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Posted 2004-10-20, 08:00 AM in reply to Lenny's post starting "Oh oh, I can do this. The graphics..."
Lenny said:
Oh oh, I can do this.

The graphics in XP are far superior.
Eh, they're better, but you can just copy/paste the graphics in between them and there's really no noticable difference - Enterbrain just hired a better graphics artist for this one.


Quote:
The battle charas, however, have gone backwards. They look hastily sketched, weirdly coloured in, and they don't move. They just sit at the front of the screen, staring out at you, whilst some monster behind them tries to do as much damage as possible to an ungaurded back.
YES. I have no idea why the battlers face away from the monsters, but that's just stupid. Of course, reverting back to a front-battle system is dumb enough, but this is just nasty frosting on a poison cake.

Quote:
No, no discussion about graphics. Talk about...the lack of the good options in the event menu. Such as no Call event to call an event on that map page. Gotta go into common events and create and such. Very annoying.
Ok

---

RM2k -> RMXP

- is removed, = means changed (beyond a simple renaming), + means added

-Face Graphics (no facesets)
-Change Hero Title (doesn't exist in XP, your title is your class)
-Change Face Association (no facesets again)
=Change Equipped Items (split into Weapons and Defense Items)
-Change Vehicle Graphic (no.. vehicles. Stupid XP)
=Change System BGM (split into Battle and Victory)
-Change System Sound Effects
-Set Screen Transitions
=Simulated Enemy Attack is dummied down to Damage Dealing (less options)
-Show Inn Message (Inns must be hand-made now)
=Memorize Location (can still be done via variables)
=Recall to Memorized Location (can be done via Teleport and variables)
-Enter/Exit Vehicle
-Set Vehicle Start Position
=Trade Two Event Locations (Done within Change Event Location)
-Store Terrain ID
-Store Event ID
=Hide Screen/Show Screen (This is a bit tricky. If you Prepare Transition, the screen will simply update in the background, until you execute transition. If you want the screen to fade to black, you Prepare Transition, Tint Screen to black, then Execute Transtion.)
-Flash Sprite (although, you can do this via battle animation)
-Halt All Movement
-Play Movie (no movies in XP)
-Change Map Tileset
-Change Encounter Rate
-Tile Substitution
-Teleport Target Management (no Teleport Magic)
-Allow/Disallow Teleport
-Escape Target Management (no Escape Magic)
-Allow/Disallow Escape
-End Event Processing (Doable via labels, but come on)
-Call Event

+Common Event (a dummied down Call Event)
+Local Switch Operations (new to XP)
+Allow/Disallow Encounters (instead of setting Encounter Rate to 0)
+Change Map Settings (Change Parallax Background + Fog/battle background changing)
+Tint Fog (separate from Weather effects for some reason)
+Change Fog Opacity
+Rotate Picture
+Tint Picture
+Play BGS (new to XP)
+Fade Out BGS
+Play ME (new to XP)
+Stop SE (instead of playing (OFF) sound effect)
+Completely Heal Monster
+Transform Monster (now separate from monster abilities)
+Call Script (new to XP)
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Posted 2004-10-20, 09:24 AM in reply to BlueCube's post starting "Eh, they're better, but you can just..."
Nice list.

First of all, Aurv. I think you may the wrong end of a stick, or I've just mis-interpretted your post. The RMXP tilesets are extremely simple.

Wow Blue. The BGS, SE and ME are also in RM2K3 (don't know 'bout 2K), but are just music files full stop. If you import the BGS/SE/ME into RM2K3 and just name them with BGS/SE/ME after them (optional) then they are used in more or less the same way.

----------

Hmm, discuss...something random...animations in RMXP compared to those in 2K3 etc.

Little starter, they actually have anim's for outside of battle and such.

Go to my group and download a few and look at them (if you can open them, I might have mucked them up somewhat though), and you will see what I mean, go for the later ones.
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Posted 2004-10-20, 11:55 AM in reply to Lenny's post starting "Nice list. First of all, Aurv. I..."
Yeah, but they're used differently - ME goes "above" whatever BGM is playing (without letting you hear the BGM underneath), BGS is a layer above ME/BGM but you can still hear the ME/BGM, and SE is just a normal sound effect (I only listed "stop SE" because now you can stop the SE without playing "(OFF)").

It's a minor feature addition, except for the Stop SE one which is rather useless..

-----

Err, maybe we can discuss how people always try to make non RPG games with RPG Maker for some reason. That's always confused me..
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Posted 2004-10-20, 04:01 PM in reply to BlueCube's post starting "Yeah, but they're used differently - ME..."
It has me too, like in a blurred line. Don't get me wrong, the game kicks ass and all, but I am stuck in the part where you are the female agency worker, and your stuck in a video game simulation like zelda. I CAN'T GET ANY LEVEL UPS, AND I CAN'T GET ALL THE WAY THROUGH THE 2ND LEVEL!! I would go through the editor and change it up, but I don't want to miss an integral part of this great game. And...yeah. If it wasn't for that, I would give it a 9.5 out of 10. Now, it only recieves a 9 out of 10. So there. And what about the fact that you can't transfer your 2K3 games to XP like you can 2K to 2K3. And I copied your map tutorial for 2K3 into XP, Bluecube, but the map was in the middle of the screen instead of the right side. This is when I realized that there are pixel differences. That really sux.
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Posted 2004-10-20, 05:46 PM in reply to Draco2003's post starting "It has me too, like in a blurred line...."
Quote:
And what about the fact that you can't transfer your 2K3 games to XP like you can 2K to 2K3. And I copied your map tutorial for 2K3 into XP, Bluecube, but the map was in the middle of the screen instead of the right side. This is when I realized that there are pixel differences. That really sux.
Tiles in RMXP are 32x32. Tiles in RM2k3 are 16x16.

