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Rpg vx ace iconset battle animations
Rpg vx ace iconset battle animations














Might be a silly reason to not use a project, but having to use Effeksser is going to make things take so much longer to create. If I could use spritesheets for animations, I'd be more inclined to use MZ. The limits most people probably won't hit, but I know personally I've gotten close to 1,000 states with passives states, animations making intros/map animations, and skills making intros/battle cutscene stuff. The God_of_light doesn't look like it fits with the default resources, some of the SF enemies are super cartoony while the rest are more realistic, and some of the normal enemies are a bit off. The base resources aren't bad, but some look a little janky. The inclusion of both active and wait is nice. It looks like action speed can be set to make "charging up" type skills, but there's no visual indicator to when the skill will go off. States, skills, armor, weapons, and items are unchanged.īattle system can be set to an ATB type system by default. There's a new target option, enemies & allies (hits everyone). Having an offset is nice and I think they made the mouths and eyes look less goofy.

Rpg vx ace iconset battle animations generator#

I will probably use the character generator to make characters for MV. The database is nice and the changes to the character generator are nice as well. The layering is nice, but if you were using TileD or doing parallax mapping already it won't be that big.

rpg vx ace iconset battle animations

The trailer made it look like you could do either, but looking back now there was only an option for Effekseer. I probably wouldn't have purchased MZ if I knew I could only use Effekseer to make animations. That also means if you've purchased or made any animations for MV they can no longer be used for MZ. The support for Effekseer is nice, but it's a lot more work to create an animation in Effekseer then using a sprite sheet. If you want lots of plugins, I'd hold off on MZ for now, to give the community some time to make things. If you want to make a strictly RTP game, I can say MZ seems like it'll do the job better. The engine seems better, but the plugins are not here yet. I hope they unencrypt their plugins later, but I'm not holding my breath on that. If a VisuStella plugin doesn't let you alter something in a parameter, then it's not getting changed. There's no doubt that the plugins are very powerful, but they are also encrypted, so you can't effectively edit them. VisuStella plugins (MZ's Yanfly) seems to be. The window on the side for events is amazingly useful, even 1 day in. It's less convenient for casual edits, but certainly stronger. But you need a outside program to edit them. Visual Effects are done through particles instead of sprite sheets, so the visual effects can be much bigger and crazier.

rpg vx ace iconset battle animations

It seems to have less lag, and just run smoother.

rpg vx ace iconset battle animations

So far, MZ seems to run better than MV generally.














Rpg vx ace iconset battle animations