I've been playing with RM2K since 2000. Been working on my current project since 2006. My approach to game-making involves attempting to do things that I've never seen in other games, and incorporating all of the elements of film making (lighting, music, symbolism, deep structure, plot twists, panning, zooming, cuts, etc.) into game making. The RPG's I've spent the most time playing are FF1 and FF6, followed by Super Mario RPG, FF4, and FF5.
The Sun Is A Star
Fantasy RPG with 6-character party size and mild humor



Touch Encounters and EXP

Overleveled? Not underleveled? My game has touch encounters, and when I play it, I just juke most of the encounters and go through the game earning as minimal experience as possible.

If anything, I think touch encounters balance out the experience well enough. Players will seek them out when they need exp, but dodge them when they don't need exp.

Other than that, I like to place most of the exp on the boss fights, less on non-boss fights, so that it's hard to end up too far outside the expected exp range, regardless of how much grinding you do.

Misaos 2020 - Discussion Topic

I'd like my game, The Sun Is A Star to be considered. I marked it as completed this year. You can eventually have 6 characters in your party at one time. It has a CBS, CMS, and custom shop system. Towards the later parts, it has a lot of symbolism. Several artistic, musical cutscenes. A lot of the Skill commands are roughly balanced with the Fight command and lend themselves to difficult choices of which is best.


Looks good.


mysteries of rpgmaker?

(I know how this works, but a tip for others who encounter the issue)
Crash: "Events Call Limit Exceeded"

What does it mean?
If your game crashes with this error message, it means one thing: the "call stack" has exceeded its max size, which is like 1,000 events.

What is a call stack?
RPGMaker called-events (basically functions) work synchronously. Which means that if an event is called, then everything else freezes and only one function is executing at a time. So what happens if an event calls another event while it's in the middle of execution? 1) Execution on the caller (first event) pauses 2) the second event gets added to the call stack (the stack is now two events deep) 3) the second event's commands begin executing 4) once the second event is finished executing, it gets removed from the call stack 5) the first event picks-up where it left off and executes the rest of its commands. And what happens if the second event had called a third event? Same basic concept, except now the call stack is 3 events deep.

What happens if the very last command of event 1 involves calling event 2?
Some might assume that event 1 will disappear from the call stack just as event 2 begins firing, but this is wrong. In this situation, event 1 still remains on the call stack until event 2 is finished executing. Once event 2 finishes, event 1 can finally finish and be removed from the call stack. Extrapolating this further, if you build some sort of menu system where you have an endless round robin of event A calling event B which calls event C which calls event A; then you will eventually crash the game if you use this system for long enough.

How to program in a way that avoids this problem?
You must ensure that events finish executing and get removed from the stack. Instead of a circular control flow, event A should have a cycle, labels, or some other kind of flow control in order to avoid the need to be re-called by the same events that it calls.

Example of the wrong way to code a shop system:
Event A is the menu system. It prompts the user for input. If you hover over an item and press Enter, it calls Event B.
Event B displays various item proficiencies, item descriptions, and other setup. Then it calls Event C.
Event C handles the quantity of the item you want to purchase. Once you make the purchase or cancel, it calls Event A to take you back to the menu.
(At this point, the call stack is now 4 events deep. Event A, Event B, and Event C are basically hanging at their last line of execution, and a second instance of Event A is at the beginning of its execution. If you keep going through this flow, the call stack will continue growing unbounded.)

Example of the right way to code a shop system:
Event A contains a cycle. Inside the cycle, it prompts the user for input. When the user hovers over an item and presses Enter, it calls Event B.
Event B displays various item proficiencies, item descriptions, and other setup. Then it calls Event C.
Event C handles the quantity of the item you want to purchase. Once you make the purchase or cancel, it does not call any other events.
(At this point, Event C will finish executing and be removed from the call stack. Control will return to Event B, which will finish executing and be removed from the call stack. Control will then return to Event A, which will reach the end of its Cycle, and then return to the top of the Cycle. The call stack is currently 1 event deep. No matter how much you use this menu, the call stack will always be at most 3 events, and at least 1 event.)

(Solved) My Avatar Gone

Oh, okay, I get it. I didn't know my avatar was still linking to an external website. I thought it was uploaded and hosted on rmn.

(Solved) My Avatar Gone

For the past 10 years or so, I've had a picture of "The Most Interesting Man In The World" as my forum avatar. It was probably more relevant and resonant back then than it would be now. Either way, to the extent that I have any sort of recognition or brand on this site (I mostly don't), that avatar may be associated with it.

Well anyways, my avatar is now blank. Did some moderator delete it due to some reason? I could reupload it if it just got lost for no reason. If it got deleted with reasons, then no one sent me a message of their reasoning; so I mean... lesson not learned and I'll just do it again.

The Sun Is A Star

Looks interesting, I shall have to check this out. ^_^

Thank you :-)

The Sun Is A Star

This looks interestning, nice to see a rm2000 game. How long playtime is it? Hard to say exactly of`course but 5, 10-15...? Gonna try this in any case. Maybe the first RM2000 with a party of six, i`ve seen.


I'm guessing it would take an uninitiated player about 15-25 hours. I wanted to balance the game so that it takes 0 grinding outside of fighting on the direct route. There are no random encounters, so you can try to juke your way around all of the normal mobs.

Brainstorming new game!! Possibly...

For the paragraph about a protagonist having no offense during the first war:
You could make a field medic where the early gameplay involves casting healing magic on wounded soldiers as they enter your medical tent, and occasionally using the one offensive ability on any riff raff who infiltrate. But as time marches on, your field medic should be inquiring nearby people like guards or wounded soldiers to teach more offensive skills, since it's becoming increasingly obvious that your safety will be in peril if you don't learn new offense.