JOSEPHSERAPH'S PROFILE
expression
old avatar log
http://i.imgur.com/cZVMqmn.gif (1.29.2017 - 3.30.2017)
http://i.imgur.com/wBF9yy6.png (06.13.2016 - 01.29.2017)
http://i.imgur.com/MmQhwCA.gif (04.25.2016 - 06.13.2016)
https://36.media.tumblr.com/4348623c8c1e650f399dc5806b043951/tumblr_o5u4yp8q5f1qktz4xo1_250.png (04.18.2016 - 04.25.2016)
(blank) (03.31.2016 - 04.18.2016)
https://45.media.tumblr.com/eff2e25eb273ceac010856f5e84a466d/tumblr_o4loyzOGkV1qktz4xo1_250.gif (03.25.2016 - 03.31.2016)
http://i.imgur.com/qMBRqEl.png (03.11.2016 - 03.25.2016)
http://i.imgur.com/uMziTvv.png (02.02.2016 - 03.11.2016)
http://i.imgur.com/ZzSew04.png (12.13.2015 - 02.02.2016)
http://i.imgur.com/yJztZDt.png (12.12.2015 - 12.13.2015)
https://31.media.tumblr.com/525c96811b416d1fdeb9f274d6ccc97b/tumblr_nx4bvbwDzz1qktz4xo1_250.gif (10.23.2015 - 12.12.2015)
http://i.imgur.com/T0JPIkf.png (10.23.2015 - 11.01.2015)
https://33.media.tumblr.com/8b4988b601ecb1191d6b6c243b040a96/tumblr_nw92c9GBeV1qktz4xo2_r1_250.gif (10.15.2015 - 10.23.2015)
(empty) (09.23.2015 - 10.15.2015)
http://i.imgur.com/9e7U7IJ.gif (09.09.2015 - 09.23.2015)
http://i.imgur.com/jqIYVxe.gif (09.07.2015 - 09.09.2015)
http://i.imgur.com/lEMKIwQ.png (08.30.2015 - 09.07.2015)
http://i.imgur.com/8dWQClj.png (08.28.2015 - 08.30.2015)
http://i.imgur.com/H9rxf4D.gif (08.21.2015 - 08.28.2015)
http://i.imgur.com/BZHFfGM.png (08.16.2015 - 08.21.2015)
http://i.imgur.com/j7hRiNN.png (07.16.2015 - 08.16.2015)
??? (rikku) (image deaded) (06.18.2015 - 07.16.2015)
http://i.imgur.com/lEw3JEq.gif - (05.02.2015 - 06.18.2015)
http://i.imgur.com/x0Eun6m.gif - (04.30.2015 - 02.05.2015)
http://i.imgur.com/R9uhXdq.gif - (28.04.2015 - 30.04.2015)
https://33.media.tumblr.com/ff883554d0c0256b23b1fe133c6d2411/tumblr_nmi5v5QVR51qktz4xo1_250.gif ( 08.04.2015 - 28.04.2015)
http://i.imgur.com/bQxPg92.png (02.04.2015 - 08.04.2015)
http://i.imgur.com/iakfGdA.gif (31.03.2015 - 02.04.2015
http://i.imgur.com/er7LeT6.png (14.02.2015 - 31.03.2015)
http://i.imgur.com/er7LeT6.png (10.02.2015 - 14.02.2015)
http://i.imgur.com/kM9IXDf.png (08.02.2015 - 10.02.2015)
http://i.imgur.com/CKQVWpB.png (27.01.2015 - 08.02.2015)
http://i.imgur.com/fbUd5jU.png (12.08.2014 - 27.01.2015)
http://i.imgur.com/ne1AeVF.gif (11.07.2014 - 12.08.2014)
http://i.imgur.com/oXsxU6p.gif (10.14.2014 - 11.07.2014)
http://i.imgur.com/Q1Y70q3.gif (07.20.2014 - 10.14.2014)
http://i.imgur.com/hD3H0Ex.gif (03.12.2014 - 07.20.2014)
http://i.imgur.com/jYsnkAI.gif (??.??.???? - 03.12.2014)
http://i.imgur.com/w8MBFVK.gif
http://i.imgur.com/XhVdO2c.png
old avatar log
http://i.imgur.com/cZVMqmn.gif (1.29.2017 - 3.30.2017)
http://i.imgur.com/wBF9yy6.png (06.13.2016 - 01.29.2017)
