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Moving on [aka goodbye rm2k3]
But I kind of like your Rm2k3 projects?
Sure they are kind of limited, but they still look (and work!) awesome.
though I am not the one to talk; as always old pixels graphics > Newer high-res (like RMVX ACE sprites) in my heart.
Maybe move on to something where you can sell for profit perhaps? I know I'd do that but I am too lazy/bad at (learning) programming.
Sure they are kind of limited, but they still look (and work!) awesome.
though I am not the one to talk; as always old pixels graphics > Newer high-res (like RMVX ACE sprites) in my heart.
Maybe move on to something where you can sell for profit perhaps? I know I'd do that but I am too lazy/bad at (learning) programming.
[Rpg maker 2003] Change battler?
Change class should work fine.
If you are talking about change the walking sprite, just use the event change sprite association in event.
For battler, change the class (keep the stats similar to the old one; better if you use custom stat gain or something).
Quite simple really.
Alternatively, you can use your own suggestion and just use a new character entirely.
Although this may ruin some...advanced coding (if any).
If you are talking about change the walking sprite, just use the event change sprite association in event.
For battler, change the class (keep the stats similar to the old one; better if you use custom stat gain or something).
Quite simple really.
Alternatively, you can use your own suggestion and just use a new character entirely.
Although this may ruin some...advanced coding (if any).
Rainbow Nightmare: Libra
I mis-clicked (no, really) RMN today and I saw a download.
You are still working on RN after all these years.
Also still in Rm2k3.
F*cking Amazing, TFT.
You are still working on RN after all these years.
Also still in Rm2k3.
F*cking Amazing, TFT.
+++ DynRPG - The RM2k3 Plugin SDK +++
@DragonHeartman
Yeah, Tradition mode doesn't show MP, but now you have to use battlechar to show status instead of words in before the HP (not a bad tradeoff really).
@EssenceBlade
I have to admit that I gave up after the first hour looking at some tutorial (no programming background, no clue where to start). It's all magic to me; for now.
----
I am going to sound like a lazy prick, but I think I'd rather wait for someone to make some battle related Plugin and start learning from there.
Honestly, I am kind of excited about DynRPG, but at the same time kind of disappointed with lack of completed plugins/examples. Then again, people might prefer to keep their work secret until they release their project or something.
Actually, writing this got me thinking if someone would make some beginner tutorials about using DynRPG from getting started to making small plugins/mods. That's be super.
Yeah, Tradition mode doesn't show MP, but now you have to use battlechar to show status instead of words in before the HP (not a bad tradeoff really).
@EssenceBlade
I have to admit that I gave up after the first hour looking at some tutorial (no programming background, no clue where to start). It's all magic to me; for now.
----
I am going to sound like a lazy prick, but I think I'd rather wait for someone to make some battle related Plugin and start learning from there.
Honestly, I am kind of excited about DynRPG, but at the same time kind of disappointed with lack of completed plugins/examples. Then again, people might prefer to keep their work secret until they release their project or something.
Actually, writing this got me thinking if someone would make some beginner tutorials about using DynRPG from getting started to making small plugins/mods. That's be super.
Resource Museum
+++ DynRPG - The RM2k3 Plugin SDK +++
@DragonHeartman
Hmm, so the editor is still off limits; we can add stuff into it, but indirectly. I guess that's how I understand the DynRPG from your post.
Harumph, maybe I should start looking at C++ now.
Note: I was thinking of a skill that consume additional gauge (well, it's something like your EP). As "EP" rises, more and more skills are added, but using them consumes the "EP" in the process.
I think there is no way to do this in RM2k3 (you can subtract the "EP" base on if hero use the command (subset) but the fact that you can not assign "EP" cost to individual skill remains).
Hopefully DynRPG is not that hard to write on.
Hmm, so the editor is still off limits; we can add stuff into it, but indirectly. I guess that's how I understand the DynRPG from your post.
Harumph, maybe I should start looking at C++ now.
