Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Reply to this topicStart new topic
> RPGMAKER '03 efficiency...?, How efficient is '03 at making a specific kind of game.
Kerunou
post Mar 29 2012, 06:48 PM
Post #1



Group Icon

Group: Member
Posts: 2
Type: Writer
RM Skill: Intermediate




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

Go to the top of the page
 
+Quote Post
   
Rast
post Mar 29 2012, 07:17 PM
Post #2


Level 71
Group Icon

Group: +Gold Member
Posts: 3,290
Type: Musician
RM Skill: Advanced
Rev Points: 10




There's a rather broad answer to that question. Long story short: Yes, but you're in for a long ride.

I'd like to first point you to this pinned topic: Cherry's RPG Maker 2009 Ultimate. It will be a valuable asset in your goal.

Now, onto the long(er) answer. RPGMaker 2003 is graphically suited for NES/SNES/GB/GBC/GBA style games. It has a lot of graphical limitations that I won't get into, but for what you want it'll work fine. As far as the engine itself goes, you're stuck with grid-based movement, and any real-time combat will have to be coded manually through events. No scripts for this(yet). It's completely possible to achieve through events.

Personally, I know and love RM2K3 and will use it until the end of time. It's easy to use, and lightweight compared to the newer makers. In my opinion, it's like a less restrictive(system-wise) version of VX. You'll find many of the same features, often having more options. Oh, and those tilesets? They're unlimited in 2k3. While each map can only have one chipset assigned to it, you can have as many different chipsets across as many different maps as you please.

One additional comment: RPGMaker XP may be a good choice if you've got the spare cash. It's easy to use, few graphic restrictions(mostly the way images are set up) has RGSS for your coding needs, and a large, large library of existing scripts for any and all features you may dream of having.


__________________________
Go to the top of the page
 
+Quote Post
   
bulmabriefs144
post Mar 31 2012, 09:44 AM
Post #3


Something Other Than Level 16
Group Icon

Group: Revolutionary
Posts: 627
Type: Developer
RM Skill: Advanced




In terms of included code (i.e. stuff you don't have to script for), pretty much only VX Ace stands up. VX Ace also has scripting making it a double whammy, but the price... Anyway, for the price (free) 2k3 is highly efficient, and fairly easy to learn because the text is clear and does not seem like stuff written by people who have English as a second language.

There's only two major flaws that I found (and more than a few minor ones), lack of battle support (despite having more options than either XP or VX, or even VX Ace, there's a lack of multi-targetting without INDIVIDUALLY CODING for each enemy, and risking a crash "monster referred to is not referenced" if you copy/paste, since there may be less monsters than the code lists. There's no way to copy/paste some code, so if you want stranger effects in battle, you'll need common events. Oh and the lack of conditions for if monster has X status, means certain code I simply con't do. 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.

That said, if you can think up a work around (like using hero names as storage, since they store names and spells, meaning things that would be excess switches can just be put inside a dummy character), there's few limits to what you can do. And some of those things actually need scripts on other engines, while the basic code is just varied and complete enough, that someone who knows what they're doing (or someone willing to experiment, which adds up to the same thing in a few years) that the things you can do are downright strange. Attack the screen? Sure. Make Japanese text boxes? Done it. Make a status that basically hard-kills an ally, and makes it so enemies can't keep attacking? Yep (though this is nasty to remove from the party, since you've gotta basically change the class of the character, to mess with their immunities). An absurdly easy XAS style battle, with not a line of script? It's been done (see the tutorial section), although ranged attacks are a bit more complex.

If all you care about is those images, the straight graphics can be done by conversion. The long ride comes with targetting the kamehameha and such. You'd have to understand more or less how to make a vertical and horizontal map variable, and code it for EVERY freaking map (since every map will have different targets).

This post has been edited by bulmabriefs144: Mar 31 2012, 09:49 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Kerunou
post Mar 31 2012, 10:48 AM
Post #4



Group Icon

Group: Member
Posts: 2
Type: Writer
RM Skill: Intermediate




QUOTE (bulmabriefs144 @ Mar 31 2012, 12:44 PM) *
In terms of included code (i.e. stuff you don't have to script for), pretty much only VX Ace stands up. VX Ace also has scripting making it a double whammy, but the price... Anyway, for the price (free) 2k3 is highly efficient, and fairly easy to learn because the text is clear and does not seem like stuff written by people who have English as a second language.

There's only two major flaws that I found (and more than a few minor ones), lack of battle support (despite having more options than either XP or VX, or even VX Ace, there's a lack of multi-targetting without INDIVIDUALLY CODING for each enemy, and risking a crash "monster referred to is not referenced" if you copy/paste, since there may be less monsters than the code lists. There's no way to copy/paste some code, so if you want stranger effects in battle, you'll need common events. Oh and the lack of conditions for if monster has X status, means certain code I simply con't do. 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.

That said, if you can think up a work around (like using hero names as storage, since they store names and spells, meaning things that would be excess switches can just be put inside a dummy character), there's few limits to what you can do. And some of those things actually need scripts on other engines, while the basic code is just varied and complete enough, that someone who knows what they're doing (or someone willing to experiment, which adds up to the same thing in a few years) that the things you can do are downright strange. Attack the screen? Sure. Make Japanese text boxes? Done it. Make a status that basically hard-kills an ally, and makes it so enemies can't keep attacking? Yep (though this is nasty to remove from the party, since you've gotta basically change the class of the character, to mess with their immunities). An absurdly easy XAS style battle, with not a line of script? It's been done (see the tutorial section), although ranged attacks are a bit more complex.

If all you care about is those images, the straight graphics can be done by conversion. The long ride comes with targetting the kamehameha and such. You'd have to understand more or less how to make a vertical and horizontal map variable, and code it for EVERY freaking map (since every map will have different targets).


Wow. I see, thank you very much. That's extremely helpful, hm, I see. Thank you as well Rast. I'll have to evaluate my options accordingly...thanks again.
Go to the top of the page
 
+Quote Post
   
Rast
post Mar 31 2012, 06:35 PM
Post #5


Level 71
Group Icon

Group: +Gold Member
Posts: 3,290
Type: Musician
RM Skill: Advanced
Rev Points: 10




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.


__________________________
Go to the top of the page
 
+Quote Post
   
bulmabriefs144
post Apr 3 2012, 01:09 PM
Post #6


Something Other Than Level 16
Group Icon

Group: Revolutionary
Posts: 627
Type: Developer
RM Skill: Advanced




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.


__________________________
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 18th June 2013 - 03:27 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker