Rpg maker vx ace music field 023/21/2024 ![]() One feature of the PC versions of RPG Maker programs is that a user can create new tilesets and characters, and add any new graphics the user wants.ĭespite being geared towards creating role-playing video games, the engine also has the capability to create games of other genres, such as adventure games (like Yume Nikki), story-driven games or visual novels with minimal tweaking. All versions include initial premade tilesets, characters, and events which can be used in creating new games. Most versions include a tile set based map editor (tilesets are called chipsets in pre-XP versions), a simple scripting language for scripting events, and a battle editor. RPG Maker is a program that allows users to create their own role-playing video games. Most of the later engines have been officially translated. The RPG Maker series was originally released primarily in Japan, but it was translated by fans in China, Taiwan, South Korea, Russia, and North America with RPG Maker 2000 and RPG Maker 2003. The Japanese name, Tsukūru, is a pun mixing the Japanese word tsukuru ( 作る), means "make" or "create", with tsūru ( ツール), the Japanese transliteration of the English word "tool". But, even with the "how to use" text document.I have no idea how to use it.RPG Maker, known in Japan as RPG Tsukūru ( RPGツクール, sometimes romanized as RPG Tkool), is a series of programs for the development of role-playing video games (RPGs) with story-driven elements, created by the Japanese group ASCII, succeeded by Enterbrain. I found another script by the same user and from what I could gather from the demo, this might help my problem cause it gives me the ability to zoom in. It still doesn't quite solve the problem i'm having. And while the game looks considerably better in full screen thanks to the full screen++ script. I'm currently using the full screen++ script and the Yanfly core script in the game. But that just opens a whole new can of problems. I tried doubling the size of the tile graphics so they take up 4 tiles instead of 1. I could make the character sprites as big as I want, but it means nothing if the over world around the characters still looks so small. Would you agree? I've tried all sorts to make it not look like "squint-O-vision" but still keeping the window at that resolution. It could be an illusion created by the tiles around it to made to look like they're the outline of the inner tile.Does that make sense? Sorry, i'm probably wording that horribly.īut anyway, the point i'm trying to make is.I think my game looks a little too small. I've found that they're about the same, but OFF still seems to be a little larger? Then again. Hm, I did some tests by overlaying the screenshot of my game with the screenshot of OFF. In addition to handling fullscreen, it also allows you to double/triple the overall screen size, which is kind of like a zoom: Am I just reading it wrong? Just looking for clarification.Īll that aside, maybe this will help? This is the script I started using after screen size complaints with my games. Not counting walls, yours is a 6x3 room with a 1x1 alcove on the left, theirs is a 9x8 room with a 3x2 alcove on the top. ![]() ![]() I mean, it just seems like they're two differently sized rooms with the illusion of one being bigger because it's a simpler art style and the character sprites are a tile-and-a-half tall. Take for example that little alcove on the left edge of yours - that's one floor tile with two wall tiles above it, right? If you layer that over the other image in an editing program, it lines up perfectly with its own 3-tile-high spots, pixel for pixel. I mean, it seems, to my eyes, that they're rendering at the same relative size. I'm honestly a bit confused looking at these. ![]()
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