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 what they want anyway. Let us pay for everything, while kind programmers out there are creating something we can use for free.
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.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.
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:
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 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.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.
Using a wrap for windows to android tho wow that would be bigJust 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).
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.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.
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?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.
I have already replied to this but the bloody thing didn't post I blaming chromeNot 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.
What he actually said.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.
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.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.
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." 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 nevermetionedcared 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.![]()
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.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.
No no no your miss reading what I meanWell 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.
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 hoWell yes, it was meant for retro SNES era style RPG games I suppose