RPG Maker XP

RPG Maker XP

Infobox VG
title= RPG Maker XP


developer= Enterbrain [http://www.enterbrain.co.jp/tkool/RPG_XP/eng/]
publisher= Enterbrain [http://www.enterbrain.co.jp/tkool/RPG_XP/eng/]
released= Japan: July 22, 2004
Worldwide: September 16, 2005
genre= Game creation software
modes= Single player Multi player through scripting.
version = 1.02 (Sep 22, 2005)
ratings = ESRB: E (Everyone)
platforms= Microsoft Windows
requirements= Windows Vista(Required Update) /XP/2000/Me [http://www.tucows.com/preview/421061]
input=
footnotes=

RPG Maker XP is the fourth PC version in the RPG Maker series of programs developed and published by Enterbrain. It is the first PC version to be officially translated into English and released outside of Japan. It is widely known for its ease of use and flexibility in designing 2D games.

Popularity

Tucows.com claims a 4 star rating on the program. [http://www.tucows.com/preview/421061]

Features

RPG Maker XP has several features lacking in previous versions. Foremost is the return to a 640 x 480 resolution, where RPG Maker 2000 and 2003 were lower resolution. Also, the Ruby scripting and RGSS (Ruby Game Scripting System) make it more customizable. The database is easier to edit. Maps, and events, are also easier to create in XP than with the former software. Finally, the fact that the program's EULA allows games to be sold out, and the ability to lock the game's edit, can earn an RPG Maker XP-developed game's maker profit. (Several games were commercially successful, Aveyond the most well-known.)

Graphics

RPG Maker XP is the first RPG Maker since RPG Maker 95 to feature a resolution of 640×480, compared to the 320×240 resolution of RPG Maker 2000 and RPG Maker 2003. This means that RPG Maker XP graphics are more detailed and of higher quality than those of previous versions in terms of pixelation and detail. Due to worries about hardware compatibilities, Enterbrain decided to make it perform the rendering in Software-mode only. The program's resolution can be raised through the program's scripting system, though this requires modifying the RGSS. Alt+Enter enters fullscreen mode.

Battle system

The battle system for RPG Maker XP is by default a front view turn based battle system. The contrast in this version of RPG Maker lies within the actors or heroes in the player's party. The new setup allows users to create new animations for both party and enemy battlers. An advantage to having such a battle system is it allows for better graphical presentations; a downside, however is enemies and characters stay in the same location and lack movement, which was a prime feature in the battle systems of RPG Maker 2003. The battle system (because it is scripted in the database using both RGSS and Ruby) can be edited by the user to conform to whatever they want, within the limits of the program. Some battle systems that have been created mimic those in popular games such as the Final Fantasy series or Chrono Trigger games. The flexibility given by the programming language, Ruby, allows the user great control over the battle system. Certain communities have created several scripts allowing users with no programming experience to use complex systems in their RMXP games.

ystem requirements

* Operating system: Microsoft Windows 98/98SE/Me/2000/XP
* Processor: 800 MHz
* 128 MB RAM
* Video adapter 1024×768 or better video resolution in High Color mode
* DirectSound-compatible sound card
* 100 MB free disc space

Ruby Game Scripting System

RMXP is the first in the RPG Maker series to feature the Ruby programming language, which adds greater flexibility and enhancement to the RPG Maker scripting system. To make it easier for beginners to customize their project the program uses a kit called the Ruby Game Scripting System (RGSS), of predefined classes and program code for the standard functions of an RPG-like game. While the system is quite easy to learn and use effectively, more experienced programmers can create more complex systems with it, the only limits really being the software itself.

Hidden classes

RMXP comes with predefined classes and modules which are included in the Script Editor, but some of these are hidden: RPG, Audio, Graphics, Input, Tilemap, Table, Window, Sprite, Bitmap, Viewport, and Plane. Some of these hidden classes are available in the help file, found inside the program itself, but others cannot be accessed unless the program is altered.

Graphic resources

RPG Maker XP uses a wide array of different graphic resources. These include title screens, game over screens, character sets, tile sets, transition effects, battle animations, battle icons, item icons, backgrounds, and window skins. New graphics can be created by users through image editing software. The program can accept virtually any graphics extension such as PNG, BMP, and JPEG. However when using GIF animation images, a script must be inputted into the database for the animation to display, otherwise the image is unanimated.

