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 VX versus XP. Your view upon the two engines.
#4
Not necessarily.

The mapping engine in RMXP still has another advantage in it's copy paste feature in how you can copy a block and paste it elsewhere in a map... without the nagging 'autotile' feature getting in the way.

In RMXP, you can copy some ground terrain drawn with an autotile and paste it into a body of water. The result is a square block of grass, no shoreline or anything. Good if you wanna avoid the autotile edges. If you want shorelines, you can still draw them later.

In RMVX, you can copy some ground terrain drawn with an autotile and paste it into a body of water. The result will always include the surrounding shoreline. No option available for the mapper to avoid it.


So, aside from the terrain tags scripts, the passables scripts, additional autotiles and tileset changers, and this problem.... Yeesh.....


And while there is a difference between RGSS and RGSS2, it is still basically RUBY scripting and the 'organization' of the scripts themselves may be thanks to the SDK team. The original RGSS didn't have a Scene_Base like RGSS2 does. The SDK system had it first. Can Seph and Trickster get royalties? :rolleyes:


It is true that they added a few more hidden classes into RMVX, but removed some. I used to be able to 'un-stretch' windowskins, as in making the graphics tile instead. Cest la vie. And come on... reducing the screensize and number of tiles per map to increase the framerate? Did anyone really have a problem with the refresh rate?

I still dabble with RMVX because we have to keep up with the technology, but for detail work when actually mapping your game, RMXP still holds true. If Enterbrain wanted to do justice to the system, they could have made an EASY mode and an ADVANCED mode. They OWE us...
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Messages In This Thread
VX versus XP. Your view upon the two engines. - by DerVVulfman - 01-01-2009, 09:45 AM
VX versus XP. Your view upon the two engines. - by Guest - 01-05-2010, 03:16 AM

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