THE OFFICIAL ENGLISH 2K3 VERSION IS OUT!

Posts

Well, an official release is great news!

... though I am waiting for a non-Steam release before buying (I despise Steam with the fury of a thousand suns).

I'm not too worried about the damage formula. It would be good if it was fixed or made modifiable but what really makes me wonder are the value limits as a whole.

Basically, can you have stats go above 999, HP above 9999, enemy HP above 99 999, have really long animations (over 500 frames), and tons of switches & variables?

Same with attributes. Can the values go into the negatives and go up to 2000%?


Though stuff like ogg support, battle formula changes, new commands, and what not would be nice, my big questions are:

-can you get the game WITHOUT Steam? (I hate Steam's 'phone home every time you boot the program like a homesick 13 years-old teenager' DRM from hell)
-Are RPG Maker 2003's original arbitrary limits raised/removed? (the fact that removing those limits don't cause any graphical bugs, instability, or even any hint of lag show them as truly arbitrary)
Magi
Resident Terrapin
1028
Cherry made mention about some things like stats not being increased because the callbacks to it occur in too many parts of the editor/engine to be worthwhile. You can now have hundreds of pictures, so I don't see why tons of battle frames wouldn't be possible, but why would you need so many?

You should read the changes log on Cherry's website for more info. :thumbs.gif:
The reason why I need so many frames is because I use battle frames for a lot more than just skill animations.

For example, all of the player characters are sprited from battle animations to take advantage of the 25 frames instead of 3 limit.

Likewise, I use Battle Animations for cutscenes in many places when possible due to the higher FPS compared to pictures, making for smoother animations (I do not have Flash and Flash cutscenes are infamously buggy in RPG Maker).

Likewise, the higher stats is for things like monster HP (99 9999 is not enough when skills can do 9999 mixed with Enable Combo 8. Killing what is meant to be a multi-phase boss in one turn due to insufficient HP limit can be game-crippling, design-wise) is also useful.

The high stats limits are also used to create truly dramatic power differences between characters (I portray a character using sci-fi equipment as having an attack and defense rating in the thousands to create a contrast with medieval fantasy characters. It also insure that hopeless bosses are truly hopeless without having to rely on infinite HP or event-based instant kills).


In short, it's useful for a lot of stuff.

EDIT: Seems the limits on variables and what not has indeed been swapped! Nice!

However, still didn't see a few points that are already implemented in other versions of RPG Maker 2003. Namely...
-Stats limit at 9999 instead of 999...
-... except for speed, which is limited to 255 (any higher cause turns to last forever)
-Enemy max HP is increased to 999 999.
-character limit on stats names, character names, and other such increased (for example, I refer to HP in the status screen as 'Life Force'. Too many characters for default, vanilla RPG Maker 2003).


I can understand not having a raise player character HP limit ; some of the limits, if broken, cause graphical glitches. But some, like having a higher character count on stats and a greater max HP for foes, don't cause any problems.

Would implementing this be difficult?
Not necessarily difficult, but time-consuming. We have to prioritize.

(Btw, you don't need Steam to play games.)
author=MewMewPsychic
Well, an official release is great news!

... though I am waiting for a non-Steam release before buying (I despise Steam with the fury of a thousand suns).

I'm not too worried about the damage formula. It would be good if it was fixed or made modifiable but what really makes me wonder are the value limits as a whole.

Basically, can you have stats go above 999, HP above 9999, enemy HP above 99 999, have really long animations (over 500 frames), and tons of switches & variables?

Same with attributes. Can the values go into the negatives and go up to 2000%?


Though stuff like ogg support, battle formula changes, new commands, and what not would be nice, my big questions are:

-can you get the game WITHOUT Steam? (I hate Steam's 'phone home every time you boot the program like a homesick 13 years-old teenager' DRM from hell)
-Are RPG Maker 2003's original arbitrary limits raised/removed? (the fact that removing those limits don't cause any graphical bugs, instability, or even any hint of lag show them as truly arbitrary)

Generally, the limit of character HP is typically set at 9999 HP and damage. With certain special attacks you can break this (usually by using variables), but the rest of this... is a terrible idea. It is already possible with David to have stats technically over 999, but this involves armor (500 DEF to all gear rounds our at like 2000-3000, and that's not assuming stats). That said, this is visually displayed as 999 since showing it as otherwise pretty much messes with things. I use high hp and str/int for monsters, and weapons giving crazy attack power, but there are certain limits or the game's too easy/hard. 500 frame animations would typically slow the game to a crawl. If you were doing this, you would be better off using the PicsInBattle. That said, I would hope that monster HP and strength can be boosted. I use David.

Keep stats limit at 999 for hero growth but allow it to go over if the combined weapon total is over that. 9999 for monsters. AGI limit 255 except when hasted or using armor. This is pretty much what David does, and it's easier to implement than trying to have game breaking growth.

Essentially, look at the changes done by David, and these are about what you can theoretically do without going completely crazy.

This, and I think Hero names (it has to be implemented at the Condition Name is end too, or you have names longer than they can read) should go all the way to the right end of input. This is possible to do, but ummmm. Something I wanna point out.



See how low Ambrosia's faceset is? How low the top line is? It may be possible to realign and respace the text to have four lines instead of 3. That is,

Ambrosia____________________________ L__99
Beggar____________________ Healthy_________
HP 9999/9999 MP 999/999 9999999/9999999 (Exp here?)
(Or here? If you can fit it on three lines only, fine.)

