HOW TO MAKE RM2K/3 WORK FOR YOU
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This is the weirdest way to trollbait rpgmaker 2k3 users. AARG why does JAVA Auto Update keep popping up asking me to allow or cancel changes to my computer!? I already did that why do you keep asking? Stop updating so much.
Anyways, why didn't you just wait until you finished writing the whole article and post it to articles instead of write half of it and wait for people to start a few flamez?
Anyways, why didn't you just wait until you finished writing the whole article and post it to articles instead of write half of it and wait for people to start a few flamez?
post=212597
This is the weirdest way to trollbait rpgmaker 2k3 users. AARG why does JAVA Auto Update keep popping up asking me to allow or cancel changes to my computer!? I already did that why do you keep asking? Stop updating so much.
Anyways, why didn't you just wait until you finished writing the whole article and post it to articles instead of write half of it and wait for people to start a few flamez?
That, and if you're going to complain about the engine at every turn, I'd rather you not write it at all. I know how you feel about the program and there's nothing wrong with suggesting an alternative, but I'd like the whole thing to at least pretend to be impartial. Engine whining is old shit and shouldn't be supported.
I love ya bro, but I'm just sayin'!
With RPG Maker 2003, there's really one only fatal flaw (fatal meaning it will actually kill ideas). It's a 7 year old engine built on a 10 year old old base that uses some even more archaic form of graphic and audio processing. While it was made in the early 2000s, the technology it was based on was invented in that akward time period when DirectX didn't really catch on that well. I'm really wondering how it's doing its graphics and things.
When RPG Maker XP came about, notice how different the engine felt and sounded. MIDIs were put through DirectSound (nice reverb), and the graphics had better support. Ever since 3D accelerators came standard, 2D and 3D graphics have been unified into a single Direct3D interface. To do 2D, you need only create the scene with z=0 using an orthographic WorldView matrix, and excluding the z-buffer testing from fragment to framebuffer processing. Lots of neat tricks became easy such as rotation, blending, and now you can have shaders.
Perhaps I might be exaggerating when I say fatal, but we shall see if the day when the RM2k/3 technology goes the way of MSDOS and quits working to the point where you have to emulate it. I'm surprised it has been holding up so well though, it barely escaped the sinking ship that doomed games based on the ancient driver models of the 90s.
Notice how anything using Direct3D/OpenGL pretty much just works as well as it did a decade ago. What I am saying is that RM2K3 might crumble into dust from age, but RPG Maker XP and up could last as long as the line of Windows operating systems will. You may discard my opinion like any other, but discard the warning of a game engineer at your own peril.
When RPG Maker XP came about, notice how different the engine felt and sounded. MIDIs were put through DirectSound (nice reverb), and the graphics had better support. Ever since 3D accelerators came standard, 2D and 3D graphics have been unified into a single Direct3D interface. To do 2D, you need only create the scene with z=0 using an orthographic WorldView matrix, and excluding the z-buffer testing from fragment to framebuffer processing. Lots of neat tricks became easy such as rotation, blending, and now you can have shaders.
Perhaps I might be exaggerating when I say fatal, but we shall see if the day when the RM2k/3 technology goes the way of MSDOS and quits working to the point where you have to emulate it. I'm surprised it has been holding up so well though, it barely escaped the sinking ship that doomed games based on the ancient driver models of the 90s.
Notice how anything using Direct3D/OpenGL pretty much just works as well as it did a decade ago. What I am saying is that RM2K3 might crumble into dust from age, but RPG Maker XP and up could last as long as the line of Windows operating systems will. You may discard my opinion like any other, but discard the warning of a game engineer at your own peril.
Pretty sure from the time I spent hacking around with RM2k3 it uses an early version of DirectDraw for the graphics, but its been awhile. That point really does need to be emphasized more though!
On a related note, RM2k/2k3 flicker horribly on my video card so I have to switch to using the crappy integrated mobo graphics,
On a related note, RM2k/2k3 flicker horribly on my video card so I have to switch to using the crappy integrated mobo graphics,
There's lots of stuff that DirectDraw doesn't provide which RM2K3 implements, so I'm sure there's lots of things they had to implement in software. At least nothing I have heard about since I've actually written stuff in DirectDraw 7. There's VOGONs writing implementations for ancient DirectDraw / other 2D graphics libraries so that other old apps even work at all (pretend implementations that really just use OpenGL which is the 3D stuff I mentioned earlier).
post=214444I am glad that we are on the same page then. I look forward to the article!
If I made it an article, I'd have to support people referencing it. And finish it.
Thanks Craze, this is collected topic of pro skills that should have been added a while ago
i've figured out a lot of abusable glitches in 2k3 that can help people who try to code in it. all I can remember right now is:
- If you're programming events for a battle and you want to use some of the Standard Events (not just Battle Events) you can use Call Common Event to call Common Events from your Database. This might not sound like much, but it allows you to:
-process Key Input while in battle (want to make a Sabin-style Blitz command, or a FFX Limit Break?)
-Check more specific Conditional Branches (like Hero in Party, Hero has Condition, and Timers)
If you're careful and you do it right (some events will break the battle) you can make much more dynamic battles. You still can't display pictures, though :/
i've figured out a lot of abusable glitches in 2k3 that can help people who try to code in it. all I can remember right now is:
- If you're programming events for a battle and you want to use some of the Standard Events (not just Battle Events) you can use Call Common Event to call Common Events from your Database. This might not sound like much, but it allows you to:
-process Key Input while in battle (want to make a Sabin-style Blitz command, or a FFX Limit Break?)
-Check more specific Conditional Branches (like Hero in Party, Hero has Condition, and Timers)
If you're careful and you do it right (some events will break the battle) you can make much more dynamic battles. You still can't display pictures, though :/


















