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. 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. With its enhanced autotile capabilities, quick event creation, and dungeon generator, you can have a game ready to play faster than ever before. I'd like to ask, is that really true though? Is there a page I can read more about that? RPG Maker VX allows you to make the roleplaying games you’ve always dreamed of by being one of the easiest game engine software ever developed. 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. After that, you might have to use shift-mapping to make the 1 tile wall seamless.I have a question to ask after I came across this thread which I wasn't sure if I could revive. Now, put one of the fitting attic triangles on top of the 1 tile wall. ![]() I made a pretty straight long room, but you could make some extensions on the left or right side depending on the shape of your house. To make an attic, make at first the floor (I used my farm floor (in my resource thread under A5), then I used an A4 wall and made the wall only 1 tile high and walled it of with the A4 top part. The beams are much more easier to use as parallax, but I made the screenshot in the editor alone (with a lot of events for the beams), so it is possible. ![]() It is in german, but unencrypted and maybe helpful for some people: Games.exe?dl=0įrom the Scarestaff 2015. I made a game with my minigame tiles, just to demonstrate some minigames. You can find some animated tiles for the fireplace, the kettles and the sconce in my Animations section.
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