![]() ![]() Something that would really allow users to customize some parts of the program itself. I think plug-ins is by far the most important feature it should have though. event x touches event y, something happens) I would be much more pleased to see the resourses that are put to those graphics, to be put into things like adding the possibility of creating plug-ins, adding shaders, etc.Īlso, enterbrain should really add generic options like allow the programing of colisions (ex. Considering all the graphic packs that you can buy already, I think more graphics by enterbrain itself are actually unnecessary. Which means, the content the game has should be more and more up to the dev and not to enterbrain. It's now a game engine above all and should be treated as one. RPG Maker seized to be a game a long time ago. That way, the money they would spend on doing this they would spend it on actually improving the possibilities of the program itself which is what I think that it's really important. The console versions are obviously limited to consoles and have a lot of the same limitations as 2k.I actually think enterbrain should stop spending their budget into the RTP as you already have the XP,VX and VXAce ones, and I think it's enough. ![]() RPG Maker VX is generally considered a slightly worse version of VX Ace (Ace came afterwards and improved upon VX) though some people really like its art style. A lot of people also really like how the map layers in XP work.Īs for the others.RPG Maker 2000 and 2k3 don't let you use scripts or plugins, which makes customizing things beyond the defaults difficult to impossible depending on what you're trying to do. It's also the cheapest version that will still let you use scripts. XP: This is good if you want to make games similar to Pokémon thanks to Pokémon Essentials which only works with XP. It does have a free version called VX ACE LITE if you want to try it out, and you can easily port games from LITE to the full version if you upgrade. VX Ace: This is the last RPG Maker to still use Ruby if you got familiar with that from older versions. MV: If you are willing to sacrifice the latest Apple support and some minor quality of life features for a cheaper price point during sales and a wider plugin library, this is the maker for you. It has the most built in quality of life features, but the highest price point. MZ: This is the newest version and is the only one with continued support for Apple products. These are the most popular ones I see recommend, with reasoning: But MZ does nonetheless have a large community. I personally use MV, as I view the changes in MZ to be too small considering a lot of community content made for MV doesn't work in MZ. So, you can make the UIs look however you want in any engine. Every listed engine can import any graphics you want and any sounds/music. But it's much less of a change than VX Ace to MV was.Īll this is engine performance and programming language talk because those are the main differences. MZ offers some quality of life improvements, like giving you easier control over graphical layers, and it also has partical effects built in. It is based heavily on MZ, to the point that on release the was a lot of complaints on it being just an expansion pack that full price. MV remade the engine from scratcha in the JavaScript programming language, and removed pretty much all hard coding. You'll almost never see a high resolution VX Ace game because of this, for example. It has some stuff hard coded into it, though, that's very hard to edit. VX Ace is a solid game engine, that's based on the Ruby programming language. Under the hood, though, a lot is different, such as. They all are tile based top-down JRPG creators that are meant to make PlayStation and earlier era 2d RPGs. ![]() ![]() So, surface level, these 4 RPG Makers aren't that different. ![]()
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