Character sets

Characters are displayed in sets (named Character sets, or Charsets). Each animation is displayed in a square 1/4 the height and size of the file, which makes 4x4 = 16 animations for each charset. [http://www.enterbrain.co.jp/tkool/RPG_XP/eng/material.html] The way their animation is designed gives them the illusion that they are actually walking.

Mapping

Mapping is the name given to the creation of the characters environment and surroundings by using tiles that contain eight 32 by 32 pixel frames lined up horizontally. According to Enterbrain:

These files contain tiles for mapmaking. Each tile contains at least one block of eight 32×32 pixel frames lined up horizontally, but can go on to contain as many blocks as necessary. There's no limit on the file's vertical size.

These tiles can be placed in any order to pattern such as a field of grass or a desert depending on the tileset. A tileset obviously contains graphics displayed on the game screen.

RMXP has a way of identifying certain tiles and how flat or tall a specific tile is going to be. For example a tileset that contains trees and grass both have different heights. A tree is typically tall and must stand above the player, and grass is usually below the player's feet. Two important features RMXP uses to identify these are passability and priority. Passability tells the system where the character can pass and where he or she cannot. For example if a rock has a passability of X that means the character cannot pass through the rock; though the user can allow the character to pass through the rock.

Priority is what tells the system how tall something is and how much higher it is than the character. A priority of 1 tells the system that the specified tile is just above the player. A good example would be a table. A table is usually not taller then a person, therefore it would have a low priority. The higher the priority the taller the tile would look. A tree which tends to be taller then a character would have a priority of 5 (the highest priority) because it is the tallest tile out of the set. With this system, users can verify how tall or short they want something to be. Without priority the player would just be looking at flat images.

Layers

Mapping also contains layers. Layers are like those in Photoshop; they dictate where certain things belong. RPG Maker XP contains 5 layers : the three layers are the tileset ones (the lowest layer displayed at the "background"); followed by an event layer, and a fog layer, modifiable though the use of the database or an event.

1st layer is the ground layer:
*Grass or dirt is usually put on this layer
*Water or rivers can be put on this layer
*Other natural features that belong close to the ground are usually put here.

2nd layer is the middle layer.
*Rocks and pebbles are usually put on this layer, as they would be directly above the first layer's ground items (grass, dirt, water etc.).
*Buildings (without features like windows and doors) are usually put here.
*All items that belong above the ground layer usually find their way here.

3rd layer is the top layer.
*Add-ons to buildings, such as windows and doors are usually put here.
*Things above the second layer, such as an item above a rock or on water, are usually put here.

The key advantages to having layers are that they allow users to place things in distinct areas and give their world more organization. Most noticeably if all layers are not used when a map is created then there are black areas that display around a tile. If you place grass and then a tree both on the first layer, when the game is test played you will notice that the tree has black material surrounding it, or a background picture appears. Since tiles are created in graphic programs, the tile is usually surrounded by white so the artist can identify what is the background and what is the tile. For example if an artist was designing a tree he/she would typically lay down a white background and then begin work on the tree, so he/she could see the tree. When the white of the tree is not selected as transparent during importation it will display as either semi transparent or just as it was imported with the white still around it.

White in the program is considered empty space. For example if a user were to place a white tile on a map, and test play the game, the white would display as nothing, because white is seen as transparent even if it's not selected as transparent during importation. Thus, if the user does not select alpha transparency and semi transparency modes in the background they do not wish to see during importation it will show up if the player designs everything in the first layer. Now for example let's say User A imports a tileset of a grassland and that tileset is surrounded in a green background color. During importation User A is asked to select the color he would not like to be displayed. User A selects white, instead of green. Now User A maps everything in Layer 1. When User A goes to test player his game he realizes that there is green surrounding all his grass and trees. If User A had selected green as the transparency color, this would not have occurred. Alternatively if he had mapped in the second layer which displays the tiles above the 1st layer, the green would not display.

