Topic: VX vs XP
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Vargas91006Neo-newbie  total posts: 3 since: Mar 2008
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 Mar 06, 08 at 9:28am
VX vs XP
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Im thinking of getting into RPG Maker, but im not sure which version to get. I'm new to this so I was wondering what people think offers more value, XP or VX.
I hear VX is very limited on the creativity side, with only 5 tile sets, it seems difficult to make a long game.
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devro_weapon
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 Mar 06, 08 at 9:36am
re: VX vs XP
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Although this is the RPGMakerVX forum i would say hands down get RPGMakerXP. VX is very frustrating on the creative side of things and although its easier to get used to XP isnt bad either. You have to put the time into both to get anything out of them anyway but XP has more for your money. The RTP is bigger and there is a vast collection of easy to use resources out there for you to use. VX im sure will be good ina couple of years when people find ways of doing things that look nicer but right now its new and progress is slow it seems.
Everything you can do in VX is in XP but not vice versa. The only problem for someone new coming onto the scene that i can see is mapping in XP. You will find it hard at first but believe me when your half way decent youll soon realise how much better mapping is then in VX. Also there are tonnes of reference pics and people to help you etc.
Its your call but i would say your best choice is XP by a long way Buy VX in a years time when you wanna get another RTP or want an older look to your games. That would work both ways too, you could get used to things in VX which to me is somewhat a beginners program and then move to XP which can help you get your creative juices flowing.
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arion_orion
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 Mar 06, 08 at 9:55am
re: VX vs XP
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VX is definitely more directed at beginners, but uneededly so.
I'd say XP all the way, the learning curve CAN be really steep, but that purely depends on the person. XP has fewer limitations, a lot more available resources, and in general, is a more 'discovered' program.
Devro beat me to it =P
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devro_weapon
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 Mar 06, 08 at 10:23am
re: VX vs XP
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=D The learning curve for XP is in my opinion not that long really. If you think about it, once you get past the whole understanding switches and variables stage your set to make whatever you want. The mapping learning curve can be incredibly big however as some people just cant map to save their lives. The thing i always did was study other peoples games and learn to first copy and then improve upon them. Arion probs did the same, am i right? Its the best way of learning ^^
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jaydenfox
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 Mar 06, 08 at 10:32am
re: VX vs XP
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I agree with Devro and arion. Harder to use, but better in the long run.... Of course, you could start out with the 30-day trial of both, and see which one you like more...
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arion_orion
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 Mar 06, 08 at 11:26am
re: VX vs XP
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Exactly right, Devro. I copied Euphony's maps to learn.
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devro_weapon
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 Mar 06, 08 at 12:00pm
re: VX vs XP
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quote jaydenfox
Of course, you could start out with the 30-day trial of both, and see which one you like more...
What a simple yet brillant idea, god i can be so thick at times. Just get both trials and see which one you like more, i think at face value youll like VX but just buy XP anyway. @ Arion - Yeah Euphony and Kraft were the ones that i copied although the first one i ever copied was one by Hamsterman  yeah i know shock horror XD
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Fragment of Chaos
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 Mar 06, 08 at 3:48pm
re: VX vs XP
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It really depends on your gaming interests and gaming style each maker has its ups and downs. Both are easy to use.
It just comes down to, do you want a more new refined game or do you want a old style hand drawn game. VX only has one thing that makes it easier its quick event creation which really isn't a big step in the hard factor.
So if you want to make a new-gen game then use XP. If you want a classic old-gen game then us VX.
Its just the style that you like is all that matters.
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devro_weapon
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 Mar 06, 08 at 3:58pm
re: VX vs XP
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I really dont think it is, everyone would agree that XP is better and the look of the games made isnt the only difference between them. Also lets not overexaggerate here you cant make a next gen game with any RPGMaker XD
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Fragment of Chaos
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 Mar 06, 08 at 4:09pm
re: VX vs XP
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Its a example, but if you had mad RGSS skills it really wouldn't be.
I just meant to say VX has the chibi interface of old games and XP has the interface of games you see today.
I really still haven't seen the difference between XP and VX besides theres more scripts and resources for XP then VX. (Well gee Sherlock VX was released just in the last month)
Pl0x state the differences then I'll see!
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jaydenfox
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 Mar 06, 08 at 5:03pm
re: VX vs XP
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The recources thing is because more people like it, and it's been out longer (XP I mean...)
There are the differences I stated above, along with some of these:
1. Harder to layer mapping 2. Only 4 tilesets, 1 spot for importing 3. Awful battle system 4. Squaricle mapping 5. Vehicle eventing 6. Harder to change title screen and stuff 7. Easier to script in 8. Better databasing (for the most part) 9. Improved text options 10. Improved battlers/face graphics 11. Worse sprites
Those are some that I can think of off the top of my head...
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devro_weapon
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 Mar 06, 08 at 5:35pm
re: VX vs XP
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You want me to explain the differences between XP and VX? Why not actually use both pieces of software before you start talking out of your arse and then getting other people to justify themselves.
Jayden has covered most of the differences but
RPGMakerXP and VX Differences off the top of my head
Firstly there is an updated version of the faceset system seen in RPG Maker 2000 and RPG Maker 2003 which has now made a comeback, and is more easy to implement through the "Enter Message"command. This cuts down on an extra line of code that had to be included in every dialog script along with a message script when working in RPG Maker XP.
RPGMakerVX uses the Random Dungeon Generator from RPG Maker 2003. This feature automatically generated a dungeon map, for those who wanted an old school dungeon crawler feel or for users that just needed a quick map on the fly.
