WHICH VERSION?

Posts

tardis
is it too late for ironhide facepalm
308
@FG-
Well put, you bring up a very good point. I am a sucker for the rm2k/3 character style, though. Totally brings back fond memories of FFVI for me.
I prefer 2k3 character style. Somehow it's the one that seems less childish and more aestetically elegant. But I can live with most XP characters, and there's good 3rd party tools to create new ones.

In the mapping matters I agree with both tardis and FG, cuz on one hand you have many good looking tiles in 2k3, they seem less square and autotiles don't create many obvious corners. Also, perhaps cuz they are smaller, they seem more noisy, which helps the final product seem more filled with stuff and atractive. This makes it easier to make a reasonably good looking map in 2k3 in quite little time.

On the other hand XP gives you more freedom for creativity, detail and diversity. However, its 32x32 tiles can leave you with a much empty looking map, especially stock tiles. And autotiles (especially water) create obvious bad looking corners that'll make nature seem totally unnatural.

So I agree with tardis, you can make a good looking map in 2k3, even with stock tiles. But I also agree with FG, if you're an efficient developer you can make it look good in any maker. You just have to adapt to it's capabilities and find the way to get it looking better.

Unfortunately for me, I just can't get a hold on XP's water autotiles and take out those annoying squarish corners. Which rly saddens me... and makes me wonder if I shouldn't be making it in 2k3... :p
I really don't like RMXP's framerate; turns me off to the program entirely.
post=91586
I really don't like RMXP's framerate; turns me off to the program entirely.


Can you elaborate on this? I'm not entirely sure what you mean.
RMXP is kind of choppy.

e.g. RMVX runs at 60 FPS, RMXP runs at about 20-40 depending on what anti-lag script you are using and how much eventing crap you are doing.

Of course, you can always destroy 2k3's and VX's frame rate, too, but if you're careful it shouldn't be a problem.
post=91631
RMXP is kind of choppy.
you can always destroy 2k3's and VS's frame rate, too, but if you're careful it shouldn't be a problem.

I did that! About 20 parallel events should do it.
XP's framerate can be adjusted by throwing this little code snippet into Main.

Graphics.frame_rate = x

As for the choppiness, I tend to suffer the same amount in both XP and VX, and I find you can avoid all of that if you set up your maps efficiently in the first place. I can't remember ever lagging in rm2k/2k3 (and my computer is terrible).

Though I suppose it is dangerous for newcomers since they may accidentally lag their game to death without realizing what's going on.
I'm using Sphere but I have a lot of nice memories from RM2K3. I still think it's the most fun to use RPG Maker. Sure, it doesn't have the scripting option, but that's not what I'm looking for in an RM* program anyway. It's default battle system is actually very good and with some edits it could be even better. The screen resolution is just right for a 2D SNES style PC game. It's actually quiet flexible (within it's context) when you learn how to use it.

I think that if you really have a story for your game and you actually want to complete it, using RM2K3, with the default battle system and everything, will give you a real good chance to do so and come out with a decent game.
Funny you say that, I have always included that method of reducing lag in my readme.
tardis
is it too late for ironhide facepalm
308
post=91631
Of course, you can always destroy 2k3's and VX's frame rate, too, but if you're careful it shouldn't be a problem.


Oh god, that's so much fun. Creating a game with the sole purpose of absolutely raping my old computer into the ground, now that's good stuff. 3+ parallel events all changing the panorama every .01 seconds to increasingly larger images, that's a good start.
post=91825
post=91631
Of course, you can always destroy 2k3's and VX's frame rate, too, but if you're careful it shouldn't be a problem.
Oh god, that's so much fun. Creating a game with the sole purpose of absolutely raping my old computer into the ground, now that's good stuff. 3+ parallel events all changing the panorama every .01 seconds to increasingly larger images, that's a good start.

That's so awesome.
tardis
is it too late for ironhide facepalm
308
post=91849
post=91825
post=91631
Of course, you can always destroy 2k3's and VX's frame rate, too, but if you're careful it shouldn't be a problem.
Oh god, that's so much fun. Creating a game with the sole purpose of absolutely raping my old computer into the ground, now that's good stuff. 3+ parallel events all changing the panorama every .01 seconds to increasingly larger images, that's a good start.
That's so awesome.


Oh believe me... It is. :D
I've only ever BSOD'd once with RM. I was running four Adobe CS2 programs at once at the time, on a 5 year old Dell Inspiron 8400.
I use RPG Maker 2003 because if I'm going to make a game using RPG Maker it might as well be the one I have fond memories of. If I want to do anything more grand I can just program it myself in C.
post=91100
XP is my preferred maker. I hear that VX has improved scripting capabilities, but thus far I haven't found anything that couldn't be done in XP.

I'm not sure why everyone is in love with rm2k3 battle system. It tends to be far slower paced than even its predecessor and you pretty much have to work around rather than with the default damage equations in order to make something that is balanced fairly well. I've also seen countless promising projects destroyed by a limited understanding of how broken the Agility stat is compared to everything else.

Since I can jump into XP and manually edit the default battle system (allow skills to crit, make Guarding actually worth doing, etc.), it wins hands down for me. Not to mention scripting allows for a few amazing minigames.


Dude makingyur own spells dont take long
I...don't see any point in my post in which I mention making spells.
You said the database in rpg 2k3 is unbalanced at defualt therefore the default spells.

"default damage equations "therefore the spells and as for not being able to get 9999 damage with melee just lower player health to 5k from 10k at max level not hard.


How does broken agility stat work iv got a limit of 50 on my game with everything adjusted to that and it seams to run perfectly.
Default damage equations=battle formulas.

Sample:
Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)

In rm2k/2k3 you cannot change this. This is a problem because both the defense and intelligence stats are woefully underpowered, and the influence of Attack on skills is also relatively small. This leads to skills to relying primarily on the Effect Rating, which of course means as the game progresses old skills quickly become useless.

As for Agility, it is hands down the most powerful stat in rm2k3, largely because of issues with the default battle system I just described. Many people do not understand this and it breaks a lot of games, particularly those which allow character customization and let you grow your Agility stat as fast as everything else.

Can you make a great battle system in rm2k3? You can, see Cyber Factor. But it requires a deeper understanding of the battle mechanics than any amateur developer should have to deal with.