Note: I was thinking of a skill that consume additional gauge (well, it's something like your EP). As "EP" rises, more and more skills are added, but using them consumes the "EP" in the process.
I think there is no way to do this in RM2k3 (you can subtract the "EP" base on if hero use the command (subset) but the fact that you can not assign "EP" cost to individual skill remains).
Hopefully DynRPG is not that hard to write on.
+++ DynRPG - The RM2k3 Plugin SDK +++
@Feldschlacht IV
Indeed, most of the stuff I want from the plugin is basically DBS mods. Other aspect doesn't pique my interest as much
@DragonHeartman
That looks really neat. I like how you organized the DBS menu; it's *_*
But yeah, I have no experience in C++, so this stuff is moon for me. Still, just like in the past, I learn mostly from reverse engineering (Rm2k3), so if you release that threat.dll, please do let us know.
Speaking of which, does it function like the RM Patch? I.e. if someone without the patch (in this case plugin) edit your game, (does it revert back to original value ex. david and goliath patch) or... what would happen?
EDIT
To add to your long list of request, here's another one (two):
It always bugs me that to set a skill as "Switch", you'd need to assign it to skill subset (which cause clusterfuck) because it also includes EVERY skill you have in the other subset. This is redundant
And two, is it possible to add (and I am assuming this will be a big pain) "IF" condition when the player use a specific skill (that is also functional as battle skill).
To elaborate, if I recall correctly, setting skill as "Switch" = no targetting. Like in Alter Aila, the only way to do this is via how much MP has been reduced (to determine which skill is used). Not sure how effective it is, but I am assuming it is prone to error if you have MP Degen?
Basically, allowing the editor to activate a condition if a specific skill is used (though kind of impossible methink; due to the huge database). Ex. Arts sparking/learning system in Romancing SaGa Series (use a skill, might learn a better one down the line in battle)
Indeed, most of the stuff I want from the plugin is basically DBS mods. Other aspect doesn't pique my interest as much
@DragonHeartman
That looks really neat. I like how you organized the DBS menu; it's *_*
But yeah, I have no experience in C++, so this stuff is moon for me. Still, just like in the past, I learn mostly from reverse engineering (Rm2k3), so if you release that threat.dll, please do let us know.
Speaking of which, does it function like the RM Patch? I.e. if someone without the patch (in this case plugin) edit your game, (does it revert back to original value ex. david and goliath patch) or... what would happen?
EDIT
To add to your long list of request, here's another one (two):
It always bugs me that to set a skill as "Switch", you'd need to assign it to skill subset (which cause clusterfuck) because it also includes EVERY skill you have in the other subset. This is redundant
And two, is it possible to add (and I am assuming this will be a big pain) "IF" condition when the player use a specific skill (that is also functional as battle skill).
To elaborate, if I recall correctly, setting skill as "Switch" = no targetting. Like in Alter Aila, the only way to do this is via how much MP has been reduced (to determine which skill is used). Not sure how effective it is, but I am assuming it is prone to error if you have MP Degen?
Basically, allowing the editor to activate a condition if a specific skill is used (though kind of impossible methink; due to the huge database). Ex. Arts sparking/learning system in Romancing SaGa Series (use a skill, might learn a better one down the line in battle)
[Contest] RPG Making Competition with Prizes RPG4D
I understand about the custom content thing, but no RM2k3 ?
Oh well, but damn, I think Enterbrain should declare Rm2k3 as abandon-ware already.
Oh well, but damn, I think Enterbrain should declare Rm2k3 as abandon-ware already.
[Contest] RPG Making Competition with Prizes RPG4D
What are you thinking about? (game development edition)
Calunio's post reminds me of Derek yu's Finishing A game Article
Especially regarding the overlap between the games "I want to make", Games that "I want to have made" and Games "I am good at making".
But sometimes (and to my dismay) there is no overlap. Mainly the "good at making" part.
Especially regarding the overlap between the games "I want to make", Games that "I want to have made" and Games "I am good at making".
But sometimes (and to my dismay) there is no overlap. Mainly the "good at making" part.














