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So, I thought I'd start a discussion on what functions/features we like about both of these RPG Maker versions. Now I know not all of you have used both, and some who have used both may not realise just how different they are! You're all welcome to join in with whatever input you have.
This has probably been discussed before, but I think it's an interesting topic, and users' opinions are likely to change over the years, so without further adieu..
My own opinion:
Overall I think I prefer VX over VX Ace (this'll probably make the devs sad but hey). I will start with VX-Ace's pros..
VX-Ace pros:
Better system for organising tilesets. Ace also allows for unlimited styles of maps by giving different tileset options per map. VX on the other hand requires third-party control over tilesets if you want more than 5, which gets messy.
Regions have more flexibility in terms of encounters, and are more commonly used in interaction with scripts. VX on the other hand has rectangle-based areas for encounters, which offer little control (albeit I was able to make a quick script to control them better).
Ace's code I believe is better organised and makes modding a bit easier (though I can't be sure, it certainly is the more popular).
VX pros (kind of):
While the class/skill/item/weapon/state editors in Ace are more advanced and allow unparalleled control and flexibility compared to VX, they are also slightly cryptic, time-consuming and confusing to use, which for me is a turn-off. I don't want to be spending several minutes trying to figure out and test each individual item or skill I make (and this is coming from a programmer). I fully understand the potential that Ace offers, and I think it's good that it's there, but perhaps there's just too much interface to look at at once? I look at the Damage box of the Skill editor, and I can't work out what it's doing, and why does attacking have a "Normal attack" state, why is that necessary?
And lets not get started with the Features box, and that Param tab... everything has 3 letter acronyms, most of which mean absolutely nothing, unless you look them up.
Now lets look at the System and Terms tabs. Weapon and Armour types. This is to replace VX's ultra-specific class weapon/armor requirements. On the face of it, this seems like a good idea, but in practice, I'm not so sure. Being able to see a class beside every weapon/armor object he can wield helps visualise how that class will play at different stages in the game, and whether or not they're underpowered or overpowered. VX-Ace's system, while saving time, has separated the class from the weapons and armour they can equip, and has summarised them into these categories. Another minor problem is if you want a weapon to be usable by a single character. You add a new armour type for it, but then the naming convention gets a little messy. You've got small shield, large shield, and then 'Richard's Armours', which doesn't fit as well. I'll admit it's only a problem for obsessive people like myself
. Anyway, in my mind, Ace should have combined the old system with the new one. Have categories for 'the general rule' for what weapons and armours a character can use, and then allow you to add exceptions.
In general, I think the major reason for why I prefer VX is this: in an RPG, you generally want a set rulebase for however everything 'ordinary' works. Take dungeons and dragons, everything is decided by basic die rolls, and the way in which this is calculated never changes. VX provides this with a simple interface and only very basic control over how attacks work. Anything special requires scripts or common events, or some clever playing around to make work. However, what Ace seems to provide, is an interface that enables you to make each item work completely differently. This seems great, but for me it just feels chaotic and messy.
Anyway, that's my opinion, I'd like to hear yours! Maybe I can learn something from it
This has probably been discussed before, but I think it's an interesting topic, and users' opinions are likely to change over the years, so without further adieu..
My own opinion:
Overall I think I prefer VX over VX Ace (this'll probably make the devs sad but hey). I will start with VX-Ace's pros..
VX-Ace pros:
Better system for organising tilesets. Ace also allows for unlimited styles of maps by giving different tileset options per map. VX on the other hand requires third-party control over tilesets if you want more than 5, which gets messy.
Regions have more flexibility in terms of encounters, and are more commonly used in interaction with scripts. VX on the other hand has rectangle-based areas for encounters, which offer little control (albeit I was able to make a quick script to control them better).
Ace's code I believe is better organised and makes modding a bit easier (though I can't be sure, it certainly is the more popular).
VX pros (kind of):
While the class/skill/item/weapon/state editors in Ace are more advanced and allow unparalleled control and flexibility compared to VX, they are also slightly cryptic, time-consuming and confusing to use, which for me is a turn-off. I don't want to be spending several minutes trying to figure out and test each individual item or skill I make (and this is coming from a programmer). I fully understand the potential that Ace offers, and I think it's good that it's there, but perhaps there's just too much interface to look at at once? I look at the Damage box of the Skill editor, and I can't work out what it's doing, and why does attacking have a "Normal attack" state, why is that necessary?
And lets not get started with the Features box, and that Param tab... everything has 3 letter acronyms, most of which mean absolutely nothing, unless you look them up.
Now lets look at the System and Terms tabs. Weapon and Armour types. This is to replace VX's ultra-specific class weapon/armor requirements. On the face of it, this seems like a good idea, but in practice, I'm not so sure. Being able to see a class beside every weapon/armor object he can wield helps visualise how that class will play at different stages in the game, and whether or not they're underpowered or overpowered. VX-Ace's system, while saving time, has separated the class from the weapons and armour they can equip, and has summarised them into these categories. Another minor problem is if you want a weapon to be usable by a single character. You add a new armour type for it, but then the naming convention gets a little messy. You've got small shield, large shield, and then 'Richard's Armours', which doesn't fit as well. I'll admit it's only a problem for obsessive people like myself
In general, I think the major reason for why I prefer VX is this: in an RPG, you generally want a set rulebase for however everything 'ordinary' works. Take dungeons and dragons, everything is decided by basic die rolls, and the way in which this is calculated never changes. VX provides this with a simple interface and only very basic control over how attacks work. Anything special requires scripts or common events, or some clever playing around to make work. However, what Ace seems to provide, is an interface that enables you to make each item work completely differently. This seems great, but for me it just feels chaotic and messy.
Anyway, that's my opinion, I'd like to hear yours! Maybe I can learn something from it
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