JOSEPHSERAPH'S PROFILE
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Screenshot Survival 20XX

It was pretty simple actually! The annoying part was doing the Label loops to assign Region IDs to variables, the the second series of Label loops to translate this info into specific variables assigned to each of the ~80 or so show picture commands (that just have to be set up once, because of 1.12's new variable pointers function)
the downside, however, is that this can't calculate direction of stuff like doors. I could make a maze with no doors however, only columns or something like that, but... lol
this has actually been done before on rpg maker 2003 a couple' times, but I was just wondering what sorts of systems would use rm2k3's new 1.12 picture functionality to run in very little code. This first person dungeon crawler runs in like 50 lines of code.
This Game is Not Dead! (I'm So Glad This Game is Not Dead!)
yyyEEEESSS IM SO GLAD!
Your games deserve to be able to be made! And you deserve to be able to birth your creativity <3
Hoping the best for u UwU <3
And hoping we can work together sometime again in the future, as well tee hee <3
Your games deserve to be able to be made! And you deserve to be able to birth your creativity <3
Hoping the best for u UwU <3
And hoping we can work together sometime again in the future, as well tee hee <3
Screenshot Survival 20XX
lovely work y'allo
RIP me, attempting a more versatile and code-optimal dungeon crawler on 2k3 using the new 1.12 version display picture functions
(notice the map refresh lag, which is totally an aesthetic choice COUGH)

RIP me, attempting a more versatile and code-optimal dungeon crawler on 2k3 using the new 1.12 version display picture functions
(notice the map refresh lag, which is totally an aesthetic choice COUGH)

Screenshot Survival 20XX
avoid scaling by anything other than whole numbers (200%, 300%) and if the image is still somehow too short, just open it up in an image editor and super easily copy the tiles as if you were mapping on rpg maker.
This should make you never have any headaches with scaling anymore.
And I like Frogge's pixel font mockup, but I don't mind "resolution clash" as long as it's consistent i.e. the game elements are completely uniformly 2x scaled and the UI is uniformly HD.
Tactics Ogre on the PSP does it really well!
Love it @luiishu :)
Also Time Fantasy uses the default 16x16 rm2k3 resolution if I'm not mistaken, and is scaled and works properly. BUT it has a very unusual palette that is very hard to match with anything but itself.
This should make you never have any headaches with scaling anymore.
And I like Frogge's pixel font mockup, but I don't mind "resolution clash" as long as it's consistent i.e. the game elements are completely uniformly 2x scaled and the UI is uniformly HD.
Tactics Ogre on the PSP does it really well!
Love it @luiishu :)
Also Time Fantasy uses the default 16x16 rm2k3 resolution if I'm not mistaken, and is scaled and works properly. BUT it has a very unusual palette that is very hard to match with anything but itself.
Screenshot Survival 20XX
a pixel is a clear, sharp square. if you multiply it by any uneven number, it will be broken, and that is why resizing low resolution assets such as pixel art must be done on whole numbers, such as scaling 2x.
If even scaling 2x is not enough, remember SNES final fantasy battlebacks ARE made up of tiles and you can easily open it up in an image editor and expand it.
Still, they do nothing with the time fantasy aesthetic, time fantasy fits with nothing but itself~ truly an unusual palette, it has

If even scaling 2x is not enough, remember SNES final fantasy battlebacks ARE made up of tiles and you can easily open it up in an image editor and expand it.
Still, they do nothing with the time fantasy aesthetic, time fantasy fits with nothing but itself~ truly an unusual palette, it has

