SO APPARENTLY A 3DS RPGMAKER IS COMING.
Posts
No common events either; forgot about that one.
It will be more tedious to make the kind of RPG a person might exactly want. It will be an interesting game to play, to see just how much you can do with so little. I've already got several ideas. It might be worth noting that there is one parallel process available: a timer.
The full event command list can be seen here:
http://translate.googleusercontent.com/translate_c?depth=1&hl=en&prev=search&rurl=translate.google.com&sl=ja&sp=nmt4&u=http://seesaawiki.jp/fes/d/%25A5%25A4%25A5%25D9%25A5%25F3%25A5%25C8%25CC%25BF%25CE%25E1%25B0%25EC%25CD%25F7&usg=ALkJrhjAaYDyD5ytRuqJM0LxoPu1ItB7Tg
The number one draw for me, is a set stage with no customized assets. I'm an artist, so in every game I've started, I've always done a huge amount of my own art. This is a huge expenditure of time. Here, in an arena where you have no choice but to use the default assets, someone like me might actually complete something.
It will be more tedious to make the kind of RPG a person might exactly want. It will be an interesting game to play, to see just how much you can do with so little. I've already got several ideas. It might be worth noting that there is one parallel process available: a timer.
The full event command list can be seen here:
http://translate.googleusercontent.com/translate_c?depth=1&hl=en&prev=search&rurl=translate.google.com&sl=ja&sp=nmt4&u=http://seesaawiki.jp/fes/d/%25A5%25A4%25A5%25D9%25A5%25F3%25A5%25C8%25CC%25BF%25CE%25E1%25B0%25EC%25CD%25F7&usg=ALkJrhjAaYDyD5ytRuqJM0LxoPu1ItB7Tg
The number one draw for me, is a set stage with no customized assets. I'm an artist, so in every game I've started, I've always done a huge amount of my own art. This is a huge expenditure of time. Here, in an arena where you have no choice but to use the default assets, someone like me might actually complete something.
author=Zachary_Braun
No common events either; forgot about that one.
I'm going to be over here bleeding on the floor. x_x
The full event command list can be seen here:
I'm getting an error 404.
It's a Google translation of a certain page on a Japanese wiki. Do a Google search for this:
RPGツクールフェスイベント命令一覧
It's the first result. Click on the "Translate this page" link next to the URL.
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Actually... there might be some hope for variables. If you look at http://nisamerica.com/games/rpg-maker-fes/function.html#f04 , the picture on the right, there's a check mark on the confusingly-translated term "Decide by variable". This might mean that the operating variable is becoming a pointer. That would make things easier...
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Scratch that, that's a special function in the database which sets weapon strength by a variable. Variables still can't reference each other.
I've been prototyping a customized battle system in RPG Maker 2003 under RPG Maker Fes rules (variables can't reference each other, no conditional branches, etc.) and it's a big challenge. I managed to get something working, but it still remains to be seen what kind of performance issues will pop up, based on how many autostart events you have on the same screen. You need a lot, since they're the only way to enact a conditional branch similar to the ones in the PC RPG Makers.
It's kinda funny, programming in this way reminds me of BASIC. There's no parallel processing allowed, except for the timer. Each code has to go to the next block of code.
Then there's the size limit. You can only have 99 maps per project, and 99 command lines in a single event page. Not sure about event limits per map, but some videos I've seen show nearly an entire screen populated with events, so the limit may be high. Each game as a whole has a limit of something like 190,000 bytes.
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Made a mistake, left out a zero! That's a crucial zero... about 1,900,000 bytes is the maximum size. To give this meaning, I'll say that using a Message event command uses up 28 bytes + 4 more bytes per every 3 characters. (This is for double-byte Japanese, so English might take up less space.)
RPGツクールフェスイベント命令一覧
It's the first result. Click on the "Translate this page" link next to the URL.
----------------
Actually... there might be some hope for variables. If you look at http://nisamerica.com/games/rpg-maker-fes/function.html#f04 , the picture on the right, there's a check mark on the confusingly-translated term "Decide by variable". This might mean that the operating variable is becoming a pointer. That would make things easier...
---------------
Scratch that, that's a special function in the database which sets weapon strength by a variable. Variables still can't reference each other.
I've been prototyping a customized battle system in RPG Maker 2003 under RPG Maker Fes rules (variables can't reference each other, no conditional branches, etc.) and it's a big challenge. I managed to get something working, but it still remains to be seen what kind of performance issues will pop up, based on how many autostart events you have on the same screen. You need a lot, since they're the only way to enact a conditional branch similar to the ones in the PC RPG Makers.
It's kinda funny, programming in this way reminds me of BASIC. There's no parallel processing allowed, except for the timer. Each code has to go to the next block of code.
Then there's the size limit. You can only have 99 maps per project, and 99 command lines in a single event page. Not sure about event limits per map, but some videos I've seen show nearly an entire screen populated with events, so the limit may be high. Each game as a whole has a limit of something like 190,000 bytes.
-----------------
Made a mistake, left out a zero! That's a crucial zero... about 1,900,000 bytes is the maximum size. To give this meaning, I'll say that using a Message event command uses up 28 bytes + 4 more bytes per every 3 characters. (This is for double-byte Japanese, so English might take up less space.)