The battle system in RPG Maker VX is the updated front-view battle system as seen in RPG Maker 2000. In RPGMakerXP it is a front view battle system where the battlers are still images. But it has better battle backgrounds as its not a swirl of mess.
Both the XP and VX original battle systems stink so i cant really bitch about VX here but at least there are battle backgrounds in VX .
The script editor that was used by many RPG Maker XP users is also making a comeback, this time with an updated language - RGSS2. Users can easily add scripts to the game, edit existing ones and also easily alter the battle vocabulary. If you were using its XP counterpart it would be utilizing RGSS, yes there are differences.
A new feature to RPG Maker VX is the "help" function. It's a very powerful tool that allows less experienced users to easily create doors that move users to different maps, inn commands, and treasure chests. Once the event has been created, more advanced users can open the event and edit as they see fit as lets face it, its not very hard to work out most of that shit for yourself.
Tilesets
The game has 3-tile layers Layer 1 = Walls and Wall tops Layer 2 = Ground Layer 3 = Micellanious (Objects,etc.)
Standard RTP TileA = Consists of Layers 1 and 2. TileB = Layer 3. Tileset consists of Inside town objects and World objects. TileC = Layer 3. Tileset consists of Inside building and inside dungeon objects. TileD = Layer 3. Tileset consists of Graveyard, Mine, Underground, and Dungeon objects. TileE = Layer 3. Blank slate.
RPG Maker VX has five parts to Tileset A, TileA1, TileA2, TileA3, TileA4, and TileA5. Tile A1 and A2 must be 512*384 pixels. TileA3, 512*256px. TileA4, 512*480px. TileA5, 256*512px.
Tileset tiles must be 32*32px or 64*32, 32*64, etc in that pattern.
In RPG Maker VX tilesets B-E must be 512*512px. If you were using RPGMakerXP you have a layering system instead where you would place tiles on top of each other. The tilesets are also different and you can have alot more than 5 and they can be a much larger size. But as VX has simpler graphics you dont need to spend ages setting passabilites etc like you do in RPGMakerXP.
In RPGMakerVX they have added in certain simple events for you like vehicles which didnt come with XP but could be made easilly none the less.
I think that you can use FMV's (Full Motion Video) in RPGMakerVX without the lag of the AVI script you can get for XP, but dont quote me on that.
The RTP for VX is quite simply ripped stuff from RPGMaker2003 and XP with a few new additions like some hand painted tiles and new Final Fantasy looking sprites which i really dont think look nice but hey some people love em. Divvy has already shown that they have reworked the same old tunes from RPGMaker2003 as well. 
I could go into an endless discussion on mapping from fogs to the fact that they have shipped some tiles (like the purple ones Arion showed) that are totally hideous and couldnt really be used. You cant walk under any walls anymore so all the houses are blocky interiors, things dont line up against walls and the only shadows you can cast are the ones generated by the stupid autotiles you have to use to make the world. Did i mention you have to live in Tetris land? Yup thats right there are no curved walls and is pretty much impossible to have them due to the autotiling unless you make graphics to go on the E page. Mapping in RPGMakerXP was and still is an ART! I took pride in my work, no one can say that about VX. They have literally butchered mapping creativity 
In RPGMakerVX though they have arranged the events tab in a more orderly way so its much easier to find things but thats a minor.
There is a difference in resolution, i think RPGMakerXP is set at a resolution of 800x600 and VX is 640x480?? I think so anyway, but this can be changed though so its not a big problems. Another good thing about VX is the 60fps generated compared to the measly 30fps RPGMakerXP had. But in all honesty i notice no difference and in fact my mate and I both think that VX looks more laggy when using Move event commands.
The RPGMakerXP community is HUGE, tonnes of stuff for everything and every questin you could possibly ask has already been solved for you to find on the net. There are over 5000 scripts to choose from and probably around 1,000,000 resources along with tonnes of great projects that have already been completed for you to look at.
I think RPGMakerXP is slightly cheaper too XD but yeah thats pretty much all i can think of right now but i will think of more to add. Basically VX is a complete cop out and i really dissapointed after buying it. Having said that some people love it so i guess its a matter of opinion to a certain degree. Most would say though that using VX you are at a disadvantage compared to XP. If you were making a commercial game for example you simply COULDNT sell it using VX, but you can and people have made money off XP.
God i didnt mean to write this as an essay, now im going to look really pretentious Forgive me everyone but i love XP and it had to be said!! 
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jaydenfox
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 Mar 06, 08 at 5:54pm
re: VX vs XP
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Yes, you pretty much covered everything that I had missed... You also did a better job of actually comparing, whereas I just said 'VX does this', and mentioned nothing from XP...
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 If you wish to know why I'm immortal, PM me! I shall bestow upon you the secrets of life!
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devro_weapon
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 Mar 06, 08 at 5:55pm
re: VX vs XP
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quote jaydenfox
Yes, you pretty much covered everything that I had missed... You also did a better job of actually comparing, whereas I just said 'VX does this', and mentioned nothing from XP...
Dont put yourself down mate, i used your post as like bullet points to help me remember everything  lolz
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arion_orion
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 Mar 06, 08 at 6:09pm
re: VX vs XP
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*marks an 'A+' on Devro's post* Good job devro, you just wrote a full review on the differences between the two programs! xD
A note, since even the highest quality map in VX only takes about 5 minutes, mapping is TONS faster. Mapping in XP is an art, as devro said. It takes a lot longer in many cases, and there is quite a lot of room for error. This room is much smaller in VX, but at the expense of diversity.
I don't know if its right, but i think the resolution in VX is 544x416. 640x480 in rmxp. I judged the res for VX by looking at its transition and title graphics BTW.
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