Why RMXPA sucks! - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: Why RMXPA sucks! (/thread-6256.html) |
Why RMXPA sucks! - JayRay - 02-23-2017 For those of you who don't know, there's a tile rewrite and resolution patch and way to make RMXP use the RMVXA game engine. It promises faster runtimes, ease of classes and addition of RPG Module, and a cleaner system. However... I have a distinct opinion on it. It SUCKS! That's right, it sucks. Some menu systems outright ignore it, it changes the z level on most maps putting some Z levels out of range, glitches if you go a PIXEL over the 640x480, and overall, I am very... profoundly displeased with it... I like high resolution, but not at the cost of compatibility with a lot of my graphical stuff. With that said, if you're thinking of making the jump, and don't have a developer's mind in working with all the kinks and glitches of RMXPACE. Don't Do it. I know there are other options, like Resolupins, and other tilemap and resolution scripts, but I have yet to find one that doesn't lag or place my extra layers and planes behind everything else or destroy my specific priority levels. I had one on, thinking my nice scrolling panorama of water would work nicely behind the layers... It went OVER layer 1, making it look like I had my own medieval fantasy KATRINA! In summary... it might look small, but 640x480 actually ain't all that bad when you look at it. And if you don't mind some lag, look around for some tilemap rewrites and resolution scripts if you HAVE to have the good stuff, but for now, I'm done ranting... ready to get this boat rolling with a new RMXP testbed for my Paragons saga.... and will NEEEVVVVERRR try to RMXPA again... RE: Why RMXPA sucks! - jreagan406 - 02-24-2017 Sounds like a botched good idea. |