[POLL] DO YOU THINK RM2K/3 WILL EVER DIE OFF COMPLETELY?

Poll

Do you think RM2K/3 will ever die off completely? - Results

No!!!!!! long live the king.
30
22%
Probably not, there is always someone who will want it.
66
50%
After another maker comes out, most likly.
15
11%
Um, I thought it was already dead.
20
15%

Posts

Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
Honestly, if there was a clear-cut way to make VX Ace games look like, say, FFVI or Chrono Trigger, I'd definitely make the change. However, I don't think there is one, judging from the lack of VX Ace FFVI/Chrono Trigger fangames.
I think that has more to do with the fact that people haven't converted the FFVI/CT ripped resources to Ace format more than anything (and there are a ton for FF fangames in VX/Ace whachutalkinbout willis?)
Melkino
solos collectors on purpose
2021
Converting tiles is easy: simply double the tiles' size in GraphicsGale or Photoshop, take the effort to rearrange them to fit Ace's tile format, and there you go. It's not that hard, really...

Some time ago, I upsized some Theodore tiles for a side project and made this:

I would have continued with this project if there was a script that prevented font anti-aliasing. To be honest, Ace is pretty bad with pixel fonts, and turns them into blurry messes. :/
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'll give you my FF6/Chrono Trigger font that RPG Maker is capable of using non-anti-aliased and pixel-perfect at sizes 12/24/36/48... and I'd appreciate it if you posted your resized versions of the Theodore chipsets in exchange!

There are a bunch of other pixellated game fonts on the Game Font Database too. Most of them only look correct at specific sizes, though. But, I mean, that makes sense. If you used a 12-point pixel-art font at size 14, what would you expect to happen?

RPG Maker handles pixel fonts WAY better than Photoshop. I cannot figure out how to make them work at all in Photoshop. Its text sizes don't match up to other programs' text sizes, and it seems to anti-alias all the text no matter what size it is.
Melkino
solos collectors on purpose
2021
I tested out that font and it looks a lot better than the ones I tried before. Thanks for the link! :)

Here are the Theo tiles I was using. However, I only resized the ones to practice making the bar with, and I'm not sure if there's enough room in Ace's A-E sheets to fit all the tiles that were in one 2k3-formatted chipset.
http://rpgmaker.net/media/content/users/10538/locker/indoor_bar_A2.png
http://rpgmaker.net/media/content/users/10538/locker/indoor_bar_A4.png
http://rpgmaker.net/media/content/users/10538/locker/indoor_bar_A5.png
http://rpgmaker.net/media/content/users/10538/locker/indoor_bar_B.png

Photoshop lets you change the anti-aliasing mode while the layer is still in Text mode; changing it to "None" should stop it from doing that.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Melkino
Converting tiles is easy: simply double the tiles' size in GraphicsGale or Photoshop, take the effort to rearrange them to fit Ace's tile format, and there you go. It's not that hard, really...

Of course it's easy to resize the tiles, but what about the characters? Do I need to jump through a hoop by downloading a script in order to use characters that are the correct size, while keeping with RM2k3 is absolutely 0% added workload to a casual hobby?

Oh, if only I had a human hero in my game instead of a dragon. Woe is me.
Adon237
if i had an allowance, i would give it to rmn
1743
Corfaisus, I think the types of maps you can make are dependent on your skill level with that engine's mapping. If you aren't willing to improve/adapt like you said, then don't expect to like the other engines.

some notable examples:
this this this this this this
this
this
this
this
this
this
A lot of which are more graphically appealing than a lot of the 2k/3 maps I regularly see. Sure, the people had work around the limits of the mapping to achieve these results, which is one thing 2k3 doesn't have to do to create decent maps, you pretty much have to work around everything else in that engine. While there are bad maps (which exist in every engine), VX/A has its own share of exceptional, high quality maps. So before you dish out the insults to the new engines, I request that you get your head out of the past and look at the new and exceptional work that is rising up.
author=kentona
Hold down shift, and don't use "wall" tilesets? I dunno man, it sounds like you are just making excuses here.

