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My first RPG maker 2003 experience, What the hell XP!!!!!! |
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Jun 6 2012, 10:42 AM
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Level 5

Group: Member
Posts: 62
Type: Mapper
RM Skill: Skilled

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QUOTE (Lato @ Jun 6 2012, 09:23 AM)  does anyone know of a custom maps done for 2003 and the person that does them?? What? I'm sorry, but I haven't understand this question very well.
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A project I support, Crystal Tears: 
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Jun 6 2012, 02:48 PM
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Infantry for life!

Group: Staff
Posts: 1,709
Type: Artist
RM Skill: Skilled
Rev Points: 155

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QUOTE (Saul95 @ Jun 6 2012, 11:42 AM)  QUOTE (Lato @ Jun 6 2012, 09:23 AM)  does anyone know of a custom maps done for 2003 and the person that does them?? What? I'm sorry, but I haven't understand this question very well. The maps that come with 2003 are very few, I was wondering if someone made a custom tile set that wasnt just a rip off a old game.
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Jun 6 2012, 10:50 PM
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Infantry for life!

Group: Staff
Posts: 1,709
Type: Artist
RM Skill: Skilled
Rev Points: 155

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QUOTE (Saul95 @ Jun 6 2012, 10:47 PM)  Wait, so you use rpg maker 2k3 for making commercial games? Well no, not yet at least, but I would like the option
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Jun 8 2012, 03:18 AM
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Alignment: Neutral Good

Group: Revolutionary
Posts: 2,460
Type: Developer
RM Skill: Skilled

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QUOTE (Saul95 @ Jun 7 2012, 12:59 PM)  I didn't understand what you want to know, so I try to be brief and clear. To create commercial games you have to use the graphics and music created entirely from scratch yourself. Or you can use ONLY RTP resources. While if you want to create a simple game indie, you are free to use resources ripped, but you must give credits where the game was ripped graphics, and author who has ripped the graphics. I hope that answers your question.
If you would like to know some games from which to rip a nice graphics, you can ask me. That's not really true. For commercial games, you can use RTP resources, resources created yourself, or other resources that allow commercial game use. For non-commercial games, you are not free to use ripped resources at all. I'm not sure what gave you that impression.
This post has been edited by Rob_Riv: Jun 8 2012, 03:19 AM
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“Countless stories could be told of the kings, knights and adventurers of the world of LURRA, stories of HOPE, of HONOUR, and of VALIANCE."
---------------------------------------------- Unknown, The History of Lurra, Prologue
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Jun 8 2012, 06:02 AM
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Infantry for life!

Group: Staff
Posts: 1,709
Type: Artist
RM Skill: Skilled
Rev Points: 155

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QUOTE (Rob_Riv @ Jun 8 2012, 04:18 AM)  QUOTE (Saul95 @ Jun 7 2012, 12:59 PM)  I didn't understand what you want to know, so I try to be brief and clear. To create commercial games you have to use the graphics and music created entirely from scratch yourself. Or you can use ONLY RTP resources. While if you want to create a simple game indie, you are free to use resources ripped, but you must give credits where the game was ripped graphics, and author who has ripped the graphics. I hope that answers your question.
If you would like to know some games from which to rip a nice graphics, you can ask me. That's not really true. For commercial games, you can use RTP resources, resources created yourself, or other resources that allow commercial game use. For non-commercial games, you are not free to use ripped resources at all. I'm not sure what gave you that impression. Thanks Rob, yeah its never ok to use a rip from any big company like squaresoft or bioware, just because they are not suing your ass on the spot doesnt mean they want you doing it.
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Aug 9 2012, 08:26 AM
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Level 56

Group: Global Mod
Posts: 1,784
Type: None
RM Skill: Undisclosed
Rev Points: 15

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QUOTE (Lato @ Jun 6 2012, 07:48 AM)  Wow now thats a old program lol, ill have to look into that, ok another question problem! I have this cool idea to make everything black and white since its a old war game but the only thing I cant seem to make black and white is the dam face set pic!!! IS there a good way to do this? Honestly, I don't know. I suck when it comes to art and have used Photoshop and the likes very minimally. You might want to ask in the Visual area and see if somebody can provide feedback. Holder hangs around from time to time and seems to have a handle on various programs like GIMP and GraphicsGale, so you could even send him a PM and see if he knows. Edit: Just realized you added this at the end of June, but my eyes deceived me and I saw July. So sorry about the late response.
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Aug 9 2012, 07:12 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!