http://i.imgur.com/MmQhwCA.gif (04.25.2016 - 06.13.2016)
https://36.media.tumblr.com/4348623c8c1e650f399dc5806b043951/tumblr_o5u4yp8q5f1qktz4xo1_250.png (04.18.2016 - 04.25.2016)
(blank) (03.31.2016 - 04.18.2016)
https://45.media.tumblr.com/eff2e25eb273ceac010856f5e84a466d/tumblr_o4loyzOGkV1qktz4xo1_250.gif (03.25.2016 - 03.31.2016)
http://i.imgur.com/qMBRqEl.png (03.11.2016 - 03.25.2016)
http://i.imgur.com/uMziTvv.png (02.02.2016 - 03.11.2016)
http://i.imgur.com/ZzSew04.png (12.13.2015 - 02.02.2016)
http://i.imgur.com/yJztZDt.png (12.12.2015 - 12.13.2015)
https://31.media.tumblr.com/525c96811b416d1fdeb9f274d6ccc97b/tumblr_nx4bvbwDzz1qktz4xo1_250.gif (10.23.2015 - 12.12.2015)
http://i.imgur.com/T0JPIkf.png (10.23.2015 - 11.01.2015)
https://33.media.tumblr.com/8b4988b601ecb1191d6b6c243b040a96/tumblr_nw92c9GBeV1qktz4xo2_r1_250.gif (10.15.2015 - 10.23.2015)
(empty) (09.23.2015 - 10.15.2015)
http://i.imgur.com/9e7U7IJ.gif (09.09.2015 - 09.23.2015)
http://i.imgur.com/jqIYVxe.gif (09.07.2015 - 09.09.2015)
http://i.imgur.com/lEMKIwQ.png (08.30.2015 - 09.07.2015)
http://i.imgur.com/8dWQClj.png (08.28.2015 - 08.30.2015)
http://i.imgur.com/H9rxf4D.gif (08.21.2015 - 08.28.2015)
http://i.imgur.com/BZHFfGM.png (08.16.2015 - 08.21.2015)
http://i.imgur.com/j7hRiNN.png (07.16.2015 - 08.16.2015)
??? (rikku) (image deaded) (06.18.2015 - 07.16.2015)
http://i.imgur.com/lEw3JEq.gif - (05.02.2015 - 06.18.2015)
http://i.imgur.com/x0Eun6m.gif - (04.30.2015 - 02.05.2015)
http://i.imgur.com/R9uhXdq.gif - (28.04.2015 - 30.04.2015)
https://33.media.tumblr.com/ff883554d0c0256b23b1fe133c6d2411/tumblr_nmi5v5QVR51qktz4xo1_250.gif ( 08.04.2015 - 28.04.2015)
http://i.imgur.com/bQxPg92.png (02.04.2015 - 08.04.2015)
http://i.imgur.com/iakfGdA.gif (31.03.2015 - 02.04.2015
http://i.imgur.com/er7LeT6.png (14.02.2015 - 31.03.2015)
http://i.imgur.com/er7LeT6.png (10.02.2015 - 14.02.2015)
http://i.imgur.com/kM9IXDf.png (08.02.2015 - 10.02.2015)
http://i.imgur.com/CKQVWpB.png (27.01.2015 - 08.02.2015)
http://i.imgur.com/fbUd5jU.png (12.08.2014 - 27.01.2015)
http://i.imgur.com/ne1AeVF.gif (11.07.2014 - 12.08.2014)
http://i.imgur.com/oXsxU6p.gif (10.14.2014 - 11.07.2014)
http://i.imgur.com/Q1Y70q3.gif (07.20.2014 - 10.14.2014)
http://i.imgur.com/hD3H0Ex.gif (03.12.2014 - 07.20.2014)
http://i.imgur.com/jYsnkAI.gif (??.??.???? - 03.12.2014)
http://i.imgur.com/w8MBFVK.gif
http://i.imgur.com/XhVdO2c.png
Search
Filter
Changing Status Menu Field Titles with Resource Hacker
Gender
-----------None
is a mood
great tip. I wonder if there's a similarily easy way to reposition the battle commands? I figure that's probably way more complicated and buried deep within piles of compiled code...
