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> RPGMAKER '03 efficiency...?, How efficient is '03 at making a specific kind of game.
Kerunou
post Mar 29 2012, 06:48 PM
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First off, I'm new. Hello, I'm Kerunou and I am happy to be here. Now, onto my question. How efficient would RPG Maker '03 be at making a very specific game. I'm making a Dragonball RPG myself, and am wondering how efficient '03 is actually going to be at capturing what I want it to do. I want to make this game look like the Gameboy style DBZ RPGs, like almost to a T, so in your honest opinion do you think '03 has the efficiency to do what I'm asking of it? I've messed with it before, however I am more experienced with RPG Maker VX. I've been contemplating which to use and to tell the truth your opinions are going to be the deciding factor here.

Could I do something like these images, could '03 pull off a game looking like this????

http://gbamedia.gamespy.com/gba/image/arti...02033918468.jpg

http://pocketmedia.ign.com/pocket/image/ar...23072334587.jpg

http://i.neoseeker.com/screenshots/R2FtZXM...ury_image46.jpg

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Rast
post Mar 31 2012, 06:35 PM
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QUOTE
Oh, and good luck trying to put pictures in battle, it just skips the code, even in common events). The second flaw are the limits of graphics (I found a conversion program for lossless color, but to have it fit the screen, you have to chop it down to 320 x 240, making a slight blur), and the fact that getting a song to just play once can't simply be put into "If music has played once", but you actually need to put it inside a loop. And yes, there is some code that because the programmers didn't make a few extra options, is more difficult than it needs to be.


Oh, in cases like that it's generally a lot easier to event code your own battle system. I know, it seems like a daunting task, but it's really a lot easier. You can actually reference every stat for each hero through variables, and by coding your own battle system you can put common events to use as well.

As for the graphic restrictions, I highly suggest the free IrfanView program. You can open any image in it, then select "Decrease color depth" and choose 256 colors, and you're good to go(assuming size and image extension are appropriate). Bonus points for the ability to convert images to greyscale, which I don't use often, but it's nice and easy.

As for music, there's variable option for the position of midi files, though I haven't messed with it much. Another option is to simply start a timer for the length of the song, and stop the music when it hits 0.

So yeah, the big trick to using RM2K3 is you have to learn to be creative with the software.


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bulmabriefs144
post Apr 3 2012, 01:09 PM
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QUOTE (Rast @ Mar 31 2012, 07:35 PM) *
QUOTE
Oh, and good luck trying to put pictures in battle, it just skips the code, even in common events). The second flaw are the limits of graphics (I found a conversion program for lossless color, but to have it fit the screen, you have to chop it down to 320 x 240, making a slight blur), and the fact that getting a song to just play once can't simply be put into "If music has played once", but you actually need to put it inside a loop. And yes, there is some code that because the programmers didn't make a few extra options, is more difficult than it needs to be.


Oh, in cases like that it's generally a lot easier to event code your own battle system. I know, it seems like a daunting task, but it's really a lot easier. You can actually reference every stat for each hero through variables, and by coding your own battle system you can put common events to use as well.

As for the graphic restrictions, I highly suggest the free IrfanView program. You can open any image in it, then select "Decrease color depth" and choose 256 colors, and you're good to go(assuming size and image extension are appropriate). Bonus points for the ability to convert images to greyscale, which I don't use often, but it's nice and easy.

As for music, there's variable option for the position of midi files, though I haven't messed with it much. Another option is to simply start a timer for the length of the song, and stop the music when it hits 0.

So yeah, the big trick to using RM2K3 is you have to learn to be creative with the software.


Wow, Rast, that'd be my conversion recommendation too. But as I say, expect some grain if converting a wallpaper (1200 x 768) to the game screen size. Don't forget sepia. It's something that tended to happen to a bunch of poor quality color pictures as they got older, they'd get a washed out gold-brown tone. There's also a ton of options under Effects-> Effects browser...

If you wanna do voice acting or sound effects, get the following programs: Switch Sound File Converter, Easy MP3 Cutter, and WavePad Sound Editor. The first two should be bought if you can manage it, the last one, you can actually downgrade (which supposedly loses function, but I never noticed anything). Because 2k3 likes to loop midis (without asking you), if you wanna do voice acting and not have huge size, convert it from wav to mp3. Then make the following code in a common event:

Loop
-If BGM Has Played Once
--Change BGM (OFF)
--End Event
-End
End Loop

This also helps for single play music or sound effects during events. Just a quick heads up, it's suited for special events, not common conversations, since it does halt character movement.

The more creative the better, in fact.


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