

We did bring it up to Enterbrain though and waiting for their reply. It's a DLL restriction and changing that is against the EULA. We're still under the process of adding a FAQ in RMXP boards. We detailed this on our FAQs on the RPG Maker VXA forums section of Steam. Originally posted by Archeia:Yes you can and you can also make it standalone.
Rpg xp maker so good download#
Thanks for your helpful reply, It answered all my questions and worries I had about both games, I see you prefer RPG Maker VX Ace, and I'm also thinkin' of buying it, but there are still 2 questions I'm stuck with:Ĭan you upload your games or download other peoples games to play? Do you need RMVA for playing the games?Īnd you also tolld that the resolution is hardcoded to: "640x480" can I also get it to 1920x1080? I'm not gonna say everything but there are some stuff that I just have to debunk. But I won't be unreasonable and elaborate RMXP's strong points too despite being a huge VXA fan. Originally posted by Archeia:I'll counter back with No. RMXP's Autotile handling is way better while RMVXA is like teeth grating worthy. Working around RMVXA's mapping editor to do the same thing can be infuriating. But if you prefer tiles and stick with it, I guess slicing off the panoramas trick to tilesets is okay too.Īlthough, I MISS making round corners. The inability to preview panoramas/parallax was a huge turn off for RMXP's mapping system. Regions alone makes VXA worth it for easier puzzles and/or add-ons that can make people squee. But the Tile Priorities was a wonderful add-on from RMXP that was sadly not kept. I hate the way they did their event commands which made it impossible for an eventer myself to do the complex things I used to do in RM2k3. I hated how RMXP removed Event priorities. It all depends on your preferences on how you want to build your stuff. So that's a factor why some seem bigger and smaller and well, yeah. BUT RMXP does get very brave on their decorative tiles while RMVXA is a lot more conservative and keeping proportions of sprites+tiles into consideration as well. Nothing is bigger or smaller except the different proportions for the sprites. * The tileset size for RMXP and RMVXA is all the same. So comparing the two in terms of art style is really different. But the main difference between RMVXA and RMXP is that RMVXA actually works with digital art+pixel art while RMXP is pixel art all the way (even when it breaks some conventions). The animation movement of the sprites looks ehhhh. What could be an easier time to recolor pixel art pieces becomes a chore. There's so many unnecessary colors when they can be shrink down to 4 color pixels. * As an artist, I abhor RMXP's way of doing things. * RMVXA and RMXP's music selection for BGM and SE are way different that it's a taste thing.

But RMXP has some great concepts here and there. * The Battler Art for RMVXA is way better than RMXP. RMVXA however has more Battle Animation sheets for an animation since you can set two. * The Battle animation editor has some interesting add-ons in RMXP that was removed completely in VXA. A thing that RMXP does greatly is that it doesn't have a resolution limit versus RMVXA's hardcoded 640x480 resolution limit. + RMVXA's database is a lot organized than RMXP's abomination.
Rpg xp maker so good code#
Have you seen how the code actually works and the syntaxes are laid out? His VXA versions are tons better and cleaner, and any scripter in the official forums that used to contribute to RMXP public scripts will say the same thing. A lot of scripters hate Atelier-RGSS scripts. + You can easily have 12323211 amount of frames due to how many multiframe movement scripts that are available in RMVXA. And a ! if you don't want the -3/4 pixel offset.

You just have to name them with a $ sign at the beginning of their filenames. You'd need to redo the animation speed if you want 60 FPS. Making RMXP slow on the feeling and movement.
