2014 MISAOS - THE RESULTATIONS
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im glad a 2k3 game leveled the misaos. maybe u can reflect off that.
thank u oneshot for keeping the draemp alive
thank u oneshot for keeping the draemp alive
Oh yeah, I forgot to mention it originally before, but TFT’s right: It’s actually pretty rad to see a 2k3 game for a change sweep most of the Misaos this year, which is actually quite comforting for someone who still primary uses 2k3 himself. I mean, yeah engines are just a merely a tool in the game making process, as most of the true work comes from the user(s) within, but it’s still really nice to see something like that in today’s day in age.
I really wouldn't recommend anyone use 2k3 over one of the newer engines. No Unicode/localization support, no cross-platform interoperability, very limited and inextensible, etc. The only reason Oneshot was done in 2k3 was to try to stretch these limits. But if you're making something beyond what was almost literally a tech demo turned into a game, there's really little reason not to use the newer engines. It might be inconvenient to prepare your assets for the higher resolution, but it's worth the payoff.
Maybe it's because I'm a programmmer, but using XP for the commercial Oneshot release so far has been a much better experience than trying to use 2k3 in almost any way (except that I've had to recode some missing features, but VX and VX Ace seem to offer those).
Sorry if I sound like a shill.
Maybe it's because I'm a programmmer, but using XP for the commercial Oneshot release so far has been a much better experience than trying to use 2k3 in almost any way (except that I've had to recode some missing features, but VX and VX Ace seem to offer those).
Sorry if I sound like a shill.
I will have to agree as well! While I like aspects of 2003, trying to make custom tilesets was soooo frustrating, mainly cuz 2k3's chipset space utilization isn't that good (more than half of the tilesheet space are for autotiles, a feature I don't really find all that useful save for a few occasions) and you really gotta play tetris with the rest of the tileset to get everything to fit. The 256 color limit is also really restraining, especially when it comes to hand-drawn lighting effects. Not to mention that NPC sprites are also tiny and it was a bit hard to convey height differences.
...believe me, I wanted to switch over to XP so bad, haha! (I mean, unlimited tileset size? 3 layers? come on!) But I consider 2k3 a good learning experience nevertheless.
...believe me, I wanted to switch over to XP so bad, haha! (I mean, unlimited tileset size? 3 layers? come on!) But I consider 2k3 a good learning experience nevertheless.
My main issue with XP was the resolution but I've learned that you can get scripts that fix the resolution so everything doesn't look zoomed out/wonky when using 16x style.
However, making HOME in XP would've been a pain in some aspects, and easier in others.
Mostly the hassle would've came from dealing with a custom side view script.
I probably won't be spearheading another project for some time anyways. Working on enough projects as is.
However, making HOME in XP would've been a pain in some aspects, and easier in others.
Mostly the hassle would've came from dealing with a custom side view script.
I probably won't be spearheading another project for some time anyways. Working on enough projects as is.
I think making HOME in XP would've made it a bit strange and out of touch with the original OFF series. IDK, that could've been a good thing though.
It's interesting to hear that you're remaking ONESHOT in XP. Good on you guys. Wish you all the best.
It's interesting to hear that you're remaking ONESHOT in XP. Good on you guys. Wish you all the best.
author=Loser
It's interesting to hear that you're remaking ONESHOT in XP. Good on you guys. Wish you all the best.
This. I'm glad to hear it.
author=Deacon Batista
RM XP? A nearly 10 year old program?
This engine is very much relevant, especially when compared to its predecessors, despite its various shortcomings. And I admit, it seems almost like RPG Maker XP was deliberately designed to be obsoleted by the future releases of VX and VX Ace, but due to Ruby's robustness, the solid RGSS API, and the mkxp project (the primary reason for choosing XP over the later versions, although Ancurio has been making excellent progress for compatibility with RGSS2 and 3), it remains useful today. Although you'll need to invest a bit more work into it, the results can rival the later engines.
2k3 still has the color limitations, platform restrictions, etc. The single biggest issue is Unicode/internationalization, even for Western games. No matter how much work you put in, there are effects that simply aren't possible to achieve with the engine. And in almost all circumstances it's easier for the player to run RPG Maker XP+ games than it is 2k and 2k3 games. Anyway, I've made my point by now, so I'll stop harping on about it.

















