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Is it hard to translate RPG Maker 2003?
Is it hard to translate RPG Maker 2003?
Is it hard to translate RPG Maker 2003?
I'd like to know how difficult it would be to translate RPG Maker 2003. I was thinking about doing a translation in my native language, but I'm not sure I could pull it off.
Does anyone know?
Does anyone know?
Some help for a newbie? (rpg maker 2003)
1. Use the Show Choice event command. For the first choice, put in hello, and for the second choice, put in go away. Make sure to check "Ignore" in the cancellation portion of the Show Choice window, so it doesn't select the wrong choice if you press cancel. In your event you'll see both hello and go away, and you can put different text beneath each of them depending on what the player chooses.
2. Add an item to the inventory using the event command Add / Remove Item, then display a message saying <item> obtained.
3. In the door event, put a conditional branch that checks if the player has the "key" item. If he does, put whatever event commands you want for when the door opens. If he doesn't, display a message saying you need a key or something.
4. Don't really get this one, what do you mean exactly? If you're talking about a real-time battle thing, that's pretty complicated stuff.
2. Add an item to the inventory using the event command Add / Remove Item, then display a message saying <item> obtained.
3. In the door event, put a conditional branch that checks if the player has the "key" item. If he does, put whatever event commands you want for when the door opens. If he doesn't, display a message saying you need a key or something.
4. Don't really get this one, what do you mean exactly? If you're talking about a real-time battle thing, that's pretty complicated stuff.
Hidden Items?
Hidden Items?
I do like to do this actually.
I like to put items in locations not everyone would look. A lot of people would skip over it, but the really observant ones or the exploring types would find it. And maybe when they replay the game one day, they will look there and think, "Wow, I never even knew about this. Even now this game still has things new to me."
Ofcourse, you have to be reasonable with the items. Putting a crappy potion inside you can buy at any store for 20 gold is not very rewarding, and putting in an overpowered weapon or piece of armor isn't really fair to those who don't find it.
Chrono Cross did this in a nice way, and often humorous. In the very beginning of the game, in the local bar, there was a barrel. If you interacted with the barrel, it would say "It's just a barrel...". But if you interacted with it two more times, it would go "Whaddaya want already?! I said I'm just a barrel! Alright man, HERE!". I personally found that very amusing. And that would net you a useful Element (basically Materia). Useful, but not overpowered or absolutely necessary.
I like to put items in locations not everyone would look. A lot of people would skip over it, but the really observant ones or the exploring types would find it. And maybe when they replay the game one day, they will look there and think, "Wow, I never even knew about this. Even now this game still has things new to me."
Ofcourse, you have to be reasonable with the items. Putting a crappy potion inside you can buy at any store for 20 gold is not very rewarding, and putting in an overpowered weapon or piece of armor isn't really fair to those who don't find it.
Chrono Cross did this in a nice way, and often humorous. In the very beginning of the game, in the local bar, there was a barrel. If you interacted with the barrel, it would say "It's just a barrel...". But if you interacted with it two more times, it would go "Whaddaya want already?! I said I'm just a barrel! Alright man, HERE!". I personally found that very amusing. And that would net you a useful Element (basically Materia). Useful, but not overpowered or absolutely necessary.
[RM2K3 request] Display enemy health bars
author=bulmabriefs144
Gades (I don't care about supposed hijacking, if someone asks a question, it's a Broken Aesop to not address that too, if you're saying questions should be answered), this problem can with one of two methods:
1. Saving the screen in question as a battle background, and creating custom menus inside the battle system. This definitely does need a plugin, because it involves offsite storage.
2. Displaying pictures (and a 50% transparency white foreground to give a faded out effect) over the screen in question, and not really entering battle, just acting like it. This does not need a plugin, just a bunch of variables/switches. You're basically (1)stopping movement of the hero, and replacing the graphic with a blank one; (2) changing event location of four local events previously at the edge of the screen to above/left/right/below the hero, not only blocking the invisible hero but also acting as menu bars, lighting up if you run into them but If Started with Action Key, they open their respective menus; (3)run music and set it up like a battle with turns; (4)control enemy "attacks" and hero "attacks" using variables; (5) store monster hp and mp and other stats (due to the sheer number of variables, I'd say modify KazString since it already has arrays, and can store huge amounts of numbers offsite, but if you reuse variables alot you might not need even that).
And... The hero? You make it blank, and then what? If you don't do anything else the player will wonder where his characters have gone.
Unless you're talking about a frontview battle system, which should never be done on the walking map to begin with.
1sentence
How does this help us improve our story-writing skills if we're only doing this for commercial games?
Chrono Cross
When a young boy finds himself in an alternate dimension, he soon finds out that he could be the trigger to either the saving of the world or the destruction of everything that lives.
Chrono Cross
When a young boy finds himself in an alternate dimension, he soon finds out that he could be the trigger to either the saving of the world or the destruction of everything that lives.
[Poll] What type of Encounter Type is better in your opinion?
Random encounters are a nightmare. Especially if you encounter monsters every 2-3 steps you take. It doesn't have any positive sides, and it doesn't ensure that players will be a high level. If players don't want to fight, they'll just keep running away. And if the running away option is disabled, there's a high chance players will shut down the game immediately and never look at it again.
So, my preferred method is touch based AI encounters. Make them appear on the map, but not just sitting still in some corners, but moving in patterns. Also, some of them should advance towards the player, making it difficult to avoid them, but still possible if the player really does not want to fight. Don't make them all advance to the player, having 5+ monsters chasing after you is really annoying as well.
So, my preferred method is touch based AI encounters. Make them appear on the map, but not just sitting still in some corners, but moving in patterns. Also, some of them should advance towards the player, making it difficult to avoid them, but still possible if the player really does not want to fight. Don't make them all advance to the player, having 5+ monsters chasing after you is really annoying as well.














