HOW OFTEN A COMPLETE GAME MADE ON RMN 2003 USES THE ORIGINAL BATTLE SYSTEM?
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Hi, I'm very not knowledgeable about the games that have been made on the program even if I'm making one since more than a decade now. But I want to know a fact, how common it is that a finished game made on 2003 uses the original battle system.
I, myself, use it even if I'm making some sort of "pokemon" game, so the battle system has some unique things going on, I think the battle system is very underated, of course it has plenty of issues as well but it's been a time saver for me and couldn't even reach the point I'm at if I didn't do it this way.
So, basically I'd like anyone to share their knowledge about how common it is. What games you know are finished and considered serious work (not looking for some joke game or very short ones) that use this system.
I would appreciate this a lot, thank you in advance.
I, myself, use it even if I'm making some sort of "pokemon" game, so the battle system has some unique things going on, I think the battle system is very underated, of course it has plenty of issues as well but it's been a time saver for me and couldn't even reach the point I'm at if I didn't do it this way.
So, basically I'd like anyone to share their knowledge about how common it is. What games you know are finished and considered serious work (not looking for some joke game or very short ones) that use this system.
I would appreciate this a lot, thank you in advance.
Broadly, it's impossible to know. If you count games that look like actual effort went into them and that people will actually know...from personal experience...I'd say roughly half of them. The battle system is pretty decent as long as you've balanced out the characters, but it's basic, and it can get boring if it's the same thing game after game. Personally, I've never tried to make a custom battle system on 2k/3, though I do it all the time in VX Ace, but I try to change the game up pretty often.
A very small minority bother with custom battle systems from the ground up for completed games. A lot of them usually show up in the form of test demos or mostly unfinished. The fact of the matter is that the default battle will save you time. More time to make the actual content more time to balance/test etc. RPGs are already hard enough to make so I don't know why you'd be hesistant to take the most obvious shortcut RPG Maker offers.
Thank you! :)
So it didn't change a lot from 15 years ago, I guess. Custom battle systems are still hot but unless it is for a 3 hour game they are likely not be used in bigger scope game, let's say 30 hours or so.
I think you can use some creative things to makeit a least a bit different than the vanilla version, for instance I use battle anims for every characters so their animations are not just the 3 frames you have normally. I also made a simple event in battle that makes the enemies "shake" when it is their turn so it looks like they are actually moving to hit you rather than just flashing.
Sometimes you can have a different feel just with the help of visuals.
My game being some kind of Pokemoin clone I have a capture mechanic which applies and change the overall feel.
So it didn't change a lot from 15 years ago, I guess. Custom battle systems are still hot but unless it is for a 3 hour game they are likely not be used in bigger scope game, let's say 30 hours or so.
I think you can use some creative things to makeit a least a bit different than the vanilla version, for instance I use battle anims for every characters so their animations are not just the 3 frames you have normally. I also made a simple event in battle that makes the enemies "shake" when it is their turn so it looks like they are actually moving to hit you rather than just flashing.
Sometimes you can have a different feel just with the help of visuals.
My game being some kind of Pokemoin clone I have a capture mechanic which applies and change the overall feel.
I forgot to mention there is the inbetween, which is Maniac Patch (some chinese wizardy that modifies and adds functionality like new event commands to RM2K3 but I think breaks the EULA?) and DynRPG that allows for custom plugins made in C++ to modify the game itself. However like the more modern RPG Makers you'll rely on others to make whatever plugins that happen to be available unless you fancy learning C++.
This basically means you can modify the existing DBS to allow for stuff like animated monsters or anything you can think of pertaining to the actual system. It is growing in popularity with upcoming releases like Nihilo or Beloved Rapture. They likely mess with DynRPG. Though something like Theia I think still uses the bread and butter DBS and it's still a sucessful game, it uses the animation tricks that you mentioned very effectively.
But yeah if you're desperate for some fixes to the battle system then there's still a possibility that there's a fix for it.
This basically means you can modify the existing DBS to allow for stuff like animated monsters or anything you can think of pertaining to the actual system. It is growing in popularity with upcoming releases like Nihilo or Beloved Rapture. They likely mess with DynRPG. Though something like Theia I think still uses the bread and butter DBS and it's still a sucessful game, it uses the animation tricks that you mentioned very effectively.
But yeah if you're desperate for some fixes to the battle system then there's still a possibility that there's a fix for it.
I use DynRPG actually but mostly for outside battle menus. Mostly because half the game was made before integrating it. This is a great add-on! I'll check these games you mentionned. DynRPG for battles must be such a nice upgrade.
(btw, the fix I was looking for was found, it was the old defense/intelligence stat swap thing I forgot lol)
(btw, the fix I was looking for was found, it was the old defense/intelligence stat swap thing I forgot lol)
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