GREATREDSPIRIT'S PROFILE
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It's about time I... left
What are you thinking about right now?
Is there Something Right with me?
People trying to put too much in there games.... Leading to an unfinished project!
Revive the Dead 2: Deader or Alive
Thanks Lib 
Also apologies are in order: Despite made the Altima title screen. I got names mixed up when I was writing that post. Sorry!
e: as penance have a screenshot!

I also spent some time fixing oversights in my dumb scene hack to fix bugs like:
- Recruiting a character kicks the player to the title screen after naming them
- Loading a save game and triggering a battle has the transition effect show the title screen for a moment. Also it broke the caterpillar once?
e2: The active window has the selection rectangle flashing which is how the player knows which window is active. Not great but it'll do for this game.

Also apologies are in order: Despite made the Altima title screen. I got names mixed up when I was writing that post. Sorry!
e: as penance have a screenshot!

I also spent some time fixing oversights in my dumb scene hack to fix bugs like:
- Recruiting a character kicks the player to the title screen after naming them
- Loading a save game and triggering a battle has the transition effect show the title screen for a moment. Also it broke the caterpillar once?
e2: The active window has the selection rectangle flashing which is how the player knows which window is active. Not great but it'll do for this game.
Revive the Dead 2: Deader or Alive
I'll have to pass on this one, given the dodgy history of remake and finish and improvement projects that ended in dumpsters I don't want to make any sort of post on my game's gameprofile until I post "i did it" with a picture of a happy puppy or something.
I can still post though! I'm not expecting cheetos or MS out of it though, just carrying the spirit of the event on:
= difficulties had
I remain forever awful at balancing things. I'm still going back and making tweaks to early game content. Just last night I changed the rewards of some early-mid tier dungeons. I gotta decide just to say "fuck it it's baked" soon so I can move on to later game quagmires.
= unexpected challenges
A recent change took about 3x as long because VX's handling of scenes is a fucking disaster and I found myself planning out changing it out until I slapped myself back to reality and added Yet Another Horrible Script Hack to fix an issue caused by it. See next section for details:
= new things added
I'm overhauling the title screen! It's no longer just a static image. WhenDespain Despite made it for me years ago they gave me a file with all the bits broken up into layers with a final image so I'm going to try adding a bit of a effect on the game logo appearing on the screen.
I also expanded the New Game option: Now it gives a window for the player to input their name (originally it came up when the world map loaded for the first time), their appearance (just two, and picking one makes another character have the other appearance), and Start Game where the player literally falls onto the world map and the game begins.
It's all a horrible hack job made worse with VX's handling of scenes. Changing the hero's name is a scene change and it wasn't made to go back to the title scene. I was starting work on an overdesigned abomination but I smartened up and just hacked a solution to get the scene control to what I needed it to do.
It does give the game a veneer of legitimacy than the original didn't. I'm glad I added it.
= old things removed
Somehow for some reason I left in the extra RNG in turn orders that VX has be default for ages. I finally removed it a while ago so now turn order is consistent! I hated it in FF3DS where due to the rebalancing it was another "healer spams their party-wide healing every turn" game but due to turn RNG you could get a turn order where the boss acts after the heal on one turn then before the healer on the next which was a giant source of frustration in that piece of shit. The reason why it took so long for me to realize it was in my game and to strip it out is because I'm atrocious at game design.
Also every time I playtest and read any of the town conversations I'm tempted to redo it all again because the vestiges of the last plot rewrite are all horrible and all over the place in tone but fuck it, gotta keep moving on.
= planning and putting together
Both are things I am terrible at!
= where you are now with the game

= whether you think you'll finish/have a demo ready by the end

e: I got the name of who made the title screen mixed up, sorry Despite!
I can still post though! I'm not expecting cheetos or MS out of it though, just carrying the spirit of the event on:
= difficulties had
I remain forever awful at balancing things. I'm still going back and making tweaks to early game content. Just last night I changed the rewards of some early-mid tier dungeons. I gotta decide just to say "fuck it it's baked" soon so I can move on to later game quagmires.
= unexpected challenges
A recent change took about 3x as long because VX's handling of scenes is a fucking disaster and I found myself planning out changing it out until I slapped myself back to reality and added Yet Another Horrible Script Hack to fix an issue caused by it. See next section for details:
= new things added
I'm overhauling the title screen! It's no longer just a static image. When
I also expanded the New Game option: Now it gives a window for the player to input their name (originally it came up when the world map loaded for the first time), their appearance (just two, and picking one makes another character have the other appearance), and Start Game where the player literally falls onto the world map and the game begins.
It's all a horrible hack job made worse with VX's handling of scenes. Changing the hero's name is a scene change and it wasn't made to go back to the title scene. I was starting work on an overdesigned abomination but I smartened up and just hacked a solution to get the scene control to what I needed it to do.
It does give the game a veneer of legitimacy than the original didn't. I'm glad I added it.
= old things removed
Somehow for some reason I left in the extra RNG in turn orders that VX has be default for ages. I finally removed it a while ago so now turn order is consistent! I hated it in FF3DS where due to the rebalancing it was another "healer spams their party-wide healing every turn" game but due to turn RNG you could get a turn order where the boss acts after the heal on one turn then before the healer on the next which was a giant source of frustration in that piece of shit. The reason why it took so long for me to realize it was in my game and to strip it out is because I'm atrocious at game design.
Also every time I playtest and read any of the town conversations I'm tempted to redo it all again because the vestiges of the last plot rewrite are all horrible and all over the place in tone but fuck it, gotta keep moving on.
= planning and putting together
Both are things I am terrible at!
= where you are now with the game

