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[RM2K3] Where can I buy a non-Steam version of RPGMaker 2003?
Because of the amount of time I have invested in my game, and my background in law I have a bit of an issue with the concept that Steam is essentially 'renting' me the use of RPGMaker 2003.
I would prefer to have a physical copy of my own that I can use independently of Steam, should a day come I decide to stop using their services. Does anyone know if such a site exists? I had heard Kadokawa was offering it for sale, but I cannot seem to find the website as of today.
Don't get me wrong, I do appreciate the fact that it is on Steam; but I am also very much a firm believer in having one's possessions firmly in their hands. This is partially due to Steam ending service on Windows 8.1 and stating that I must upgrade from Windows 8.1 or lose all access to my titles in 180 or so days. That I don't appreciate in the slightest, since I do not currently possess the means to upgrade due to the high cost of living in my area and so it very much feels like Steam is taking my investments hostage.
I would prefer to have a physical copy of my own that I can use independently of Steam, should a day come I decide to stop using their services. Does anyone know if such a site exists? I had heard Kadokawa was offering it for sale, but I cannot seem to find the website as of today.
Don't get me wrong, I do appreciate the fact that it is on Steam; but I am also very much a firm believer in having one's possessions firmly in their hands. This is partially due to Steam ending service on Windows 8.1 and stating that I must upgrade from Windows 8.1 or lose all access to my titles in 180 or so days. That I don't appreciate in the slightest, since I do not currently possess the means to upgrade due to the high cost of living in my area and so it very much feels like Steam is taking my investments hostage.
Creating a Step Counter
This deals with RPGMaker 2003.
I tried using Digital Koifish's tutorial, but for some reason it did not work. Basically what I need this time, is a simple way to see how many steps the player has taken so that after a certain number, an event fires. Essentially, I'm creating an area of the game that is very reminiscent to Breath of Fire 3's infamous desert of death, where you have to conserve your supplies to make it through.
So for a resource such as say.. Water, I'd like it to deplete every 20 or so steps, but not deplete if the player stands still. The problem is, everything I've tried doesn't seem to correctly count the steps when I do a X Coordinate = to Stored X coord, with a branch of +1 when it does not.
If anyone knows a way to create a simple step counter that I can turn on and off as needed (don't want the player informed they need water if they are in the ocean after all. xD), I would really appreciate it. Preference for the simplest and least obtrusive means to achieve this. as I have all sorts of other variable saves in this particular area, and I'd like to keep things as de-cluttered as I possibly can.
Thank you in advance folks. Have a great one!
I tried using Digital Koifish's tutorial, but for some reason it did not work. Basically what I need this time, is a simple way to see how many steps the player has taken so that after a certain number, an event fires. Essentially, I'm creating an area of the game that is very reminiscent to Breath of Fire 3's infamous desert of death, where you have to conserve your supplies to make it through.
So for a resource such as say.. Water, I'd like it to deplete every 20 or so steps, but not deplete if the player stands still. The problem is, everything I've tried doesn't seem to correctly count the steps when I do a X Coordinate = to Stored X coord, with a branch of +1 when it does not.
If anyone knows a way to create a simple step counter that I can turn on and off as needed (don't want the player informed they need water if they are in the ocean after all. xD), I would really appreciate it. Preference for the simplest and least obtrusive means to achieve this. as I have all sorts of other variable saves in this particular area, and I'd like to keep things as de-cluttered as I possibly can.
Thank you in advance folks. Have a great one!
Just a small general inquiry about RPGMaker 2003
Just a small general inquiry about RPGMaker 2003
I'm a poor fellow, so I haven't got the cash atm to check myself; but Microsoft insists on reminding me that service is ending for Windows 8.1. Question is really simple. Does the Steam RPGMaker2003 work on Windows 11 and 10?
Thanks in advance guys.
Thanks in advance guys.
[RM2K] Escape / Row Bugs or Corruption?
I've just about got my battle system the way I want, but I ran into a few more problems. First big one being that Escape is always Greyed Out when I use Menu System B. I've checked everything and even with escape enabled it still is greyed out. When I do a fresh Project however it fixes itself. Any ideas why this is?
