ESSENCEBLADE'S PROFILE
Essenceblade
19
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.
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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My friends thoughts on old makers VS new ones.
Voice acting in games
Sounds okay, concept wise. There is a bit of lacking punctuation and emphasis on some words, but that actually sounds okay.
An Official *English* Version of 2k3 Approaches!
I would glady sign for this, as I still use RPG Maker 2003 to this day. Though all I ask is that they adjust the broken agility system, and add a few additional parameters to the maker, like they did in XP + (Pdef, Patk etc.) adjust a few spellling errors too.
Though they're pretty much off just adjusting 2k3 like they did with 2k. (Value!) If they made a 2k3 Value!, I think it would be way more than worth the money. 2k3 has been way more than a test project for many years that EB abandoned, but even an abandoned maker has some things many like. I like 2k3 mainly because it was my first maker, and I found it the easiest to adjust to. When I moved to XP / VX, I found the mapping limitations and various things they left out annoying, though they could be adjusted by scripts. It was just a hassle for me.
I prefer 2k3 because it feels more homely. So flame all you want, fact is, people will still sign it, people will still use it, people will still play its games. A few words from various people shouldn't be enough to completely neglect someone from a maker. Case closed.
But anyway, I'm still using 2k3 myself, but juggling Ace as a side project / remake of my 2k3 project. Still torn between moving my entire project and how far I've gotten over to Ace, or just statying in 2k3, finishing my project, then moving to Ace.
If EB really want to return to their abandoned project, then they need to spice it up. Alot. Like, 2k9+. I have to admit, if it wasn't for people who use RPG Maker 2003, going into the program themselves, editing and patching the actual maker. I probably would've moved to VX a long time ago. People took it upon themselves to turn an old thing into something worthwhile. Something EB should've adjusted WAY before they released it. It's just too bad its taken so long for this to happen.
So in the end of my case. If signing this, and paying for this maker, I ask that EB not only adjust the agility system, but many things that people had to implement themselves. Hell, even something like a mini RGSS system would be enough for RPG Maker 2k3 to stand on its own two feet again.
VX > VXa, 2k3 > 2k3a? low chance, but whatever.
Though they're pretty much off just adjusting 2k3 like they did with 2k. (Value!) If they made a 2k3 Value!, I think it would be way more than worth the money. 2k3 has been way more than a test project for many years that EB abandoned, but even an abandoned maker has some things many like. I like 2k3 mainly because it was my first maker, and I found it the easiest to adjust to. When I moved to XP / VX, I found the mapping limitations and various things they left out annoying, though they could be adjusted by scripts. It was just a hassle for me.
I prefer 2k3 because it feels more homely. So flame all you want, fact is, people will still sign it, people will still use it, people will still play its games. A few words from various people shouldn't be enough to completely neglect someone from a maker. Case closed.
But anyway, I'm still using 2k3 myself, but juggling Ace as a side project / remake of my 2k3 project. Still torn between moving my entire project and how far I've gotten over to Ace, or just statying in 2k3, finishing my project, then moving to Ace.
If EB really want to return to their abandoned project, then they need to spice it up. Alot. Like, 2k9+. I have to admit, if it wasn't for people who use RPG Maker 2003, going into the program themselves, editing and patching the actual maker. I probably would've moved to VX a long time ago. People took it upon themselves to turn an old thing into something worthwhile. Something EB should've adjusted WAY before they released it. It's just too bad its taken so long for this to happen.
So in the end of my case. If signing this, and paying for this maker, I ask that EB not only adjust the agility system, but many things that people had to implement themselves. Hell, even something like a mini RGSS system would be enough for RPG Maker 2k3 to stand on its own two feet again.
VX > VXa, 2k3 > 2k3a? low chance, but whatever.
+++ DynRPG - The RM2k3 Plugin SDK +++
author=Pneumatic
The ability to create 'flame saber' type effects where you can add an element to a character's base attack?
