so no you can't port them, you would have to recreate these like actions in a new engine if you wanted to be able to do that.

And yes I already know about the joy pad this is my point saying I don't see the point having the keyboard to emulate the joypad it the joypad should emulate keyboard keys.
 
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_Shadow_

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And yes I already know about the joy pad this is my point saying I don't see the point having the keyboard to emulate the joypad it the joypad should emulate keyboard keys.
Well I suppose that it's becuase the default PC control device is a keyboard. And since it was made for PC... you got the point of my thought.
 

LueLusten

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Well I suppose that it's becuase the default PC control device is a keyboard. And since it was made for PC... you got the point of my thought.
No no no your miss reading what I mean :)  The engine to work with your keyboard has to them emulate the input for the game pad, this is not the right way of doing it.

The keyboard is the main input device not the joy-pad so why hard-code it to the joy-pad, see I don't see any logic in this at all and it also limits us to a few keys on the keyboard we should be able to bind any action in the game to any key, but you can't you are limited to the joy-pad actions.

What is the point of a Keyboard if you can't use the keyboard ? there is no real script out there that offers keyboard binding either I tested them all so far.

So should be

PC - > Keyboard, -> Joy-pad

not

PC -> Joy-pad - > Keyboard emulation of joy-pad, see this way we are limited to what we are doing. I have a feeling this engine was created for something else in the past maybe a games unit where the joy-pad was the main input or something on them lines, as the HID of the keyboard is always better then the joy-pad also most joy-pads these days have many controls and can emulate many keyboard inputs so this was my point it was created the wrong way around.
 

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Well yes, it was meant for retro SNES era style RPG games I suppose
 

LueLusten

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Well yes, it was meant for retro SNES era style RPG games I suppose
This one we can only guess really as we not the creators, it would be epic to have a full history behind the engine but hey ho :)
 

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