The second issue deals with RPG2003's core. I saw that Cherry made a patch, but is there any way to remove Row from the character actions? Right now I have "Fight" "Auto" and "Row". Since I have no desire for Row to be in the game at all, I'd prefer it to be Escape.
Problem is I've run out of room and the default action of "Change" in the Classes Tab is always turned to Row. Is there any way I can disable that or better still make "Change" default to Escape and behave under the same parameters?
If I can solve this I think I'll have most of the game's framework in place.
Alright, I applied Cherry's Patch here. That took care of Row thankfully.
https://forums.rpgmakerweb.com/index.php?threads/remove-row-command-from-battle.87342/
The only remaining issue I have is that on the Fight / Auto / Escape Screen on System B, Escape completely ignores my Map specifications and is always grayed out, except for when I run a battle-test. Thus this makes it impossible to run from anything on the Overworld.
Any ideas or patches that will fix this?
Applied another of Cherry's Patches which solved the Preemptive Attack ONLY Escape, issue. You can find that patch here: http://cherrytree.at/cms/download/2010/03/15/dl-12-noautobattle-patch.html?did=12
Looks like my ultimate issue is that I need One more Tab. I had it with Row, but now that it's gone I have nothing. Anyone know if Cherry ever made a Patch that allows one to set Change to Escape? If I can get that change done, I'll be in good shape.
Otherwise I'll have to figure something else out. Thanks for reading guys!
The second issue deals with RPG2003's core. I saw that Cherry made a patch, but is there any way to remove Row from the character actions? Right now I have "Fight" "Auto" and "Row". Since I have no desire for Row to be in the game at all, I'd prefer it to be Escape.
Problem is I've run out of room and the default action of "Change" in the Classes Tab is always turned to Row. Is there any way I can disable that or better still make "Change" default to Escape and behave under the same parameters?
If I can solve this I think I'll have most of the game's framework in place.
Alright, I applied Cherry's Patch here. That took care of Row thankfully.
https://forums.rpgmakerweb.com/index.php?threads/remove-row-command-from-battle.87342/
The only remaining issue I have is that on the Fight / Auto / Escape Screen on System B, Escape completely ignores my Map specifications and is always grayed out, except for when I run a battle-test. Thus this makes it impossible to run from anything on the Overworld.
Any ideas or patches that will fix this?
Applied another of Cherry's Patches which solved the Preemptive Attack ONLY Escape, issue. You can find that patch here: http://cherrytree.at/cms/download/2010/03/15/dl-12-noautobattle-patch.html?did=12
Looks like my ultimate issue is that I need One more Tab. I had it with Row, but now that it's gone I have nothing. Anyone know if Cherry ever made a Patch that allows one to set Change to Escape? If I can get that change done, I'll be in good shape.
Otherwise I'll have to figure something else out. Thanks for reading guys!
[RM2K3] Blitz Mechanic? Channel Time on Magic?
I've been working on off over the years on a private project. I would really like to try and distance myself from instant cast abilities, such that RPGMaker 2003 does at the default. Is it possible to apply a casting time to spells so that it takes X rounds before a spell completes?
Like lets use Rydia for an example from FFIV. She starts to cast Bahamut but in FFIV it takes something like 2-3 battle rounds before completing the spell and casting. I'd like the spell to take at least 5-7 rounds before it completes, rather than the character being able to go "Lol. Bahamut. Bahamut. Bahamut." repeatedly.
Also, tied to this quandary is there any way to program the battle engine so that I could create a facsimile of say Sabin's Blitz Techniques of FFVI fame, where you have to input a code of some form to access and use the Blitz in question. I feel like this will spruce up the combat mode nicely.
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
Like lets use Rydia for an example from FFIV. She starts to cast Bahamut but in FFIV it takes something like 2-3 battle rounds before completing the spell and casting. I'd like the spell to take at least 5-7 rounds before it completes, rather than the character being able to go "Lol. Bahamut. Bahamut. Bahamut." repeatedly.
Also, tied to this quandary is there any way to program the battle engine so that I could create a facsimile of say Sabin's Blitz Techniques of FFVI fame, where you have to input a code of some form to access and use the Blitz in question. I feel like this will spruce up the combat mode nicely.
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
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