Description


RPG Maker 2003 is back and out of retirement! Degica by order of KADOKAWA GAMES/Enterbrain and with the cooperation of Cherry and Archeia_Nessiah has released an official English version of RPG Maker 2003. To celebrate we're having a Golden Week of RPG Maker 2003 and everybody's invited! Veterans, dust off your copy of RM2k3 and reach into the depths of forgotten memories and show you still have your skills. Newbies to RM2k3, try out a new RPG Maker engine, experience one of the tools that brought RPG Maker to fame in the English communities, and show those oldbies up with your spunk and RPG dev skills!



Your quest is to make a game in RPG Maker 2003 in a week and a weekend! Form a party or take it solo in any version of RPG Maker 2003 and tell your story. Our judges - Liberty, GRS and unity - will decide which game is the best and who will become the Heros of A Golden Week of RPG Maker 2003!



RPG Maker 2003 aka RM2k3 is a modified version of RPG Maker 2000 aka RM2k released in 2002 only in Japan. RM2k itself was released in 2000 also only in Japan but was translated into English by Don Miguel. RM2k's ease of use, quality included graphic and audio assets, and number of features for creating RPGs made it an instant hit and a community around RM2k formed.

When RM2k3 came out a few years later it was quickly translated to English by RPGAdvocate and it became a community favorite for its side view battle system and ATB turn system similar to the one used by the SNES Final Fantasy games. Many classic and revered games like Hero's Realm, Alter A.I.L.A Genesis, Leo & Leah: A Love Story, and Phantom Legacy were made using RM2k3. Over time users moved on, some from constraints of the engine and others a desire to use the newer and more robust RPG Makers, and RM2k3's usage has waned. Some enterprising hackers like Cherry worked on hacking the RM2k3 executable itself to make it more extensible called DynRPG. Others like WolfCoder have been working on their own RPG Maker inspired by RM2k and RM2k3. Others yet have also made their own player for RM2k and RM2k3 games called Easy RPG. RM2k3 may have been hurting but it certainly wasn't out and there was still a lot of interest in using it.

In April 2015 an official translation of RPG Maker 2003 was finally released, and celebrating that is what this event is all about. To differentiate the new official RPG Maker 2003 is called RPG Maker 2003 on RMN's engines list with new icons. The fan translated version of RPG Maker 2003 is called RPG Tsukuru 2003 with the classic icons.



Here are the official rules of the event:

  • Your game must be made in RPG Maker 2003, the trial for RPG Maker 2003, or RPG Tsukuru 2003 (the fan translation of RM2k3). No other engine will be accepted.

  • Your game must be complete. This may be a celebration of an old favorite tool but we won't accept the trend of never finishing a game for this event!

  • Your game must be submitted by the end of of May 10th. Check the time the event ends on the right and make sure your timezone in your account settings is correct.

  • Your game can only use the RM2k3 RTP. What you get with the editor is what's allowed! The RPG Maker 2k RTP is not allowed except what's already part of the 2k3 RTP, such as sounds or music. This means no rips or other assets from other games, resource packs, or RTPs. You can download the 2k3 RTP here.

  • No DynRPG or similar patches are allowed.




Only the following non-RTP assets are allowed:
  • Splicing and rearranging existing RTP graphics. For example you can make a new tileset out of existing tilesets or create a faceset out of battler graphics.

  • A custom title screen for your game. Your title screen must use an RTP title screen as a base and recognizable as such.

No other edits or custom assets are allowed.



To submit your game to the contest:
  • Create a new gameprofile (by going to Submissions > Submit Game). The game must go through RMN's standard game approval process. (Get your gameprofile submitted early so that you aren't at the mercy of the whims of the Submission Manager!)

  • After the gameprofile is approved, upload the game to the Downloads section of your gameprofile.

  • Come back to this event and submit the download for judging! There is a Submit button in the upper right of the event page.





We have five achievements participants can earn:
  • Friend of 2k3: Everybody who participates during Golden Week earns this. No game submission needed! Take part in the discussion, give feedback, and cheer others on! Just like a good NPC!

  • Player of 2k3: Everybody who plays a game created for this event and reviews it (either through an official review or Let's Play video) is dubbed a Player of 2k3. This award will be available until the end of May 2015.

  • Party Member of 2k3: All teams that submit a game that abides by the above rules earn this achievement. These devs were not content to repeat their one line ad infinitum and found their way to the Hero's side to fight evil!

  • Villain of 2k3: What's a quest without a villain? The team whose game is judged to be second only to the Hero's own will earn this achievement. Foiled again!

  • Hero of 2k3: Only the best game will earn this achievement! Whichever team's game is judged to be the best will become the Hero of A Golden Week of RPG Maker 2003!



