But due to the EULA only those who originally downloaded it here are allowed to use it.ģ) The directX implementation for VXA you mentioned is basically a fanproject that tries to rebuild the original graphics library to break its limitations without breaking the EULA. Shortly before it could be considered officially stable the entire project was scrapped, probably in favor of MV programming.īut this is why there are several Ace-games out there that have higher resolutions than 640x480 without using window-zooms. This library was a test to see if it could be used to support higher resolutions than the limited 640x480 of the original library. If your injector program requires a modern version of Direct X then it is easily possible that Ace uses an older variant that is incompatible.Īnd the fact that this library was always limited to 640x480 indicates that it did use older DX versions and didn't give full scale access.Ģ) there was an alphatest-library that was also closed source and only available through this forum for a few months. I believe that this library did access the DirectX Libraries, but most likely an older version - Direct X changed massively since DirectX 1.0, and that includes the internal DX-API. There are three different variants of your answer.ġ) Originally VXAce used (like VX and XP) a closed-source graphics library that no one knew any details of. So, is it really true that RPG Maker VX Ace games use DirectX as the graphics renderer? And surprise surprise, the program that I inject into games normally does work on RPG Maker VX Ace games that use RGDirect. It's called RGDirect and it's been a bless for me, as it solves the god awful performance problems that RPG Maker VX Ace games has always had in my computers while playing on windowed mode. Now, sometime ago I came across an actual project that did reimplement things using the DirectX API. Perhaps it's an ancient, worthless version of DirectX that is being used? That I don't know. However, if RPG Maker VX Ace games truly did use DirectX, I feel that the program wouldn't fail to inject itself into them, but it does. A video on how to make dynamic digging so you can dig holes where ever the player sprite is You will need: 1 common event 2 terrain tags 7 variables 1 digging implement, preferably a shovel. You see, normally, I use a program that injects itself into games and displays valuable information about how those games perform framerate and hardware usage wise. This video explains the basic principle of how: YouTube Video: Dynamic digging tutorial, a video tut. I'd like to ask, is that really true though? Is there a page I can read more about that? So, mentioned over there that every version of RPG Maker from 2000 to VX Ace (the one I use) make use of the DirectX API to render the visual assets and effects on screen. I didn't want to break the forum rules and those state that support threads should not be necropost'd. WAV files).Īudio file used to play sound effects and/or music.I have a question to ask after I came across this thread which I wasn't sure if I could revive. Only supported on Windows due to licensing issues.Īudio file used to play sound effects and/or music. I see that the first person perspective enemies are just PNG images, is it possible to have these enemies animated I dont mean the ones that come with RPG Maker, of course, I mean different ones that I would make myself, or get from elsewhere. Resource Packages are created for specific types of resources, such as Sprites that have attached clothing or Items that have attached Sounds/ Sprites.Īudio file used to play sound effects and/or music. So, I have been waiting on a new RPG maker now, and finally its here I was looking at the pictures at Steam, and to be honest, it bothered me a little bit. ![]() Imported as Tile-Set.Ĭomprised of multiple resources. Hello I am a proud owner of RPG Maker VX, and I have spent hours of making games. Divided into 32×32 px sections for each lower object. ![]() Divided into 32×32 px sections for each ground tile. Divided into 64×160 px sections for each wall/cliff terraformation and automatically set up. Wall/Cliff Terraformations (Size: 512×480 px). From face graphics, character sprites, to map chips, character generator. Divided into 64×64 px sections for each roof file. Divided into 128×96 px sections for each terraformation and automatically set up. Ground Terraformations (Size: 512×384 px). Divided into 96×128 px sections (for each individual character) and then split into 4 rows (for each animation direction). Featuring multiple tilesets, full autoshadow control, and a flexible features system. Character Sprite Sheet (Size: 384×256 px). RPG Maker VX Ace improves every aspect of RPG creation, making it not only the latest, but also the greatest engine in the RPG Maker Series.
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