Author Topic: [XP] RMXPAce -- Using the VX Ace engine in your XP games  (Read 74332 times)

Offline Ethereal

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #300 on: March 25, 2017, 04:49:09 AM »
hi
Sorry to bother you, but the link is broken  :(

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #301 on: March 25, 2017, 07:48:49 AM »
Thanks for reminding me. Dropbox changed how the Public folder works so all the shared file links don't work anymore. I've updated the links on the first post.

Now because of this, I wonder how many old scripts/resources here are gone forever now since those users aren't active.



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Offline LiTTleDRAgo

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #302 on: March 25, 2017, 11:59:29 AM »
You should update the kit as well, I noticed the tilemap used is still v0.12b.

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #303 on: March 27, 2017, 01:56:18 AM »
I can just release whatever fixes I made and call it v2.1 tomorrow. Still in the process of making a tech demo.

EDIT:
Updated to Version 2.1
  • Updated XPA Tilemap to v0.32
  • Removed Unlimited Resolution as this has been moved over to XPA Tilemap
  • Superclass Mismatch Fix moved lower in script list as it was not running Console Output
  • Updated Ruby 1.8 Methods to v1.1 (includes Array#to_s, String#delete and #[])
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