-----------None
is a mood
great tip. I wonder if there's a similarily easy way to reposition the battle commands? I figure that's probably way more complicated and buried deep within piles of compiled code...
Perfect Chests
That's actually quite ingenious, I never thought of using this method to do conditional checks. I'm pretty sure it can be useful for a lot more than just chests.
I'd probably personally name skills Dummy1-50, then name characters accordingly to how they'll use these skills: Chests 1-5 will give me 250 chests out of these 50 Dummy skills, for example, but then again I could have Quests 1-2 for quests, Enemies1-5 for enemies slain (so they don't respawn, etc) that sounds pretty dope. (Although, for non-respawning enemies, this doesn't quite work because we can't use this as a condition on the page itself, only on a conditional branch)
anyway thanks! This is really cool
I'd probably personally name skills Dummy1-50, then name characters accordingly to how they'll use these skills: Chests 1-5 will give me 250 chests out of these 50 Dummy skills, for example, but then again I could have Quests 1-2 for quests, Enemies1-5 for enemies slain (so they don't respawn, etc) that sounds pretty dope. (Although, for non-respawning enemies, this doesn't quite work because we can't use this as a condition on the page itself, only on a conditional branch)
anyway thanks! This is really cool
Final Fantasy VII 2D Remake
Hmm... Yeah, there's just so many functions, not even I, who have been using the hell out of it for over a year, know nearly 10% of what it can do??? like, I keep finding new uses for all the stuff it provides every week. Though a lot of it is providing access to baseline DBS stuff which is irrelevant in this project. And a lot else of it is stuff you probably have figured some other way to do. But, for example, it has a very powerful Show String Picture function which you can use to render text as a picture, and it lets you control how the windowskin behaves. So I use that to make the Windows of every menu I design rather than relying on pictures, for example. I don't know what solution you came up with for this game's dialogue boxes but I personally can't imagine how I'd do custom dialogue/text on vanilla 2k3 D:
Then there's stuff like advanced variable pointers and operations, controlling variable arrays, the Get Picture Info command which retrieves information of positioning and size of a given picture ID, the change picture ID command which lets you change, swap or otherwise modify a picture (or an array of pictures)'s ID... Global saves, access to Save, Load and Get Save Info, there's even a crazy Call Command command which, for anything that the patch failed to turn into pointers (and there isn't that much) you can use to call a command with pointer refeences kind of like a script call in a newer maker.
That's not to mention the extended functionality added in 1.12 itself, most notably the powerful new Picture functionality which allows innate use of spritesheets, which can be auto-animated and either loop infinitely or be erased at the end of a loop, or can display an individual cell based on a variable pointer, and it also allows you to point at the last X digits of a picture based on another variable (say, for example, Idle_03 if you want to show the animated Idle pose of the hero you set up as ID 3, and i mean specifically animated because if it was static you could really just use a spritesheet and figure which cell through a variable)
IDK it's a lot and I'm in love with all its extended functionality. But it reaaaaaaaaally shows how difficult it was to make some things happen in previous iterations of 2k/2k3. I see a lot of games that would have their code reduced into something quite small, that have pages upon pages of laborious code to overcome some limitations that EVERY rpg maker still has up to this day (barring RGSS/JS extensions)
anyway IDK. Maybe if you play around with Maniacs it'll interest you. Maybe not. I don't mean to disrespect your work, though. This is amazing. Once again, it just makes me think. I want to see what more stuff people make in this day and age with 2k3 :)
Then there's stuff like advanced variable pointers and operations, controlling variable arrays, the Get Picture Info command which retrieves information of positioning and size of a given picture ID, the change picture ID command which lets you change, swap or otherwise modify a picture (or an array of pictures)'s ID... Global saves, access to Save, Load and Get Save Info, there's even a crazy Call Command command which, for anything that the patch failed to turn into pointers (and there isn't that much) you can use to call a command with pointer refeences kind of like a script call in a newer maker.
