ESSENCEBLADE'S PROFILE

Hai-ho! The name's essence.

I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.

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[Rm2k3] Battle animations

Hmm, I can't exactly remember what I did to make my bosses die specifically, but If I remember, I made a show picture animation in battles using a patch which Cherry made.

Though you can use your method, but you may have to set that animation or "dead monster" to a variable or switch. So for example, Monster A dies;

Switch Oper:001 "Monster Dead" ON

So when that switch is on, make another conditional branch in the battle page and make it so if 001 "Monster Dead" is ON, play the battle animation, and then switch the switch off. But the you'd probably have to "initialize" all the switches at the start of battle. I'll have to do some testing later.

To make "hurt" animations for characters, that's a different story. I found 2k3's default animations tab rather lacking, I decided to turn my characters into battle animation sheets and use those instead. With the characters poses and stuff all set to battle animations, it allows you to customize a bit more instead of being limited to three frames. Though using battle animations is trickier and takes a bit of positioning.

I mostly decided to do this because I wanted my characters to do things while in their idle stance apart from bopping up and down, as well as combo hit animations which may require different poses. You make all the animations you want for characters in the animations tab (I'd recommend dividing them into specific sections)and naming them respectively.

Basically, get all the sprites for your "hurt" animation from the battle sprite sheet, and make an animation sheet. Then like any other animation, add sounds and a flash at the moment of impact.

I found this the easiest work around. Because there is no way to "detect" whom has been hit and which sound to play in RPG Maker without lines of code.

[DynRPG Plugin]Text Plugin

A...I..F...W...H...

Kazesui, this is amaziiing :D

Well done for this. I don't really use 2003 all that much any more, but these are the types of things that want me to stay on it. No more 90 gazillion pictures for freakin' CBSes! Text that displays name areas and, you can even add name tags about NPCS.

This is a life saver, Kazesui. Many, many thanks.

Panorama Size

Remember that increasing the panorama size may affect the size of your game in general. I remember playing a game where a panorama was 20MB large for a dynamic world map. Not too much of a problem at the start. But toward the finalized product, it can be a problem.

The Screenshot Topic Returns

@Lotus_Games; Wow, just... wow. That video seriously felt like I'd just walked into a game shop and paid £20 for a DS Game I liked the look of. Well done. I'm curious as to where this went. The sprite perspective is ever so slightly off, but who cares!

@benos; Did you create it in photoshop? I always do that so that the text is on a layer above the picture. I learned that after spending 3 hours on a logo only to save it as just a PNG behind a picture, and well... the text was overlapping a custom title screen I did.

[rm2k3] Dealing with lag

When you set an event's animation type to Continuous. It does cause lag.

Noobie DynRPG question? Statistics related.

Hmm, it may change the way the Database sends information to your game. With that specific maker, so all RPG_RT's inherit the 2003.exe's modifications, I'm not too sure as I haven't avidly tested it. If you have two computers you can try test if they carry it over.

Noobie DynRPG question? Statistics related.

Yes, because the changes are being made to the RPG_RT, not RPG2003.exe.

[Rm2k3]

I'm afraid that's the best form you'll get. other than that you can get some information off of the website Cherry hosts his patches.

author=Cherry
This patch includes everything you need for creating your own title screen

The standard title screen will be skipped, the game starts directly at the start map.


You can call the load menu from an event script.

You can exit the game from an event script.

BetterAEP is a stand-alone patch. You don’t need any other patch to get it working. If you want to combine it with another patch, apply BetterAEP first.

To call the loading menu or exit the game, the event command “Stop Parallel Events” (or “Stop Event” in some versions) and the variable no. 3350 is used. This variable has been chosen, because most of the games don’t use it.

If variable no. 3350 contains the value 1 when “Stop Parallel Events” is called, the load menu will pop up. If it contains the value 2, the game will quit. If it contains any other value, the standard “Stop Parallel Events” command will be executed.


That's pretty simple to understand.

The variable in your game that the autoenter patch is set to is 3350. So make sure you array your size of the variables in your game to more than 3350 variables. To call the load menu, simply change the value of the variable name in "3350" equal to 1, and then call "End Event Processing" command on the event page 3, it will call the load menu. Do the above, but set the "3350" variable equal to 2 instead, and it will quit the game.

Saving the game is self explanatory because RPG Maker 2003 lets you do that by default using the event pages.

[Rm2k3]

You have to event the custom title screen yourself. The patch readme has all the information, variables, and what variables to set it to. The readme isn't in there for no reason.

Make a new blank map and call it "title screen". Set the starting position there. You have to have variable and programming knowledge with RPG Maker 2003 if you're going to create a custom title menu system. You need to know how to use Pictures, Variables, Conditional Branches, and labels.

questions

Ah I see, then if you have no preferred maker, then Try these.

If you like resident evil, there are many indie games along those lines in that section.