GRETGOR'S PROFILE
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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Whatchu Workin' On? Tell us!
I eventually figured out a way to solve the problem. Thanks to all of you anyway!
Either way, having the object one square above the character (in the Y direction) wouldn't work, because that'd cause the character to partially occult the object, and having it attached to the same square as the character (as in, make it so that the object is "floating" in the character sheet) yielded the same problem. I ended up having to make individual sprites for every held object. It's kind of a lame solution, but it works :\
Either way, having the object one square above the character (in the Y direction) wouldn't work, because that'd cause the character to partially occult the object, and having it attached to the same square as the character (as in, make it so that the object is "floating" in the character sheet) yielded the same problem. I ended up having to make individual sprites for every held object. It's kind of a lame solution, but it works :\
What are you thinking about? (game development edition)
I just solved a ridiculous problem in one of my event-based RM2K3 systems that remained unsolved for weeks, and I've been laughing my arse out for about fifteen minutes.
The problem is that I was being an idiot: there are some events that need to know their own ID, and I was checking said ID by getting the Event ID from their map position. The problem: those events would occasionally run into one another, and the highest event ID ended up being read by all of them, and they'd all act as though they had that ID.
When I realized that, I felt really stupid. I can't believe I tried everything else before I found this out.
I hope this little tidbit of knowledge can help someone in the future. Unlikely, but still, there it is.
The problem is that I was being an idiot: there are some events that need to know their own ID, and I was checking said ID by getting the Event ID from their map position. The problem: those events would occasionally run into one another, and the highest event ID ended up being read by all of them, and they'd all act as though they had that ID.
When I realized that, I felt really stupid. I can't believe I tried everything else before I found this out.
I hope this little tidbit of knowledge can help someone in the future. Unlikely, but still, there it is.
Screenshot Survival 20XX
Screenshot Survival 20XX
How about using tents in different shades of that neutral beige color? You know, so some tents look more worn out than others, all without being too flashy? The overall map looks good, though.
Whatchu Workin' On? Tell us!
The event follows the character just fine, my only problem is that it clips through trees like that :(. If I try using the "same as characters" layer, it gets obstructed by the character, and if I use "above character", it shows up in front of things that should hide it.
The official English 2k3 version is out!
If I go into "My Account", and get the download link contained among my purchases, it just downloads the 1.10a installer again... :(
The official English 2k3 version is out!
I have a question: I heard there's a more recent version of RM2K3 Official Release than the one I currently have (1.10a). Is that true? If so, how would I go into updating my RM2K3 install?
Whatchu Workin' On? Tell us!
Working on a system where the character can "pick up" objects and hold them above their head. For technical reasons, I need the held obejct to be either a separate event, or a picture. The problem I'm having is that, if I use a picture to represent the object, it shows up in front of "star" tiles in the tileset. If I use an "above hero" event sprite for the object, the same problem is observed (pictured), and if I use "same as players", then it appears behind the character, which is not what I intend (I tried using "forbid event overlap", but it seems to do nothing for whatever reason). I want it to appear in front of the character but not in front of the trees.

Any ideas?

Any ideas?
foot2.jpg
There's a scale problem here. The characters look way smaller than the scenery. Other than that, I like the usage of FF1 sprites.
New Developer Mapping Help Thread
@Steelwing: I think you could start with learning by example, checking out some other maps done with the tilesets you're using, and trying to learn their composition style. You can try looking for screenshots of other projects to see how they use the tilesets you're planning to use, and learn from their style/composition. For instance, there are many great projects with excellent REFMAP mapping (Carlsev Saga and Steel Spirit SaGa come to mind). Since you plan to use REFMAP (the tilesets you're using for the dungeon and the snowy place), you can learn a lot from playing those games. Also, I see that you made an RTP map as well (the one that seems to be a cutscene), and you can check out Hero's Realm to have some ideas on how to map with the RTP, it cotains brilliant examples.
So, once you check out the mapping on those games, and how the authors did different things, and the overall compositions of the maps, you'll be able to improve upon your own maps with what you learned. Once you do that, you can post stuff here for more feedback, and we'll help you further :).
Very well, about your maps: the church-library screen looks good, except for those lions on the floor, which look out of place. As for the dungeon one (with the rock and the door), maybe it'd be better if you started by checking out the way some other projects handled mapping with that tileset. I think Carlsev Saga and Steel Spirit SaGa (mentioned above) made use of that tileset, and you might want to check how they use it, so you can have some references on how to use the tileset.
As it stands right now, it's hard to know what you meant to do in the dungeon one. The RTP one seems to be from a cutscene, right? I'm afraid the tree placement is a tad too linear, it kinda loses naturality that way. Try to spread them in a more "angular" way, so to say.
Still, all in all, I appreciate your eagerness and initiative, and I'm sure you'll improve if you keep trying, but there's a whole lot to improve still.
So, once you check out the mapping on those games, and how the authors did different things, and the overall compositions of the maps, you'll be able to improve upon your own maps with what you learned. Once you do that, you can post stuff here for more feedback, and we'll help you further :).
Very well, about your maps: the church-library screen looks good, except for those lions on the floor, which look out of place. As for the dungeon one (with the rock and the door), maybe it'd be better if you started by checking out the way some other projects handled mapping with that tileset. I think Carlsev Saga and Steel Spirit SaGa (mentioned above) made use of that tileset, and you might want to check how they use it, so you can have some references on how to use the tileset.
As it stands right now, it's hard to know what you meant to do in the dungeon one. The RTP one seems to be from a cutscene, right? I'm afraid the tree placement is a tad too linear, it kinda loses naturality that way. Try to spread them in a more "angular" way, so to say.
Still, all in all, I appreciate your eagerness and initiative, and I'm sure you'll improve if you keep trying, but there's a whole lot to improve still.














