GRETGOR'S PROFILE

Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.

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Our Desolate Planet

Sounds neat. Gonna get it.

Full Frontal SaGa: Jo's Battle Tech Demos #1

Neat! I love tech demos like this.

Oh, by the way, how do I make my project files available for people to open my game up in the new RM2K3? I plan to release my project like that as well. It was trivial in the pirated version, no idea how I'd go about doing it in the official version.

[IG Maker] Ten years later, what is the community's verdict on IG Maker?

author=Cap_H
I bought it on a sale, but it didn't run. I think it should be ok for making a small game with simple mechanics, but it's definitely clunkier than most modern engines. There's one decent game made in it on rmn, so I would recommend to try it out and see how you like it.
Ofc learning basics of something like Godot or GM or Stencyl would prove to be more efficient in the long run. I still might have a 1 year premium Stencyl license, if you're interested. That one should be fast to get into and easy to use. It's def more modern and less clunky than IG

I think I'm gonna try Godot. It looks a lot more user friendly than I expected for an open source platform.

Thank you all for the replies, they're greatly appreciated! :)

[IG Maker] Ten years later, what is the community's verdict on IG Maker?

Hey all, I've been wondering about this for a while.

My current game project requires an ABS. While it is not impossible to make one in RPG Maker 2003, designing a compelling action system around its limitations is a greater challenge than just "coding" one out of event commands. I'm actually quite good with event commands, having been an RM2K3 user since 2006, but no matter how hard I try, the combat always feels sloppy and awkward, and changing into a turn based system simply would not work for my project.

So I moved to Game Maker (thanks to Cap_H for the gift code <3) but making all the little things I need to make in it, without any prior knowledge of GML, is proving to be a frustrating endeavor, even moreso when I have a 9-to-5 teaching job and a wife to care for. I long for the old days of my RPG Maker youth, but alas, now I'm an adult, unfortunately.

That's when I remembered IG Maker was a thing, long ago. At least according to its store page description, it seems to have everything I require already built in, so it'd save me a whole lot of time that I'd be able to use on other things, like designing dungeons, writing the story, and improving the dialogs.

I tried downloading the trial version, but it glitched out for me and I could never try it out. I'm actually willing to buy the full thing if people in general tell me they had a good experience with it, even without having used the trial version myself.

The engine is now ten years old, probably a bit older, and the community seems to have lost enthusiasm for it really quickly. So my question is: to those of you who have used IG Maker, would you recommend it? Why/why not? Is it something a person with decent knowledge of RPG Maker event commands can dive right in, or does it require expertise on other things?

Thank you all for your attention, I eagerly await your replies.

Grimm's Hollow is out!

I really enjoyed the game! I submitted my review on Steam, but I want to make it a bit better before I post it on RMN since it's more likely that people will read the whole thing here than on Steam.

I have a quick question: do you ever intend to come back to this universe sometime in your gam mak life, or is it done? I'd love a bit more of stuff in this universe, just saying.

Grimm's Hollow

Will be posting a review on here and Steam soon.

What are you thinking about? (game development edition)

Thinking about volume balancing for sound effects. I want to avoid making them too loud or too silent.

My general guideline is that, using RM2K3 with 100% volume music, I can set the more "plosive" sounds to something like 60% and the more silent ones to like 80%, but I'm still afraid it's gonna turn out weird and I'll be forced to change a sound effect's parameters in every single instance I used it in the game.

How do you guys deal with this kind of thing? I guess I could set every sound to a common event, so I only need to change one instance of each sound if I need to, but I've read somewhere that event calls can cause a subtle delay in processing, and many event calls can make the game run slowly, so I dunno.

Thing is, I'm running a handful of custom systems with tons of event calls already, so I'm trying to avoid adding even more.

Also, it may be that my earphones make things sound louder or more silent than other people's speakers/phones, and that can also be a huge problem. I'm kind of anxious about this these days.

author=dethmetal
Do you guys think that choice of Maker can influence how popular a game has the potential to be? For example, if I made a game in RPG Maker XP, do you think it would be less popular than if I made it in RPG Maker MV?

Unfortunately, there are jerks out there who frown upon the more classic RPG Maker installments, like 2K, 2K3, 95 or even XP. Not only that, but many "gamers" out there will not play an RPG Maker game out right simply because it's made on RPG Maker.

So yeah, unfortunately, some people are jerks. Don't let that discourage you, though, as a lot of good stuff has come from older RPG Makers, and not everyone is a jerk.

Grimm's Hollow is out on Halloween!

Oh, neat! This game looks too adorable and cool to pass <3

State of Affairs! Arf!

I'm so sorry to read about this, it's really sad to lose all our work like that :(

Unfortunately, I cannot help much, but I wish it all turns out well somehow.

Midnight Train

So, I really love Aria's Story, so I'm going to embark on this new journey by Lydia right away! Expect a review in a few days time <3