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[RM2k3] Buttons Not Working in Test Play

Try rebooting your computer. Is it still a problem?

I've noticed some performance issues with 2k3 are solved by a simple restart.

Need Homestuck sprites for my next project. (LOCKED D:)

Then don't demand that people make things for you.

Need Homestuck sprites for my next project. (LOCKED D:)

author=Supaguy_Productions
Sorry, i am somehow busy. So i can't finish that request.

What the crap does that even mean? You're too busy to do your own sprites? How do you expect to actually make games if you're "somehow busy?" Where's the incentive for us to make stuff for you? You're just coming off as an impatient, insensitive newbie.

Might I suggest reading something like this:
http://www.techrepublic.com/article/the-art-of-asking-for-a-favor/1035285

Need Homestuck sprites for my next project. (LOCKED D:)

Fifty buck.

Rm2k3 Reflect bug/crash?

author=Darkflamewolf
Okay, so make a backup of my rpg_rt.exe and more and just plug in the current stuff, hopefully my seven digits and other four digit stats for PCs won't be ruined. I'll update this when I have it completed or at least attempted. Thanks.
EDIT: Well I am not doing a damn thing with the hyper patcher until I know what the heck its saying. Its all in German and it seems I can't highlight and copy paste the text to a translator. So I have no idea what I'd be doing to my game using the Hyper Patcher. Can anyone tell me how to use it JUST to fix the problem? And what specifically I should back up before I do so?


English instructions are on the bottom of this page:
http://cherrytree.at/cms/lang/en/download/?did=10

Rm2k3 Reflect bug/crash?

First and foremost, make a backup of your current exe. Then, try to use the 1.08 patch. If hyperpatcher2 finds the exe has an incorrect checksum, it won't let you actually apply that patch. If that's the case, you'll have to either use the power mode exe, or the plain goliath exe.

Some of the Goliath patch stuff will work in the standard exe, like negative attack attribute %'s, but I'm not sure about 7 digit stats. I know the picture ID limit will have to be 50. You could try it! The patch isn't going to hurt your database any, and you can still use the Goliath rpg2003.exe. I personally use "David" in combination with power mode.

Rm2k3 Reflect bug/crash?

It doesn't work fine. I actually brought the issue up to Cherry a couple years ago, who ended up making a patch.

When a hero in the first four slots of the Hero tab within the database casts a spell on an enemy with the reflect condition, the spell reflects back to a hero fine. However, when characters in slots 5+ of the Hero tab try to cast a spell on said enemy, the battle animation plays once on the enemy, and right before it reflects back to the hero, it crashes out with something like:

"Access violation in module RPG_RT.exe in with address 004AB4F7 and offset 00000080 of offset Write occurred."

Here's a test project that showcases this:
http://rpgmaker.net/users/PepsiOtaku/locker/rm2k3ReflectError.rar

Bottom line is that you'll need to patch the RPG_RT.exe file in one of two ways:

Cherry's rm2k3 1.08 patch:
http://rpgmaker.net/users/PepsiOtaku/locker/ReflectFix_108.rar
(requires hyperpatcher2, available HERE)

If you're a weirdo like me and use Power Mode 2oo3 (aka 1.09), Cherry made a patched exe:
http://rpgmaker.net/users/PepsiOtaku/locker/ReflectFix_109PMode2oo3.rar
(which includes some other bugfixes that I addressed with Firesta, the pm2oo3 creator)

I want to make a Skyrim style skill system

Doing something like this would be pretty easy. I'm not too familiar with RMXP, but the concept across any engine would be the same.

Create a variable for each skillset that tells the player what level each skill is at. Next, create an additional variable for each skillset that controls the amount of skill usage that will increase the skillset level (like experience). The hard part will be implementing these variables into player actions that increase skills. You'll want lots of common events and should keep parallel processes to a minimum.

Every time the player performs an action that would justify a skill increase, either increase the skill's xp variable by a set amount (depending on how the player performs an action) or create an additional variable to contain the skill xp increase. Then, call a common event that increases the skillset's xp by that amount. If the xp hits a certain amount (let's say "100"), increase the skillset's level.

At this point, you'll need a check that says "if the skillset's level has hit 15, the level where the next feat is received, give player that feat.

From there you can tweak it around however you like (implementing skill xp growth etc). You'll also need to create a user-interface for this system that doesn't look like shit. :) That's a whole different can of worms.

Good luck!

People are childish when it comes to critisim

I think there's good and bad constructive criticism, and a lot of people either don't understand what the difference is, or don't care to, but it boils down to this:

Constructive (Let's start off with a dictionary definition, because the wording is very important)
-constructing or tending to construct; helping to improve; promoting further development or advancement (opposed to destructive)

Let's say two people both decided to review a game they didn't like, but take different approaches in their reviews.

One person wrote out a long sensible review that pointed out all of their likes and dislikes of the game, and addressed things they would like to see changed. The tone of this first review is calm, collected, and in no way insults the creator or their work--even if there was something the writer thought deserved insulting. This is what's considered "constructive" criticism, and this kind of review gives the creator a ton of useful feedback to work from. From an artist's standpoint, this is the ideal type of criticism to receive, but it's not necessarily going to generate buzz or give the writer any recognition.

The second person decides they're going to take a different approach with their review and openly insults things they didn't like about the game in a harsh, but witty manner. While this gives the writer some kind of kick, it doesn't necessarily provide constructive feedback to the game creator, and instead ends up insulting them. The textbook response to this is that the creator lashes out to defend their artistic position in some way, which is exactly what the writer is looking for--buzz. This is essentially the same thing as Roger Ebert giving a movie a one-star review specifically in an entertaining fashion, or writing an article about how games shouldn't be considered 'art.' Relating back to my definition, this is considered "destructive" criticism. It doesn't necessarily give the creator good feedback, but generates a whole lot of buzz in order to cater to the writer.

Your review is either going to fall into one of these two categories, which will either evoke a positive response from the game creator, or a childish one. Ultimately it's up to what the writer wants people to hear, not what the creator wants to hear.

HEEEEEELP MEEEEEE!!!!(KEYinput processing problem)RM2K3

author=NOACCEPTANCE772
OH MYYY GOOOOOOOOOOOOOOOOOOOOOD!!!!!

http://www.youtube.com/watch?v=HyophYBP_w4 (can't embed. bah!)