Alternate Map / Dungeon Systems
yeah I'm referring specifically to different exploration systems / interfaces / logic / etc rather than dungeon design, although the links and tips on dungeon design were certainly welcome and useful!
also great mentions, Darken. Alter AILA is great for many reasons, with its exploration being one of them. Valkyrie Profile is totally one of my favourite games and I absolutely enjoy Odin Sphere's dungeon "worlds" layout.
I tried making something akin to VP on RM2k3 once but I didn't go urther since I was waiting for RM2k3's 1.12 update. Now I'm not sure I wanna go back to it; don't quite remember how I coded it and i'm not quite in its vibe anymore.
Anyway:
I had NEVER heard of Hands of Fate and I'm absolutely going to check it out.
Also gonna download your game @Audrey! I was thikning about doing something remotely similar to what you wrote by generating a dungeon structure though variables and then referring to them through teleport events on room instances but I never followed along~
also Sooz I just downloaded Game Maker AND did my first construct2 tutorial today XD
also great mentions, Darken. Alter AILA is great for many reasons, with its exploration being one of them. Valkyrie Profile is totally one of my favourite games and I absolutely enjoy Odin Sphere's dungeon "worlds" layout.
I tried making something akin to VP on RM2k3 once but I didn't go urther since I was waiting for RM2k3's 1.12 update. Now I'm not sure I wanna go back to it; don't quite remember how I coded it and i'm not quite in its vibe anymore.
Anyway:
I had NEVER heard of Hands of Fate and I'm absolutely going to check it out.
Also gonna download your game @Audrey! I was thikning about doing something remotely similar to what you wrote by generating a dungeon structure though variables and then referring to them through teleport events on room instances but I never followed along~
also Sooz I just downloaded Game Maker AND did my first construct2 tutorial today XD
Alternate Map / Dungeon Systems
So I've been thinking on the new possibilities brought up by RPG Maker 2003's latest 1.12 patch, and with the new picture functionality (and better pictures in battle!) eventing suddenly became a breeze.
Makes me think about exploring new ways of doing dungeons and map exploration.
Which games you played have a distinctive form of exploring maps? Do you have any ideas of your own? Which do you like and dislike?
I'll start by citing some I remember.
Riviera: The Promised Land features an interesting system where each screen is a image, and you can interact with it in two ways by pressing the corresponding directional buttons:
In Move mode, you can move between maps, limited to the options the game assigns to the buttons.
In Object mode, you can interact with objects, sometimes expending a limited resource replenished in battles, TP. These interactions will often results in new paths opening up, especially in rooms where there were no paths beforehand. They may also result in finding treasure, triggering battles, traps and a Plethora of other effects.
I like this one and I can't quite point the fact why, but I was always on my toes while exploring new maps. It helps that the way maps are drawn without minding collision or tiles makes for very cinematic pieces.
Wizardry & other first person dungeon crawlers.
Pocket Quest
Sacred Earth: Promise (and other node-dungeons)
Anyway that's what I know, plus Roguelikes and early Zeldas with their screenscrolling (which makes each screen a self contained mini-dungeon or battle with a specific objective, usually the role of a room as in regular rpg dungeons)
So, do you know of any other interesting exploration systems? : D
Makes me think about exploring new ways of doing dungeons and map exploration.
Which games you played have a distinctive form of exploring maps? Do you have any ideas of your own? Which do you like and dislike?
I'll start by citing some I remember.
Riviera: The Promised Land features an interesting system where each screen is a image, and you can interact with it in two ways by pressing the corresponding directional buttons:
In Move mode, you can move between maps, limited to the options the game assigns to the buttons.
In Object mode, you can interact with objects, sometimes expending a limited resource replenished in battles, TP. These interactions will often results in new paths opening up, especially in rooms where there were no paths beforehand. They may also result in finding treasure, triggering battles, traps and a Plethora of other effects.
I like this one and I can't quite point the fact why, but I was always on my toes while exploring new maps. It helps that the way maps are drawn without minding collision or tiles makes for very cinematic pieces.

Wizardry & other first person dungeon crawlers.
You explore the map in first person, more often than not moving tile by tile while triggering random encounters and revealing a map. The maps are very much tighter than average RPG maps and due to perspective you can only see so much in any given time, giving it a very noticeably different feel during exploration.

Pocket Quest
A delicious board game. I's been ages I played it but the way you explore the "dungeons" by rolling a die and wrestling the potentially dangerous results is really fun and makes each playthrough unique. I can only imagine mixing this up with customizable, semi-random equipment could be interesting too.

Sacred Earth: Promise (and other node-dungeons)
I didn't know this game had a download. I thought it was kinda vaporware lol. But everything Sacred Earth is awesome so I'm downloading it RIGHT NOW.
I'm sure there's lots of ways the gameplay on a node-based game could be really fun, although I can't quite conjure more ideas in my mind than Final Fantasy X.
I'm sure there's lots of ways the gameplay on a node-based game could be really fun, although I can't quite conjure more ideas in my mind than Final Fantasy X.
Anyway that's what I know, plus Roguelikes and early Zeldas with their screenscrolling (which makes each screen a self contained mini-dungeon or battle with a specific objective, usually the role of a room as in regular rpg dungeons)
So, do you know of any other interesting exploration systems? : D
JosephSeraph's Animation Pack 1!
Awesome!!!!!!!! <3 <3 <3
I'd be super excited to play it ^v^)/
Hit me up if you need help, might be able to expand the pack a little to help ya if you need :>
I'd be super excited to play it ^v^)/
Hit me up if you need help, might be able to expand the pack a little to help ya if you need :>
THE PANSPERMIA
Played a bit of this and enjoyed it. I stopped playing (for now) mid chapter 3 after a stupid gratuitous game over hole but otherwise this has been a pretty neat experience! Translation is laudable, given the nature of the text, gameplay is mediocre but story is pretty great, music is nice with looping problems, graphics are immersive and original but have some issues (such as blue artifacts around portraits, which are also 10% transparent for some reason, but otherwise its very smooth)
anyway im very positively impressed by story and narrative~ not what i usually get from rm horror games but what i usually crave for!~
anyway im very positively impressed by story and narrative~ not what i usually get from rm horror games but what i usually crave for!~