Welp! I tried the Shift thing and it worked. You have to actually HOLD Shift both while selecting a tile and while placing it, as opposed as only while placing it, which is what I'm already used to and would have been the more intuitive option. But well, my opinion on VX/A's mapping system has improved a bit... Still, having to avoid certain tiles, and specially the inability to select a tile ONLY in the layer you're working on, is a major setback; It even makes parallaxing seem like the better alternative. =/
:o

I always held down shift while selecting and placing it, even back in 2k3. w-w-wwelp

(and yes, that is annoying, but you get used to going back to the tileset for new tiles)
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=Melkino
Here are the Theo tiles I was using. However, I only resized the ones to practice making the bar with, and I'm not sure if there's enough room in Ace's A-E sheets to fit all the tiles that were in one 2k3-formatted chipset.
Thanks for posting the tiles, but you raise a good point: Is there any way for increasing the size in VX tilesets?
Melkino
solos collectors on purpose
2021
VX tilesets are limited to 512x512px in size, except for A5, which is half the width. I found some time to look at some 2k3 chipsets, and I'm pretty sure you'll have enough room to split the walls and floors into multiple TileA sheets, and the objects in B-E. I have no idea how the animated water tiles work, though...

Regarding the charset question earlier: they need to be resized too (as seen in the test shots I posted); there's also a script on rmrk that allows the use of the fourth frame if desired
Ace's resolution is a joke by 2013 standards and yet too high for low res pixel art. You can double the size sure, but if you actually make the art for your game you're going to be going into photoshop, doubling back the size whenever you feel like editing. Combine that with the script tinkering of removing transparencies, finding a non AA font that'll fit the 2x pixel resolution (there's like 3), and realizing that full-screening the game turns everything into a blurry mess. Just makes it a hassle every time I start a new project.

RM2003 lets you only really make a Final Fantasy 4 clone, but if you have a decent story to tell you can probably make an enjoyable experience. That's what most of the old RM games were good for anyway.

Unity is best tho.
Any game that doesn't support maximized borderless window is already archaic. The current implementation of full screen already needs to die along with a lack of support for non-1920x1080 monitor resolutions and single monitor assumptions. The SNES emulator I use came down to what lets me throw it on my TV monitor and take up the entire screen without awkward issues should it ever lose focus.

e: Also mad at how annoying it is to get full screen games to follow aspect ratios too. AMD's implementation of forcing non-native resolutions to follow native aspect ratio is incredibly annoying at best and if Nvidia's control panel is any better at it is cause enough for me to switch next time I upgrade my GPU.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=Melkino
VX tilesets are limited to 512x512px in size, except for A5, which is half the width. I found some time to look at some 2k3 chipsets, and I'm pretty sure you'll have enough room to split the walls and floors into multiple TileA sheets, and the objects in B-E. I have no idea how the animated water tiles work, though...

Regarding the charset question earlier: they need to be resized too (as seen in the test shots I posted); there's also a script on rmrk that allows the use of the fourth frame if desired

Hmm...honestly, the graphics editing involved seems like quite a bit of hassle, especially for someone as artistically-inept as I am.

I might have a go at converting some 2k/3 tilesets and character sets this weekend...hopefully it'll work out.
Depends what you mean by die-off...
Someone out there will be using it, of course, but in terms of popularity, the fan base will die off.
It can also make early Dragon Quest clones!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
RTP can't clone anything. :D
author=Corfaisus
Of course it's easy to resize the tiles, but what about the characters? Do I need to jump through a hoop by downloading a script in order to use characters that are the correct size

I just wanted to add something to this. No you don't. All you need to do is to name them as $filename and they will adjust to the charset's size properly. Provided they were gridded properly. (which they should be)