We have additional prizes beyond the above achievements. The Hero and Villain teams both get one game gifted to them on Steam. All teams that submitted a game get a ticket in a raffle to win an official copy of RPG Maker 2003 on Steam!

Only one game or copy of RM2k3 awarded per prize; the winning team is responsible for receiving and distributing their prize. The Hero team gets dibs on the Steam game award over the Villain team.



There are many resources available for learning RM2k3 and tips and tricks on using it. You can check the RPG Tsukuru 2003 engine page for a collection of tutorials and articles users have written over the years. Some articles that are recommended reading are:



If you're looking for more specific advice feel free to ask questions on the event page or post a new topic on the Help Me! forums. We have many RM2k3 veterans here that would be happy to help.



Details

Achievements

Registration

You must be logged in to sign up for A Golden Week of RPG Maker 2003.

Teams Members Entry
Gimme dat shiz ;p
KING OF VAPORWARE RETURNS
Why the hell not?
McBacon's right eye
RTP Luv
J-Team (I'll try and get something finished in 10 days.)
Longtime procrastinator trying to finish a full mini-game in a week! :D
Cernus
r m 2 k 3 b o y z
No Self Switches I'm Going to Cry
My body is ready
A very silly entry
Zombies ate my videogames
LOVE or MONEY?!
Co-op block pushing!
GoldenGuard GO!GO!GO!
the old dog squad
Good morning, you have amnesia!
jk i'm using 2k3
Babby's first RMN event
Loyalty Pays Off
CHALLENGE ACCEPTED!
Not In The Slightest
*Smash announcer* BABBY!
Count me in!... Now. How do you use this thing.
Strong Opinions on ATB
aight lets do this
Project Starcrossed
It's time to shine (light flickers)
Because Pizza
hi i ned 9 more teamates join plz
I dont have time but I'm doing this anyway
Pom Gets 2k3
Team Review Something
Gam mak tyme!
I've got too much going on right now but whatever
Why do I keep signing up for these?
YOGURT
Butterball Babe
'Cuz Nostalgia, That's Why!
A New Game of Thrones

Posts

unity
You're magical to me.
12540
Hmm. Mine is 2003Hero's Return, and it gets to a grand sweeping finale and then doesn't loop (on my computuer, at least). I'm almost tempted to slow it down so it'll last longer, but that might not be the best fix XD
I'll have to doublecheck tonight, I thought it was adventurers. I'm curious what happens if you play it in a regular media player, does it just have a lot of empty space at the end or is it intended to end and the loop information in the file is just looping the end when nothing is playing?
Wow. Okay, so I'm so used to that song being used for end of battle results that I never knew it had a whole fucking song tacked on to it. It's actually really DQ-inspired. Such a nice song. It'd be great for a credit roll.


I, again, made my story too long for a week, so I'm going to cut it into episodes. Damn me. Or I could just kill everyone off and call it complete however far I get into it. Like 'oh, look, war kills folks. Don't do war, kids'
Yeah, my game is mostly a tiny side-story of a different character that's going to have a more bigger role in a later down-the-road game I'm planning in the distant-not-so-distant future.
unity
You're magical to me.
12540
author=GreatRedSpirit
I'll have to doublecheck tonight, I thought it was adventurers. I'm curious what happens if you play it in a regular media player, does it just have a lot of empty space at the end or is it intended to end and the loop information in the file is just looping the end when nothing is playing?


When I play it in a regular media player, there's not really any empty space in the end. Maybe it's just my computer and it'll work fine for other people?
Then it's probably the loop information on the track itself and will stop playing for everybody when it finishes.
CashmereCat
Self-proclaimed Puzzle Snob
11638
OK I have two scenes and a whole bunch of discarded ideas.

Yup, I guess it's about time to make a gamepage.
unity
You're magical to me.
12540
author=GreatRedSpirit
Then it's probably the loop information on the track itself and will stop playing for everybody when it finishes.

Gotcha. I'll switch it to Fairy1, which loops, and sounds almost vaguely space-ish :D

author=CashmereCat
OK I have two scenes and a whole bunch of discarded ideas.

Yup, I guess it's about time to make a gamepage.

MAKE DAT GAMEPAGE! I'm curious to see what you've got ^_^
iddalai
RPG Maker 2k/2k3 for life, baby!!
1194
You can actually create loops in midi formats using specific programs.

If you make the loop point somehwere in the middle of the track then it will play the music from the start and when it ends it will play back from the loop point, useful for musics with an intro.

If you make the loop point after the end of the music then the music play from the start and when it ends it doesn't play again, which is useful to make "fanfares" and such.

2003Hero's Return is one of those, probably to be used as an ending.