That's not to mention the extended functionality added in 1.12 itself, most notably the powerful new Picture functionality which allows innate use of spritesheets, which can be auto-animated and either loop infinitely or be erased at the end of a loop, or can display an individual cell based on a variable pointer, and it also allows you to point at the last X digits of a picture based on another variable (say, for example, Idle_03 if you want to show the animated Idle pose of the hero you set up as ID 3, and i mean specifically animated because if it was static you could really just use a spritesheet and figure which cell through a variable)
IDK it's a lot and I'm in love with all its extended functionality. But it reaaaaaaaaally shows how difficult it was to make some things happen in previous iterations of 2k/2k3. I see a lot of games that would have their code reduced into something quite small, that have pages upon pages of laborious code to overcome some limitations that EVERY rpg maker still has up to this day (barring RGSS/JS extensions)
anyway IDK. Maybe if you play around with Maniacs it'll interest you. Maybe not. I don't mean to disrespect your work, though. This is amazing. Once again, it just makes me think. I want to see what more stuff people make in this day and age with 2k3 :)
RMNMeet 2020
Yo if anyone wants to come to the scalding heat and warming affability of São Paulo, Brazil, you'll get the opportunity to meet:
-Moi!
-Crowno, i mean This Crowno
-Merlandese
-if I can get Calunio to catch a 5 hour ride, him too!
-...Atoa? OK nvm that i don't know if he even still exists and i've never talked to him personally, but there's a pretty sweet RPG Maker scene in Brazil. Actually, I'd be thrilled to get y'all a nice room for an edition of Brazil Indie Game festival to talk about RMN and whatnot. They'd be thrilled too. Everybody would be thrilled. So if anyone wants to come to brazil to give speeches or just absorb the gamedev community too, that's nice.
anyway who knows, maybe next year I finally stop sabotaging myself so I can actually visit europe in a possible RMN Meet 2021. I even have family in Paris! And they all contracted Coronavirus. Thankfully only my aunt got hospitalized and she was dispensed a little under a week ago. But, yeah, August 2020 is DEFINITELY not the best timing for this lmao
edit: BTW there's also a particularily vibrant queer gamedev scene in São Paulo, too. I've participated in a queer GlobalGameJam site there and it was awesome. Most gamedevs in Brazil, even outside of the brazilian RMN community, have some command of English, too.
HAVE I MENTIONED I'D LOVE IF ANY OF YOU VISITED
-Moi!
-Crowno, i mean This Crowno
-Merlandese
-if I can get Calunio to catch a 5 hour ride, him too!
-...Atoa? OK nvm that i don't know if he even still exists and i've never talked to him personally, but there's a pretty sweet RPG Maker scene in Brazil. Actually, I'd be thrilled to get y'all a nice room for an edition of Brazil Indie Game festival to talk about RMN and whatnot. They'd be thrilled too. Everybody would be thrilled. So if anyone wants to come to brazil to give speeches or just absorb the gamedev community too, that's nice.
anyway who knows, maybe next year I finally stop sabotaging myself so I can actually visit europe in a possible RMN Meet 2021. I even have family in Paris! And they all contracted Coronavirus. Thankfully only my aunt got hospitalized and she was dispensed a little under a week ago. But, yeah, August 2020 is DEFINITELY not the best timing for this lmao
edit: BTW there's also a particularily vibrant queer gamedev scene in São Paulo, too. I've participated in a queer GlobalGameJam site there and it was awesome. Most gamedevs in Brazil, even outside of the brazilian RMN community, have some command of English, too.
HAVE I MENTIONED I'D LOVE IF ANY OF YOU VISITED
Final Fantasy VII 2D Remake
i wonder how lighter and easier to achieve would this project be now that Maniacs Patch is out... it'd probably decrease the amount of lines by, at least, idk 200x. yeah 199 out of 200 lines being magically erased. but i don't know
anyway this is one of the absolute beasts of vanilla 2k3 coding and i adore it. it's just weird, how different the paths we take to achieve the same results are now than they were pre 1.12/Maniacs
anyway this is one of the absolute beasts of vanilla 2k3 coding and i adore it. it's just weird, how different the paths we take to achieve the same results are now than they were pre 1.12/Maniacs
[RM2K3] Removing battle UI?
Does anyone here have any idea of how to patch out the battle UI? Like, literally just move the Actor Status window('s rm2k3 equivalent) 100 pixels or so offscreen
With the Maniacs patch now giving access to BATTLE common events that occur EVERY FRAME, it's very easy for anyone to make their own custom RM2k3 battle UI and override the default one.
