YOURE IMPRESSIONS OF NEW 2K3 [RM2K3]
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On the positive side, it's a lot cleaner engine. It doesn't break so easily. It runs on newer machines correctly (which is a HUGE improvement). The improvements made have been, in my mind, significant in making the new rm2k3 commercially viable. I certainly wouldn't dare ask someone for money on something built with old rm2k3 in this day and age.
On the negative side, there are still a lot of inconsistencies and glitches with it. I do a lot of work with the battle system, and believe it or not, the event options that are available by default in the engine are sufficient to create custom battle formulas, custom stats, poison damage on turn (the amount of damage done could even be time based, though the damage itself would only occur on turns), use HP rather than MP for spells, along with a slew of other options. It's really cool. Except it's not. Because while the events say they do something, they don't. Checking a character's HP, for example, won't trigger in a huge number of cases (certain spell types, self casting, any item usage, and sometimes just randomly because they feel like it). Other triggers always happen (even sometimes when the character isn't even in the party). There's still a lot of lag in the engine from using conditions, and that in turn can flat out skip any event I code. It's really depressing.
In many ways, though, the thing that makes me the saddest is that all of the stuff Cherry created for old rm2k3 isn't compatible with new rm2k3. I assume the only reason some of these patches haven't been integrated is their "hacked" origins (by which I mean they're not professionally presented, which is absolutely true). But we can't even patch the game ourselves to correct this.
So it's a strong step in the right direction, but we're not there yet. Since Cherry is actually hired for this work (and therefore only works if paid, which I believe is completely reasonable), the recent lack of updates suggests Degica isn't interested in pumping more money into the product. Can any confirm or deny this?
On the negative side, there are still a lot of inconsistencies and glitches with it. I do a lot of work with the battle system, and believe it or not, the event options that are available by default in the engine are sufficient to create custom battle formulas, custom stats, poison damage on turn (the amount of damage done could even be time based, though the damage itself would only occur on turns), use HP rather than MP for spells, along with a slew of other options. It's really cool. Except it's not. Because while the events say they do something, they don't. Checking a character's HP, for example, won't trigger in a huge number of cases (certain spell types, self casting, any item usage, and sometimes just randomly because they feel like it). Other triggers always happen (even sometimes when the character isn't even in the party). There's still a lot of lag in the engine from using conditions, and that in turn can flat out skip any event I code. It's really depressing.
In many ways, though, the thing that makes me the saddest is that all of the stuff Cherry created for old rm2k3 isn't compatible with new rm2k3. I assume the only reason some of these patches haven't been integrated is their "hacked" origins (by which I mean they're not professionally presented, which is absolutely true). But we can't even patch the game ourselves to correct this.
So it's a strong step in the right direction, but we're not there yet. Since Cherry is actually hired for this work (and therefore only works if paid, which I believe is completely reasonable), the recent lack of updates suggests Degica isn't interested in pumping more money into the product. Can any confirm or deny this?
Only issue I've had is the lack of a conversion of the no-row patch Cherry made for Tsukiru to release.
I don't know how much work it would take but, the ability to add another 'Death' status (I.E. Petrification) that had options for enemies to ignore the target and count as 'K.O.' status for the sake of Game Over, that would be nice.
I don't know how much work it would take but, the ability to add another 'Death' status (I.E. Petrification) that had options for enemies to ignore the target and count as 'K.O.' status for the sake of Game Over, that would be nice.














