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The official English 2k3 version is out!
Jesus Christ, I would have killed to have these features about a year ago. Variable IDs for Pictures!!! That would have saved me at least a good few weeks of development on DQ+. But I've worked around a lot of it. I'll have to buy this tomorrow just to play around with it. Good stuff guys.
And wait...this means I could make my own database in the database...for picture based dynamic inventory systems...hmm...I'm seriously considering moving my game to this engine instead. If only there was OGG support.
And wait...this means I could make my own database in the database...for picture based dynamic inventory systems...hmm...I'm seriously considering moving my game to this engine instead. If only there was OGG support.
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pup_crossing.png
COLORS: Lost Memories
Picture Text Creator
author=hedge1
Ljink: I updated the program to do what I think you need for your project. Just double click the live update to see a bigger version.
Also, if you found the program useful, spread the word! RMN isn't very friendly for getting utilities known, so most people don't know this exists.
Wow that was fast!, this is exactly what I needed! Thanks! I will definitely try to spread the word about this program. I think the issue is that most developers just use stock fonts/message systems so they don't feel the need to use something like this but this program, for me, has allowed this game to feel unlike any other 2k3 game. It takes some work to make use of custom messages, text, etc. especially in 2k3 so most avoid it.
But don't get discouraged, this is a very well done piece of software and does exactly what it's supposed to do. I think if this had come out back in the hey day of 2k, 2k3 and XP it'd be much more widely known. You're also in the credits as special thanks for your program so hopefully more people see it through the credits sequence.
Again, you just don't know how much time this thing saved on Dragon Quest +, thank you much!
Picture Text Creator
Yo Hedge, I have a question for you. I'm currently making a staff roll image and your program has literally saved so much time on my project, however the staff roll image is going to be very, very long. The issue is when I get past a certain point in adding in the text, it's too long for the program to show via the live update in the I guess you would call, "view port". Is there any way to improve upon this like maybe adding a scroll bar for images that are extraordinarily long or am I just out of luck? It's no biggie if there's no remedy but I'd appreciate it if there was.
Again, I can't thank you enough for making this:)
Again, I can't thank you enough for making this:)
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Cast ashore
I had a good time with this one! Kind of reminds me of Crystalis, Dragon Quest and Lufia 3 all in one game. Good stuff.
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I see you're using tilesets from Terranigma. and they do look good in this area. As a resource I recommend using some tiles from the GBA games as well from
https://www.spriters-resource.com/game_boy_advance/dbzbuusfury/
https://www.spriters-resource.com/game_boy_advance/dbzlog2/
You might have to do some snipping out of the tiles yourself but it's helpful in the long run. Just a suggestion. This looks great, keep this style but I'd hope you'll use these too.
https://www.spriters-resource.com/game_boy_advance/dbzbuusfury/
https://www.spriters-resource.com/game_boy_advance/dbzlog2/
You might have to do some snipping out of the tiles yourself but it's helpful in the long run. Just a suggestion. This looks great, keep this style but I'd hope you'll use these too.