This is very useful for lots of reasons: You can very accurately display status effects now, for example. You can even display the characters' statuses in real time. You can easily make an Enemy Status Window just like the actor one. Etc.
But... Right now, if you do that, you're forced to use the Battle UI Mode 3, so you can completely occlude the previous UI and not have any trouble with overlapping with the command / skill windows. If it was possible to hide the UI, though, you could display the new, picture-based UI on a layer BELOW the actual battle UI, and when a character's turn comes on their window would properly occlude the (fake, picture-based) Actor Status window.
oop
With the Maniacs patch now giving access to BATTLE common events that occur EVERY FRAME, it's very easy for anyone to make their own custom RM2k3 battle UI and override the default one.


This is very useful for lots of reasons: You can very accurately display status effects now, for example. You can even display the characters' statuses in real time. You can easily make an Enemy Status Window just like the actor one. Etc.
But... Right now, if you do that, you're forced to use the Battle UI Mode 3, so you can completely occlude the previous UI and not have any trouble with overlapping with the command / skill windows. If it was possible to hide the UI, though, you could display the new, picture-based UI on a layer BELOW the actual battle UI, and when a character's turn comes on their window would properly occlude the (fake, picture-based) Actor Status window.
oop
Is there a way to make materia/runes work for all characters?RM2k3
BingShan's maniacs patch allows you to use variable pointers for pretty much everything. Assuming "materia/runes" is an actual equipment slot, you'll be able to code it only once, then loop through all Character IDs you have. Shouldn't be more than two pages of code really, especially if you make your Equipment IDs and your Skill IDs match. If you're making stuff that's more complex (such as some Materia/Runes that grants more than one skill for example) you can always just special case, it, too, and every single special casing should work for each hero.


[RM2K3] Rpg Maker Maniacs Patch (for official version)
author=Seraphichttps://bingshan1024.github.io/steam2003_maniacs/
Now I have a fresh copy of RPG 2003, how would I go about installing this? As I notice each release is either larger or smaller in size. Many thanks if anyone can give a quick guide? :)
Second link from here, the patch version is sorted from newest to oldest. After downloading, it's real easy to install as the installer is in English, and it creates a backup. Still backup your stuff yourself though, especially your projects (As the editor is easy to redownload from steam or degishop)
I have two questions and I don't want to bother BingShan, so I'd love if someone here could help me:
In the Get Battle Info command, I can't seem to be able to retrieve enemy States. It returns only the max number of states in the project, instead of a variable for each state. Is this normal behaviour? Is there any way in which to check for enemy states?
Edit: W0t.... now it worked as intended, somehow. So, the next fields get subbed for the enemy's individual state information (each variable, starting from V+1, will be 0 if the enemy isn't afflicted, and 1 if the enemy is) and that's the only way to check for an enemy's status. Kinda cumbersome, but it's really cool that we can do that now!
Also, what exactly does the Call Command function do? It... sounds suspiciously like a Script Call... Especially since it's a string field in there. If that were the case it would be absolutely MINDBLOWING.
literally EVERY MV game submitted to this site has overblown screenshots and i've given hope. maybe we should implement an auto-resizer?
author=LockeZ
Honestly if someone isn't posting their screenshots at the game's actual resolution, the game should probably be denied for the developer being an idiot who doesn't understand how advertising works, and should definitely be denied for misleading players.
Not on a site like RMN. making people scroll to see the whole screenshot simply leaves out the extremely important element that is the composition of your screenshot. it has everything to do with readability. you can't assess how information is layouted in a screenshot that needs to be scrolled. you're making the reader have a headache because you want the player to see extra pixels. These extra pixels are harming the way the recipient is reading the content you're delivering, formatting is very important.
Also the way you just make affirmations and frame them as absolute and irrefutable is quite aggravating, though I've learnt to ignore it from years of being around here.
author=Sgt Mand yeah absolutely lol, i don't think an auto resizer is a feasible option either but i think at least a static, non-conditional warning on the screenshot submission page providing the maximum resolution your screenshot should be to be clear is a good idea.
I don't think RMN was built with the idea that there would be an RPG Maker one day where games can be like 5000 pixels wide.
ALSO I NEED TO CHECK CALUNIO'S GAME stuff is happening and i'm literally afloat