Group: Revolutionary
Posts: 1,717
Type: Scripter
RM Skill: Advanced

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QUOTE (ranmaster @ May 30 2012, 09:42 PM)  This topic made me happy.
Most of your reasons stated above on the first post is the main reason why I stayed on 2k3. XP and VX makers just didn't handle retro rpgs like 2k and 2k3 did.
Even the games that come out of VX/XP look way too blocky on the default level, and with such high res graphics, it's a real drag on making resources.
Happy making for you. =D That's do to skill and ability, not with a maker. Just because 2k/3 uses 16X16 tiles doesn't make it a retro RPG dev kit, far from it. The fact is, once you reach the program's limits it's impossible to use. Sure, my own game does use smaller sprites than Xp or Vx/ace mainly because I love old school RPGs, but the issue is Rpg Maker simply was not built for advanced action combat systems period. I could hack and tweak to my needs but in the end programming your game is so much more satisfying. Ace is the only RM that I like since 2003 though. Keep in my it's art ability and just know how that makes a game, not a maker lol. XP/Ace are much more versitle than 2003 was or ever will be, scripting plays a huge role. Each can change it's own resolution (XP is a pain with this...) but VX or Ace it's just..easy as eating a slice of pie it's simply instinct. You can also change animation cycles or how how many frames per charset batch. XP/Ace may not be a right step for you if you want to stick with 16X16, or smaller tiles or sprites but XP and Ace are vastly superior in the sense of what they can do over 2003.
This post has been edited by Rukiri: Aug 9 2012, 07:17 PM
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Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
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Aug 14 2012, 04:28 AM
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Level 9

Group: Revolutionary
Posts: 141
Type: Event Designer
RM Skill: Advanced

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QUOTE (Skurge @ Aug 14 2012, 02:18 PM)  The only downer is that I can't find any script editing anywhere and the uploader for graphics and music is just a picky little shit of a thing. "script editing"? The only scripts you'll find in rm2k3 are the event scripts (Not accounting for the LUA script patching which you could get in a limited version with some patching, as these scripts would be contained in seperate files outside of the editor anyway). Also, the keyword for seemingly impossible stuff (not just facinating event magic which a lot of it might be as well) is generally "patches". In particular, the most common one used for skipping the title screen is called the BAEP (Better Auto Enter Patch). This is probably what was used whenever you saw a rm2k3 game skip the title screen, or having an animated title screen
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Aug 14 2012, 05:40 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!

Group: Revolutionary
Posts: 1,717
Type: Scripter
RM Skill: Advanced

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QUOTE (Kazesui @ Aug 14 2012, 04:49 AM)  It could be worth noting that the capability gap between rm2k3 and the newer makers has been narrowed down somewhat if you include Cherry's DynRPG patch into the equation which allows you to write C++ plugins for rm2k3.
Technically speaking, this allows for easy to integrate systems like particle effects or/and modified/custom battle systems by simply downloading the plugin dll. They can be made configurable by modifying files on the outside or by event commands at runtime as well, making it somewhat equivalent in terms of what you can do with scripting on the newer makers (Though not having quite the same freedom in terms of physically recoding objects of rm2k3 itself).
Only thing is of course that there hasn't been released that many plugins yet, as the SDK is fairly new, but potential wise it stretches far. I played with DynaRPG, but it's not the same thing. You need to know or at least have basic knowledge of C++ to use it. The entry is just too high and people that use Rm2k/3 generally DO NOT HAVE A PROGRAMMING BACKGROUND. This is why lately I love to program games from scratch, though if you know me I'm on the move constantly. The only thing I've improved on in the last 12 years was my programming ability, pixel art, and maths. I can't recommend DynaRpg to someone, but I myself could use it once it get's to 1.0 or beta. I don't like to use alpha software.. If this makes it to 1.0 RPG REVOLUTION will see a suped up Seiken Densetsu 3 kit! But seriously.. Game Maker is hella easy to use, no C++ required, GML is like a C language but it borrows from various languages to make GML. Game Maker 9 does have me intrigued.. Now if only they'd scrap GML and use lua we'd all be winners, but stencyl also looks awesome. If you seriously like editor coding like Rpg Maker give Game Maker, Stencyl, or Construct a try. All are capable of anything the snes can do(construct, and stencyl I'm iffy on anything 3d even fake 3D like the snes used) But game maker does have basic 3D and that's why it's a better fit..but lua is just so damn awesome. If Cherry commits to this project, see's a 1.0 release, tries and gives rm2k/3 some 3D capabilities aka mode7 effects, truly opens up the rm2k's actor, and event objects, meaning you can do anything to them. Change movement patterns(pixel based, tile based, iso based, etc), even emmit actors like particle effects. I personally should have done something like that when I used Rm2k/3, I can't just go back to Rpg Maker(unless it's ace..rgss3 ftw!) these days. I love precision and the control of programming my own game. Has anyone written Pixel movement for Dyna? Or is it to early, even creating example code it should work but at version 0.14.. I'm even iffy to try it. Certainly iffy as hell to program a mode7 script. It's pretty easy in C++... Hmm, I do have an idea for mode7, basically take the pano image, scew it, write some code to rotate, but this may be better to try at say.. version .5?
This post has been edited by Rukiri: Aug 14 2012, 05:58 PM
__________________________
Xeilsoft - Follow your dreams to the very end..
Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
Main PC Core i7 3820 overclocked @ 4.8GHZ Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB Asrock X79 Extreme9 w' creative sound 64GB corsair platinum @ 1600MHZ Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD. Rosewill Lightning 1000W PSU OS: Funtoo Linux, Windows 8 (Virtual Machine)
iMac (March 2013) 3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz 16GB 1600MHz DDR3 SDRAM - 2X8GB 1TB Serial ATA Drive @ 7200 rpm NVIDIA GeForce GTX 680MX 2GB GDDR5
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