Creator of Ara Fell, Rise of the Third Power, and a lot of failed projects.
Ara Fell
A 16-bit era, Japanese-style roleplaying game set in a magical world floating above the clouds.


[Rm2k3] Anyone know what font the official version uses?

Maybe this is obvious and right in front of my face, but I can't find it anywhere.

[RM2K3] [Paid] Looking for expression artists and Promo artwork for Rise of the Third Power

Hey folks!

I'm looking to replace the faces currently used in Rise of the Third Power (which can be downloaded here on RMN). I'm going to need about 120 or so different expressions between several characters; preferably with as few copy/pasted base faces as possible.

I'd prefer busts rather than RPG Maker 2003's default 48x48 faces.

The position will be paid and will be expected to be completed 6 months after taking it. We can discuss pricing in private. Feel free to send me a PM here if you're interested!

Question regarding leveling up and stat increases.

So, the title probably isn't clear, but this is what I mean.

In Ara Fell, every time you level up, you gain a skill point. Presently, you can level up any attribute (strength, intelligence, etc) as much as you want, with the exception of Seri Kesu, whose magic pool maxes out at 999, which could be achieved after leveling her Magic stat 12 times.

Some of the feedback I've received from Ara Fell's beta suggests that people are inclined to just max the stats of what they think the characters are best at. Lita, a quick, high damage archer, encourages players to raise her AGI and ATK stats, and ignore the rest.

This isn't inherently a problem, but it does encourage players to build their characters in ways that are sub-optimal. I don't mind if players do build their characters this way, but I don't want them to be encouraged to build this way.

Every stat is useful for every character. Increasing your Magic pool causes you to regenerate more per turn, for example. All damaging abilities scale much more with INT than with ATK.

What I'd like to do is make a generalizable system so that you can only raise a stat so high as regulated by some level cap. For example, maybe if you're <= level 10, your ATK can only be raised a maximum of 5 times, and <= level 20, a max of 10 times, etc.

Anyway, I was wondering if anyone had any ideas or thoughts on this. I'm not sure the best way of going about this from a design perspective.

Starcraft. You. Me. Tonight.

My friend and I have been itching to play Starcraft again... So we decided to get a game going tonight. Maybe even something we'd do regularly once a week or something. If any of you have your original disks, Broodwars and a connection, you should come play with us tonight! Both my friend and I are dreadfully out of practice, so don't worry if you're rusty. =P

Anyway, if anybody is actually interested, I'll figure out a channel name and such.

(We're looking specifically for some 2v2 Lost Temple)

BadLuck's Music Topic

Hi guys! I don't post here often, but I WILL be maintaining this particular topic...

Recently, I decided to try and better my composition skills so that one day, I'll be good enough to compose Ara Fell: First Light (AFXP)'s soundtrack myself. I know it'll take several months of practice, but I think I can do it... So I'll be posting my progress here!

I'd love feedback, criticism, encouragement or just general conversation about this sort of thing.

So anyway, here's my first song! It took me about 4 hours to make with Fruity Loops. The music is FL standard midi with a few effects thrown in. It was my first song in about 8 years... It's not finished and since it was composed with the demo version of FL, I can't save it as a project file... it was only exported as an MP3.

There are definitely some problems with it... I have a habit of writing really repetitive songs, so I tried to rememdy that with this a bit. I've been told it sounds Day 1: 2/28/08 like an old school space shooter or something.

Anyway, here it is!

EDIT: I made this everything I've done so far...

Day 1: 2/28/08:

Day 2: 2/29/08:

Day 4: 3/2/08:

Day 6: 3/4/08:

Day 7: 3/6/08:

[HELP]Making Rm2k3 Games playable without rm2k3.

Well, since there's no help forum, I have to ask this here. (Maybe making a help forum would be a good idea.)

Anyway, I want to make my RPG Maker 2003 game playable for someone who doesn't have the engine or RTP. I know this means including every RTP file used, but I do believe there's a few more steps. No idea what they are, though. Anyone know how to do it?


It took you four years, and it's the right time of year... almost like you graduated!

Now fix all the bugs. :(
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