I'm pretty sure this is already doable. I remember seeing a tutorial about how to add En-effects to physical attacks. Though I understand it'd be easier to do in DynRPG. I'm sure its possible.
author=Pneumatic
A "true" reflect skill. As it stands, the default reflect skill returns all skills whether they're physical or magical, and its kind of overpowered. Possible to pick and choose which spells are affected by it?
This is also doable via events, but it is a bit complicated. Yes it is doable in DynRPG.
author=Pneumatic
The ability to tell which skill a character has just used? As it stands you can only tell which skillset has been used, not a specific skill. The only way to determine whether a specific skill has been used is with a tortured MP differential technique that means no two skills can have the same Mp.
Doable in DynRPG again, but it may take a bit of coding, because it isn't reading the skills from the group, but rather individually. I guess you could make a C++ command line at the skill number in the database, E.G(ID:0071) and have it display a custom picture for names.
author=Pneumatic
Changing a character's idle animation in battle? As it stands the only way to do this is by changing class. This would allow for more colorful bad status animations.
It's not yet doable in DynRPG, because I don't think it detects what animations are being shown. But with updates from Cherry, it sure is possible. You can change default stances with custom animations for characters via Animations, just turn your battle chars into animation sheets and go from there. It's doable within the maker alone too
author=Pneumatic
The ability to switch party members in battle ala FFX?
Probably doable, but it's going to take a bit of programming again, because it needs to be checking which party members you're going to draw, as well as ones already out. Not to mention a custom menu interface. But doable given the knowledge / updates to DynRPG.
RM2k3 Stone Dragon Monster
+++ DynRPG - The RM2k3 Plugin SDK +++
I believe its a Dynrpg patch you may have. I remember one plugin saying that it'll force RPG_RT into minimized mode on launch.
Or maybe that was just during test play. It's changeable though, according to the readme.
Or maybe that was just during test play. It's changeable though, according to the readme.
Resource Museum
I posted a large REFMAP Pack in my post earlier just up above s_w. Its got a large set of chipsets and character-sets etc.
As for the Roco portraits, you mean full body portraits, right? That's in this thread too. I'm sure someone posted the full set of body shots and faces somewhere in this thread. I remember seeing it.
Roco battle sprites, I believe they have to be made. Though it's not that hard to turn them into battlesets, it still takes a while. Just take a look at the influence of REFMAP battlesets and add your own style there.
As for the Roco portraits, you mean full body portraits, right? That's in this thread too. I'm sure someone posted the full set of body shots and faces somewhere in this thread. I remember seeing it.
Roco battle sprites, I believe they have to be made. Though it's not that hard to turn them into battlesets, it still takes a while. Just take a look at the influence of REFMAP battlesets and add your own style there.
old topic
It looks pretty good. I gotta say it looks nice. I like your graphics too, but this isn't the right section to post your game. Create a game page instead.
command... close; back_seat_mod.exe
Question about VX/ACE
ABS systems are definitely easier to implement in RPG Maker VXA due to scripting, all you need to do is search google, I'm sure SOMEONE has come up with an ABS. Though I'm pretty sure it'd take a heavy dose of your own hand to configure with the script, for things like magic and stuff.
I'm also planning on porting my 2k3 project to Ace. It's just a matter of sufficient "floating world" tileset resources I'm having trouble editing / finding.
Just think, with your project in Ace, there'll be way more possibilities than 2003. (Not to discern you from the maker or anything.)
I'm also planning on porting my 2k3 project to Ace. It's just a matter of sufficient "floating world" tileset resources I'm having trouble editing / finding.
Just think, with your project in Ace, there'll be way more possibilities than 2003. (Not to discern you from the maker or anything.)
The Screenshot Topic Returns
Perspective looks good to me.
Because RPG Maker 2003 doesn't support full colours or alpha channels. That result would appear in RPG Maker XP and all above, but 2k / 2003 don't support alpha channels or full colours, this it substitutes some and replaces them with its own. Giving it a pixelated look.
Because RPG Maker 2003 doesn't support full colours or alpha channels. That result would appear in RPG Maker XP and all above, but 2k / 2003 don't support alpha channels or full colours, this it substitutes some and replaces them with its own. Giving it a pixelated look.