I finished some maps and only need to finish a few skills, all the items/armour/weapons/stuff (even if I already created them on paper), still need to make the random chests and story/NPC events.

I'm biting way more than I can chew...
Yeah, songs looping in 2k3 is entirely dependent on having a certain CC message in the song somewhere. I know "intro" doesn't loop, but "adventure" definitely does, as I've listened to a million loops of that.

Anyways, I'm stil in the "what can I do with this"/"what's all in this RTP" stage of things. I have some basic ideas, but I haven't actually started mapping or eventing anything yet. I was about to re-write stuff to account for not being able to use those mirrored battlers, but since it's okay, I guess I won't have to!

author=GreatRedSpirit
fuck I wish I planned the rules out for this better so that 'edge cases' aren't the bulk of the contest

I say next time you should be so RTP-Hardcore that you won't even allow people to edit the database! Mapping and eventing only!
the next one will be a true 2k3 event where you get to use nothing but RTP and ripped resources, and you have to combine resources from at least 3 different SNES games. And you require a CMS (for some reason).
Fortunately that event has no end date so participants are free to make their super omega epic game!
pianotm
The TM is for Totally Magical.
32388
author=Liberty
author=pianotm
author=Liberty
You could inflict them with an unnamed condition that stops them for a turn.
Yeah, it's just not working. I've got everything perfect, but I just can't get it to wait. It's not ignoring the condition, because it shows up for like half a second, but it's ignoring the turn requirement.

Edit: Absolutely does not work. I've made a jump command. In the course of trying to figure out to make the the character wait a turn mid-jump, I've managed to make it look pretty damned good. Oh, well. I guess it's just going to have to be a little different, but I am not spending any more time on it. I have got to move on, or I'll never finish.

Edit 2: Actually, you know what? I actually like this better than the FF style jump. I never really liked the way your character just disappeared off screen. I've compensated for that wait by giving my character an after sickness with a brief recovery time.
By turn I mean about x turns. You need to calculate how many turns will occur before your characters next turn. That is, if everyone is on an even speed (basically) and you have three enemies and four heroes it'll be 6 turns before that hero can move again. Each 'turn' is based on when anyone can move, so 1 battle phase is turn*(ally+enemy).


Nope, calculating turns changes absolutely nothing. She still completes the whole process in a single turn.
Post a screensnip of the state. Maybe that'll help debug it?
ah the joys of attempting to circumvent the limits of the 2k3 battle engine
Ratty524
The 524 is for 524 Stone Crabs
12986
author=kentona
ah the joys of attempting to circumvent the limits of the 2k3 battle engine

I thought that was borderline impossible.
@piano: Okay, make sure you have the Healing Method of the state set to 100% after x turn (x being the amount of turns in your battle phase) and the Hit recover set to 0%. The Restriction set to Cannot Move and all Accuracy Modifiers set to 100% (so it's a sure infliction).

E: I just tried it out and it worked fine.
http://i.imgur.com/I2SZg7V.png
Seiromem
I would have more makerscore If I did things.
6375
I haven't started yet
pianotm
The TM is for Totally Magical.
32388
author=Liberty
@piano:Okay, make sure you have the Healing Method of the state set to 100% after x turn (x being the amount of turns in your battle phase) and the Hit recover set to 0%. The Restriction set to Cannot Move and all Accuracy Modifiers set to 100% (so it's a sure infliction).

E: I just tried it out and it worked fine.
http://i.imgur.com/I2SZg7V.png

Here's what I've done:


<>Branch if 1:Slime Targetted
<>Change Cond: Maya Jumping Inflict
<>Show Battle Animation: Jump, 1:Slime (Wait)
<>Comment: Change character class to jump
<>Call Common Event: Jump
<>Show Battle Animation: Land, 1:Slime
<>Comment: Restore previous class
<>Call Common Event: Land
<>Variable Oper: (0007:Jump) Set, Rnd (40-55)
<>Change Monster HP: 1:Slime V(0007) Remove

The common events simply switch the characters class to and from jump. It's a blank class that protects the character from being targeted while jumping. Since I was trying to use skills to damage the monster, but that's not available in either battle command, so I'm tailoring damage specific to each monster (the slimes are only test monsters. While slimes will appear in the game, these won't).

By the same token, I can't get rid of the status, nor can I put it anywhere else in the code because then the animation won't work. And the animation looks really good, especially considering I can't alter the images. Like I said, this works, except it refuses to hold for any turns.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I'm finished with maps. Now, I have a feeling, that i was pushing it bit too far. I would definitely spend less time doing some classic dungeons and castles than all classic high school facilities. For example there is a music club, but the only instrument is an orb...
Now, I'll move on dialogues, events and database.