= whether you think you'll finish/have a demo ready by the end

e: I got the name of who made the title screen mixed up, sorry Despite!
[RM2K] How easy is it to switch from the pirated version to the official version?
afaik it imports perfectly. The only things to look out for are:
1) Some of the RTP assets were renamed and it doesn't include the non-2k assets (if that's even still a thing). If you have it sorted out already then there's no issue here.
2) Resource hacks / patches to change limits like having 999999 switches or w/e. I think some limits were changed but not everything.
3) DynRPG patches (were there any 2k ones? idk)
I don't have official 2k or a 2k game to test with so I can't give any personal feedback though.
1) Some of the RTP assets were renamed and it doesn't include the non-2k assets (if that's even still a thing). If you have it sorted out already then there's no issue here.
2) Resource hacks / patches to change limits like having 999999 switches or w/e. I think some limits were changed but not everything.
3) DynRPG patches (were there any 2k ones? idk)
I don't have official 2k or a 2k game to test with so I can't give any personal feedback though.
Rpgmaker XP Tile Sets
author=Kaempfer
@GRS:
Now that both (Ace/XP) have had their teething periods end, is XP still trash? I ask because I'm going to move away from 2k3 for whatever comes next and flexible mapping is very important to me (as it to everyone else probably).author=Hexatona
Map in XP - make it a parallax background in Ace! problem solved!
yeh have fun remapping all the overhead tiles and passability ya goof
I haven't touched XP for ages so I don't know what state the community has taken it nowadays. I wouldn't be surprised if there was some mismash of Ace and XP some of the hardcore users found to fix XP's engine issues (plus the natural progression of raw computer power, XP is >10 years old!), or even their own stuff. I can't give an informed answer to your question.
MV might be a candidate though, I'd suggest looking into the Tiled plugin and how it works for it. You don't edit maps in MV, you make them in Tiled and a plugin uses the map file Tiled creates instead of RMMV.
e: added quote for snype
Rpgmaker XP Tile Sets
RMXP's mapping is a direct upgrade of 2k(3)'s: There's three mapping layers instead of two (or 4vs3 if you want to count events), tileset restraints were basically thrown out allowing for stupidly big tilesets, iirc no tile is locked to a certain layer, and it supported alpha channels over a marked palette index as transparent. It was one of the big points of frustration with VX that they threw it out for VX's horrible shoehorned in mapping style (along with a lack of multiple tilesets, VX's mapping features are fucking dire).
Like Hex said XP has it's own host of problems. The big and immediate one was the engine was software rendered and optimized like shit compared to 2k(3). Vanilla you needed a beefier machine to play games at "full speed" and XP's "full speed" was fucking 40 FPS which is easily noticeable and screen teared to shit. You could tell the engine to render at 60 FPS which because of how the backend was done basically increased the workload by 50%. iirc it was possible to use VX's RGSS.dll over XP's and improve performance but my memory is really hazy of that time period. Somebody who's more involved with XP can give better details and corrections of when I used XP back when it came out and never again.
edit: fwiw (nothing) one of my disappointments on MV was that it continued the VX/Ace mapping approach instead of XP's. There's a way to import maps made in Tiled though but iirc the process is... cumbersome.
Like Hex said XP has it's own host of problems. The big and immediate one was the engine was software rendered and optimized like shit compared to 2k(3). Vanilla you needed a beefier machine to play games at "full speed" and XP's "full speed" was fucking 40 FPS which is easily noticeable and screen teared to shit. You could tell the engine to render at 60 FPS which because of how the backend was done basically increased the workload by 50%. iirc it was possible to use VX's RGSS.dll over XP's and improve performance but my memory is really hazy of that time period. Somebody who's more involved with XP can give better details and corrections of when I used XP back when it came out and never again.
edit: fwiw (nothing) one of my disappointments on MV was that it continued the VX/Ace mapping approach instead of XP's. There's a way to import maps made in Tiled though but iirc the process is... cumbersome.















