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- Mar 16, 2012
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I've always felt like moving away from the way XP handled all graphics was a step back, it made things a little easier for new creators but slashed flexibility for content creators.
To limit my suggestion to one thing I'd feel it's best to group it together.
Handling of all graphics would mean>
Tileset graphics= One tilesheet - multiple layers for mapping with the single tilesheet - separate autotiles - unlimited height of tilesheet.
Character graphics= 4x4 frames - single sheets per character -
Icon graphics= individual images for each icon
battlebacks= individual images
battlers= assigning a single image to each character/enemy (visually rather than script note thing)
I've seen a lot of advancement over the many years of RPG Maker but this has always had me using XP over anything newer. I even test my animated battlers within XP because importing and exporting with battle testing is far quicker and a much simpler process. When I used to make tilesets, again it was a much more pleasant experience.
It says a lot if people use outside programs to create maps (like TileD) or use tile images to create a picture of a 'map' and import it as a background.
Everything else is pretty much handled as outside flexible aspects, like scripts to split up the battler image into 4 frames of 12 poses for example. The core restricted limits have been put into the engine since VX.
I dunno I might be rambling but to condense this down it seemed like Graphic handling seemed to just become how much can be squashed together in a lump, rather than having the end user choose what they'd like to include.
One thing that'd move me away from using XP and I'd like to see in RPG Maker? Handling of Graphics.
To limit my suggestion to one thing I'd feel it's best to group it together.
Handling of all graphics would mean>
Tileset graphics= One tilesheet - multiple layers for mapping with the single tilesheet - separate autotiles - unlimited height of tilesheet.
Character graphics= 4x4 frames - single sheets per character -
Icon graphics= individual images for each icon
battlebacks= individual images
battlers= assigning a single image to each character/enemy (visually rather than script note thing)
I've seen a lot of advancement over the many years of RPG Maker but this has always had me using XP over anything newer. I even test my animated battlers within XP because importing and exporting with battle testing is far quicker and a much simpler process. When I used to make tilesets, again it was a much more pleasant experience.
It says a lot if people use outside programs to create maps (like TileD) or use tile images to create a picture of a 'map' and import it as a background.
Everything else is pretty much handled as outside flexible aspects, like scripts to split up the battler image into 4 frames of 12 poses for example. The core restricted limits have been put into the engine since VX.
I dunno I might be rambling but to condense this down it seemed like Graphic handling seemed to just become how much can be squashed together in a lump, rather than having the end user choose what they'd like to include.
One thing that'd move me away from using XP and I'd like to see in RPG Maker? Handling of Graphics.