Battle backgrounds

Battle Backgrounds are 640 × 320 pixel images that cover the entire resolution of the program. This is useful because battlebacks are used as the backgrounds (like a swamp or forest) during the battle phase. Users can create their own battle backgrounds or use the ones provided. Typically users of the program will want to try to match the background with the scenery. However, RPG Maker XP users are allowed to use any background image they wish so long as it meets the 640 by 320 pixel requirement, if it fails to meet that requirement the background will appear too short and some black spots may be seen as a result of the background image being too small to cover the entire screen.

Fog

Fog is used to add a special effect to the game. Fog can be used to create a feel of mysticism in a location. Fog is created through fog images which usually contain layers. These fog layers can be created in Photoshop or any other editing program. In this way the user can create dark and dense fogs, but also display tree shadows, clouds, etc.

Animations

Animations are just a series of images that get cycled through. Animations add effects in battles. Animations include all types such as hit animations to show when a character has been hit, magic animations to show when a character has used magic, etc. Animations can be used inside or outside battle. This allows for a greater variety of control as a user can show a battle animation without physically being in battle.

Windowskins

Most games have a graphic file that holds text written by characters. Text can be displayed on this graphic file called a windowskin. This graphic file typically measures 192 by 128 pixels. Windowskins carry the basic window which will house the text written by the user for the character. A second part is the windowframe which notifies the player of the game that there is more text to be displayed through 16 by 16 arrow icons. A command cursor which notifies the player of what has been selected, a pause graphic is also present, to notify the player that they have stopped cycling through the text of the character. It contains a four frame animation which makes it seem like its moving. Finally the arrow cursors, these are the pointers, very much like the ones used in computers. These are used to make to point decisions when a player is faced with multiple options.

Transitions

Transitions are just like the name suggests. They are graphic files which transition a player from one scene to the next. Typically transitions are used in the program to transfer the player from their map environment to a battle. The sign of the transition is usually used as a notification to the player that there is an upcoming battle. However, transitions can be used for anything, such as transition a player to bed or from one place to another.

Pictures

Pictures can be displayed which allow for great control. Pictures are kept in a picture folder and must be directed in x and y coordinates to tell the system where to display the picture. Pictures can be any size [http://www.enterbrain.co.jp/tkool/RPG_XP/eng/material.html] and can be any format allowed by the program. A 'picture' is displayed about the 5th layer.

Audio

RMXP can accept MIDI, OGG, MP3 and WAV sound formats. This is an improvement over the RMXP predecessors such as RPG Maker 2003 (which could only accept MP3, MIDI or WAV sound formats, or RPG Maker 2000 which could only accept MIDI or WAV sound formats).

RMXP features 4 different types of music, BGM, BGS, ME, SE. BGM stands for background music, which is the music that plays over the course of the game. BGS stands for background sounds like the sounds of a cricket at night. ME which stands for musical effects, like a short effect, such as horror, SE stands for sound effects, a quick sound such as a dog barking.

Events

Events are commands that tell the character what to do. The whole plot is derived of events that happen in the game. Events are executed as Ruby and RGSS code which can be read through an interpreter in the program's database which then executes the code. In the program there are about 3 pages full of events from adding music to dimming the color tone of the screen which add up to about 90 event commands you can use. Events can add special effects to a game and can give a game more life or simply just tell the character what to do. They tell the system to do something without needing to be coded by the user because the code associated with the event is already included. Such events can be intricate or simple such as variables which can store information like numbers or even map names. Up to a total of 5000 variables can be created.

Translated Versions

RPG Maker XP was translated in 2004 by RPG Advocate in the form of an unofficial English patch. This allowed people who bought the Japanese version of RPG Maker XP to use it in English, despite doing so would mean being in violation of the EULA for RMXP, which specifies that third parties may not alter the program's executable file. In September 2005, Enterbrain released an English version of RPG Maker XP, leading in decline of the English patch created for the program. It was the first PC RPG Maker title to have an official English translation.However, many unofficial versions are in circulation, mainly in French, Spanish, Portuguese, or German localizations. Most often, the translations for these languages (English included) do not come in the form of patches, but instead in pirated versions that have been entirely translated.

External links

* [http://tkool.jp/products/rpgxp/eng/ Official Site]
* [http://rm-sanctum.com Resource Site]
* [http://rm-sanctum.com/forum/ Support Forums]


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