Essentially, the current layout of the stats screen is a tremendous waste, and any efforts to improve the length of names is met by poor planning and stupidity. Because title is on the first rather than second line, names are stuck not at the limit Enter Hero Title would have if it could go all the way to the end, but about half their desired length. Not just that, the centering effect of text, rather than shifting text slightly above (maybe 3 pixels) and extending the bottom by 3-5 pixels. And reducing the space, there is easily another line of text there.



Ambrosia's is what it could look like (it's not lined up perfectly, but you can get what I wanted). And yes, I know it is alot of work. But this just shows how big an eyesore the setup is, and we've not noticed it because our eyes have gotten used to it.

Also note that the stupid Gold section could be two lines instead of one, both allowing you to rename Gold whatever, and to have much more money in the bank.

And there's room for another command. Oh wait. I removed two commands (ATB and Order). ^_^; But you get my point.

Battle revamp is top priority. Adding the ability to later make improvements (rather than built-in limits) is second.
Uh, much prefer the lining up with the faceset (the top image) than the second. :/
I agree. I think the layout of the text should be left alone. Bulma, more people use this engine than just you. You gotta be thinking about them too. With patches and plugins, we have the luxury of changing what we'd like changed, but now we are talking about the core RM2k3 experience... it's a bit different!
But but... =_=; With David patch, you can have absurdly long names like Carl Mushuganosm Jr. But you can't actually take advantage of that because when you try, you have word mash.



Still think it's fine?

I understand that more people use it than just me. I also don't understand why they wouldn't prefer to have a usable system to "that's not the way we've done it before."

And why is Hp and Mp vertically aligned cut by the Healthy status? This makes a weird chunky blocky format that inhibits text.



This is my model of a good menu. Meaning actually, it should read L1 Oracle instead. Ideally, status would only appear if you were sick. Yes, this is vertical too, but it's not broken by anything. Each line goes:

Name
Lvl Title
HP
MP

It's very clean looking, compare that to:

Name Title
Lvl Status HP
Exp Mp

You see how it looks crowded and misaligned? It doesn't even make any stylistic sense (You aren't a Lvl 14 Healthy. You're Yazim Jiane, a Lvl 14 Wizard who is poisoned. Or you're Yazim Jiane at Level 14, a wizard who is poisoned). Well, this cleanness also has function. But no, they had to double space and drag down the text, making only space for three lines when there can be four.

Name
Lvl Title (Status)
Hp Mp
Exp

This is clean, it makes sense (though not what I had above) and above all, it allows later to have high exp and name lengths.

If things are stifled by the design process, development is set in stone, and things stagnate.
We have the opportunity to have a shiny new system. Or we can stick with the familiar, and nothing will change.

Also, I'm going to name my daughter Carl Mushuganosm Jr. That's her first and middle name.

Also, how do I make custom status menus? Since you guys are being stubborn about this. Can you point me to a good tutorial?
Here's a good custom status menu for you:

Yanfly Engine Ace - Ace Status Menu:
http://rpgmaker.net/scripts/127/

author=Shoobinator
(For example, a skill with high ATK influence and low INT influence may do 0 damage versus an enemy with lower DEF but very high INT. Basically, it currently works how GreatRedSpirit didn't describe it. The two parts of the formula mix in a sense, but damage dealt can never go below 0 (heal the target).)


Whoops, that's what I get for running my mouth off! Thanks for correcting me.
Bulma, everything has limits. Everything. Perhaps you could... make a CMS to get around it~
author=GreatRedSpirit
author=Shoobinator
(For example, a skill with high ATK influence and low INT influence may do 0 damage versus an enemy with lower DEF but very high INT. Basically, it currently works how GreatRedSpirit didn't describe it. The two parts of the formula mix in a sense, but damage dealt can never go below 0 (heal the target).)
Whoops, that's what I get for running my mouth off! Thanks for correcting me.


Not that what I said was incorrect, but I realized that the user and target stats would have a greater effect on whether a skill dealt a nonzero amount of damage, assuming ATK and INT influence are both greater than zero. So character stats are still important to consider for final damage output, obviously.
Update: Okay, I got it to work. But ummm, how do I track which party member is in which location?
Currently you can't.
Adding an option "position in party" for actors in Change Variable might be a good idea, though.
In my cms i used the variables for the position in the party.
Edit:
Yes is a good idea ^^
I think there is a way.

Check if party member is in party, turn on a switch, and set a variable (one of four). Recheck. If the previous variables does not equal this number and the character is in the party, add this. But since it is based on priority (as in, the condition you have first comes first), it is not totally accurate. Yes, that would be good. I've worked out generally how to set up such a menu, but since party order would be all screwed up if you have party change system, the custom menu woould sorta suck.

Between being extremely redundant code, and being very inaccurate, yes this would be very much usable.

Currently, I'm just going to remove
Ugh.. get so sick of the SNES excuse.
I end making custom tilesets that leave out objects for some things, like for my maps i end up using events.
But having to do any sort of work around pisses me off...
Please for the love of god i hope the next RPG Maker does not force me to use work-arounds for anything..
author=Craze
iishenron
Ported The Queen's Court over to legit 2k3 and not looking back.

Good show.




Yeah. I don't post much anymore, but between IRL stuff, I'm still plugging away at it.
author=MarkusT
Ugh.. get so sick of the SNES excuse.
I end making custom tilesets that leave out objects for some things, like for my maps i end up using events.
But having to do any sort of work around pisses me off...
Please for the love of god i hope the next RPG Maker does not force me to use work-arounds for anything...


And this is why I am so gung ho that Cherry make a bunch of additions. I don't want to do another 50 line x 300 monster deal.
thing is: it will. As long as there are human beings operating the program, our curiosity will outrun the limitations of a human-designed engine. There's no workaround to that, other than releasing a new engine perhaps.