The Windows version latest work "RPG Tsukuru XP" of the "RPG Tsukuru" series which original RPG can create easily is an appearance at last. The interface of an editor inherited "RPG Tsukuru 2000" which has established reputation in the ease of using, and the graphic function, and the layout of a battle screen and a data package function were strengthened. Furthermore, the new function "a script function" of user great desire was carried. The function with which I have everybody be satisfied is "RPG Tsukuru" of a full load.
Unlike RPG Maker 2003, which was mainly an update to RPG Maker 2000, RPG Maker XP is a completely new system. A good deal of the changes refer to graphics:
But the most important change is an elaborate scripting system based on Ruby, a scripting language popular in Japan. Finally, custom battle systems are not a problem any more
The Changes in Short
This list does not take scripting in account, it refers only to the function of the map, event, and database editors. The RGSS scripting is no doubt very powerful, but definitely something for advanced users.
What's Added
- RPG Maker XP games run in 640×480, tiles are 32×32, and graphics can be true color. For some resources like battle backdrops, JPG format is supported.
- Instead of two there are now three layers, which makes, say, overlapping trees in a forest a spree.
- Sprites can be any size. The RTP contains a wagon that is 7×3 tiles in size!
- Tilesets have a fixed width, but can be any length, and any tile can be used in any layer. So there is no limit to the number of tiles that can be used on a map, and larger, complex graphics need not be cut apart.
- 24×24 icons for skills and items.
- Both background sounds and music for each map. Music can be mp3.
- Eight instead of six input buttons.
- States (conditions) can be positive or negativeor mixed.
- Events now have four
self switches
, which can only be accessed by this event. - Common events can be called from battle, and all event commands are available in battle evants.
What's Gone
- No more two-handed weapons, no more double-wielding heroes.
- No more spellbooks; a usable item cannot make its user learn a skill.
- Usable items cannot be restricted to a certain actor or class.
- If a weapon induces a state in the hit monster, no percentage can be set.
- No footstep sound as in RPG Maker 2003, no damaging terrain.
- Battle backgrounds are determined by tileset, not by terrain, nor can you make enemy appearances dependent on terrain.
- There are no more areas on maps, with different encounters.
- No more vehicles.
- Backgrounds are still parallax scrolling, but can no longer auto-scroll. The background is a function of the tileset, not the map.
- No more changing the map tileset through a standard event command. You can only change fog, battle background, and panorama.
- You can not give slots different names for different heroes, for example magic for a mage and special skill for a fighter.
- You can not configure the exact amount of resistance against states and elements.
The Changes in Detail
The New Graphics
Three Layers
This is just great. The two layers of RPG Maker 2000 and 2003 were never enough, and you had to resort to lots of events for more complex maps. In RPG Maker XP, you'll rarely have an event that does not actually do something.
Larger Sprites
In RPG Maker 2000, sprites were limited to 24×32 pixels, or 1½×2 tiles. This odd width (it was basically a SNES restriction, probably just for nostalgic reasons) meant that larger sprites had to be cut into tile-wide slices. A sliding cell door would take up three events, quite a nuisance to code. Now, it is a single sprite, and thus a single event.
Additionally, It greatly helps to add some randomness to dungeons, since exits and doors can now be a single evnt regardless of the size of the graphic.
Tilesets of Unlimited Size
Apart from the obvious advantage of having more different tiles for a map, it means that tileset designers no longer need to economize. In RPG Maker 2000, if a tileset contained a non-rectangular shapes like a tree, the unused tiles were invariably filled out with something else, something you had to edit out again when you copied the tree to your map. Now, these unused tiles can be left empty.
Self Switches
Every event now comes with four self switches, label A to D. An event like a treasure chest that necessarily needs a switch no longer clutters up the main switch list. Moreover, you can copy treasure chests around Without having to edit the switch number.
Unfortunately, these self switches cannot be accessed by other events at all, not even those on the same map. In some cases, this would be useful.
Actors and Classes
There are two seperate pages for actors and classes. On the actor page, you choose the walking graphic, battler, starting equipment and starting class, and how the four stats will evolve with levelup. On the class page, you choose the equipable weapons and armor, the skills learned at levelup, and the vulnerabilities and resistances against states (conditions) and elements (attack types).
This is a good system, since you can use it or not. You can either create a class for each hero and leave it as it is, or you can implement a class changing system in your game.
No More World Map
RPG Maker XP games are not, by default, supposed to have a world
map. As a consequence, there are no vehicles, and battle backgrounds
and enemies (troops
) are determined by tileset, not by terrain.
There still is a terrain variable, but it is just for use in common
events and scripts, the system itself does not use it at all.
Combined with the fact that areas on maps have been done away with, this is a loss. Encounters by terrain made most sense on the world map, sure, but they gave some interesting options for dungeon design too. Thins, for example, of a cave with some shallow water you can wade through, where you are attacked by different monsters.
Links
- Official Site. Download and buy it here.
