[RPGMaker VX Ace] Making a Four Swords Adventures-like Game: Is this the tool?

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Started by Endarire 5 posts View original ↗
  1. Greetings, all!

    Legend of Zelda: Four Swords Adventures is a multiplayer real-time game heavily inspired by Zelda 3. I ask about this premise's viability here since Unity 2018 (the latest version as of this writing) seemingly had some problem making characters move, but has since been fixed. Also, one of my friends has, for years, encouraged me to use RPGMaker for this project.

    Mechanically, this is similar to a game I would like to make due to wanting the below features; however, the game I intend to make is much more puzzle-focused. (Very intentionally, this game isn't a traditional JRPG.)

    -Real-time 8 directional movement that isn't limited to a grid; jumping (including hovering for customizable periods of time); and firing.

    -Vehicles and the ability to place platforms atop liquid tiles, even if the original game didn't have them.

    -Online and local multiplayer to a maximum of 4 simultaneous players.

    -Pushing, pulling, lifting and throwing of objects and characters.

    -A maximum of 4 characters fielded at a time with the ability to, with merely a button press, switch which character is active from those available (Inactive characters become idle.)

    -Customizable menus.

    -Status effects on units.

    -Mid-level pausing and resuming.

    -Optional and required objectives per level clearly displayable on screen.

    -Skippable cutscenes and dialog.

    I'm asking here now since this board seemed like the most convenient place to get information (including links) on how to achieve these goals in VX Ace.

    Thankee!
  2. Endarire said:
    -Online and local multiplayer to a maximum of 4 simultaneous players.
    This is your biggest problem here - and you can basically forget about solving it.

    RM VXAce is local single-player. It is an effort to get multiplayer-function into it and an even bigger problem to get it online. There were attempts to solve this, but Ace became legacy (no longer developed) before these scripts were advanced enough to handle online multiplayer.

    That said, you have a lot better changes when using RM MV, the current incarnation of RPG-Makers.
    MV-Games are HTML5-Based, which means that you already have something online on a website.
    And while default MV is still singleplayer, the plugins to add multiplayer functionality are already farther along toward that target than they are with Ace.

    However, you still need to know javascript programming at an advanced level to do what you want even with RMMV - online multiplayer is NOT simple to achieve even in this case. If you don't have good javascript knowledge then you'll need to find someone who has for your team, or look elsewhere for a more fitting delevopment engine.
  3. Endarire said:
    -Real-time 8 directional movement that isn't limited to a grid; jumping (including hovering for customizable periods of time); and firing.
    There're some pixel movements script addons. For jumping, that depends on how you want that to be. For firing, there're some Action Battle script, but I never really tried if it has pixel movements.

    Endarire said:
    -Vehicles and the ability to place platforms atop liquid tiles, even if the original game didn't have them.
    We have vehicle object.

    Endarire said:
    -Online and local multiplayer to a maximum of 4 simultaneous players.
    Basically what Andar said.

    Endarire said:
    -Pushing, pulling, lifting and throwing of objects and characters.
    Not by default, you need a script for this. But this is possible, I forgot who made the script though.

    Endarire said:
    -A maximum of 4 characters fielded at a time with the ability to, with merely a button press, switch which character is active from those available (Inactive characters become idle.)

    -Customizable menus.

    -Status effects on units.
    Possible.

    Endarire said:
    -Mid-level pausing and resuming.
    Possible (although, idk how/why u want a pause function if you want it to be a multiplayer game)

    Endarire said:
    -Optional and required objectives per level clearly displayable on screen.

    -Skippable cutscenes and dialog.
    Also possible.

    ----------------
    As someone who already tried to program a multiplayer game through different engine (Unity3D), it wasn't as easy as it seems. Iirc, you need to know about socket programming, host, and some other networking related stuff that I forgot the detail. You also need to program the host and client. Host/server is basically the one that decide the game, and the client is the one that receive the data/information. Throwing the information back and forth to the server and clients need to be accurate as much as possible, so the graphics displayed in client pc won't looks different than the other clients or the server.
  4. Thankee, all, for your replies!

    This is meant to be a game for 1-4 concurrent players, locally or online. (The pause menu is primarily for local games.) I asked about online functionality as I did since online multiplayer has been a bigger task.

    What is the maximum map size for VX Ace?

    Finally for now, what are links to the tutorials, mods, etc. that permit these seeming nonstandard VX Ace functionalities?
  5. As I said there are no scripts for Ace multiplayer, it doesn't matter if local or online.
    If you insist on using Ace you would have to program them on your own, with only the very first basic steps available as a start.

    Please re-read what I wrote and then decide if you want to stay at VX Ace or switch to MV (those two are incompatible to each other as far as scripting is concerned).