So that's consistant with what you found. If you take 640-(mapsize/2) for the X coordinate and 480-(mapsize/2) for the Y coordinate, it should end up at the lower right.

----

But anyway.. err.. Enterbrain is slowly going insane? I guess that's serious discussion as well.
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Posted 2004-10-20, 06:55 PM in reply to Lenny's post starting "Nice list. First of all, Aurv. I..."
Lenny said:
Nice list.

First of all, Aurv. I think you may the wrong end of a stick, or I've just mis-interpretted your post. The RMXP tilesets are extremely simple.

Wow Blue. The BGS, SE and ME are also in RM2K3 (don't know 'bout 2K), but are just music files full stop. If you import the BGS/SE/ME into RM2K3 and just name them with BGS/SE/ME after them (optional) then they are used in more or less the same way.

----------

Hmm, discuss...something random...animations in RMXP compared to those in 2K3 etc.

Little starter, they actually have anim's for outside of battle and such.

Go to my group and download a few and look at them (if you can open them, I might have mucked them up somewhat though), and you will see what I mean, go for the later ones.
Hehe I was talking about 2k3 ive never used xp =)
you know whats funny about this discussion, ppl were talking about how better 2k is then 2k3 lol now its how better 2k3 is to xp.... lmfao ,but its some good arguements but 2k3 seems to out wit its enhanced opponent...
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Posted 2004-10-21, 09:30 AM in reply to Aurvian's post starting "Hehe I was talking about 2k3 ive never..."
Too true.

However, XP does have 4 planes (or is it plains?) which you put things on. Makes it more realistic in, say, forests when you walk behind the tress, yet in front of the one behind the one you're walking behind.

----------

I don't see the problem with Non-RPG games being made in RPG Makers. I did it all the time with 2K3.

----------

Discuss..........the lunacy of Ruby scripting etc.
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Posted 2004-10-21, 09:51 AM in reply to Lenny's post starting "Too true. However, XP does have 4..."
Planes, though I still call 'em layers.. too much screwing around with them though, and you'll end up giving your map "shortcuts" that you can't see..

Quote:
Discuss..........the lunacy of Ruby scripting etc.
It boggles the mind
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Posted 2004-10-22, 11:33 AM in reply to Lenny's post starting "Too true. However, XP does have 4..."
Lenny said:
Too true.

However, XP does have 4 planes (or is it plains?) which you put things on. Makes it more realistic in, say, forests when you walk behind the tress, yet in front of the one behind the one you're walking behind.

----------

I don't see the problem with Non-RPG games being made in RPG Makers. I did it all the time with 2K3.

----------

Discuss..........the lunacy of Ruby scripting etc.

So are there any new commands in XP or is the scripting different all together?
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Posted 2004-10-22, 12:18 PM in reply to Aurvian's post starting "So are there any new commands in XP or..."
New commands???

The odd one or two I think. BC has listed them somewhere....here they are:


BC said:
+Common Event (a dummied down Call Event)
+Local Switch Operations (new to XP)
+Allow/Disallow Encounters (instead of setting Encounter Rate to 0)
+Change Map Settings (Change Parallax Background + Fog/battle background changing)
+Tint Fog (separate from Weather effects for some reason)
+Change Fog Opacity
+Rotate Picture
+Tint Picture
+Play BGS (new to XP)
+Fade Out BGS
+Play ME (new to XP)
+Stop SE (instead of playing (OFF) sound effect)
+Completely Heal Monster
+Transform Monster (now separate from monster abilities)
+Call Script (new to XP)
The scripting part is just weird. You can access the scripting part from the menu, which is fun, and script in anything, If you know what you are doing.

You could even script in side-view battles.

I gotta a little feeling you'd do it:

Change the battler position in the scripting. RPGAdvocate put up something about how to do on a website somewhere. I used that.

Then just get rid of battlers alltogether, and put in the animations:

Create your own animations for each thing in the animation part of the database. If you use the RM2K3 chara sets, you can just use the battle animations fro there, and just put them all together. Takes quite a time though. Shouldn't be too hard, all you gotta really do is set the Battler positions correctly, then put in the animations and hope it works. I would try it sometime, if I actually had the time and knowledge of Ruby.

----------

Discuss..........the..........advantages of using RM2K3 to create..........things........rather than......other.....things.
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Posted 2004-10-22, 04:25 PM in reply to Lenny's post starting "New commands??? The odd one or two I..."
Lenny said:
New commands???

The odd one or two I think. BC has listed them somewhere....here they are:


The scripting part is just weird. You can access the scripting part from the menu, which is fun, and script in anything, If you know what you are doing.

You could even script in side-view battles.

I gotta a little feeling you'd do it:

Change the battler position in the scripting. RPGAdvocate put up something about how to do on a website somewhere. I used that.

Then just get rid of battlers alltogether, and put in the animations:

Create your own animations for each thing in the animation part of the database. If you use the RM2K3 chara sets, you can just use the battle animations fro there, and just put them all together. Takes quite a time though. Shouldn't be too hard, all you gotta really do is set the Battler positions correctly, then put in the animations and hope it works. I would try it sometime, if I actually had the time and knowledge of Ruby.

----------

Discuss..........the..........advantages of using RM2K3 to create..........things........rather than......other.....things.
WHen I get my phone back ill dl it to try it out ...
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