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Three Questions About RPG Maker 2000/3

so where does this leave people in the middle of long term projects in 2k3? I've been working on my game off and on since it came out and I hate to think that it's all been a waste of time and that it's just going to vanish into thin air

what are the odds that someone develops a work around? Is it a sure fire thing that it's going to quit working with the next round of OS upgrades or whatever? This has actually been something I've wondered myself before

RPG Maker 2009 Ultimate

pretty cool definitely downloading.

Just a couple of questions though, is there any planned support for showing pictures in battle? How about compatibility with other patches (for instance, like your reflect fix that you posted in the other forum.)

Lastly, what is "CGSS?"

RM2k3 Battle Animation Size Mods?

post=147901
Make more concise animations? What is this for, specifically? If it's a spell or something, it probably shouldn't be that long in the first place. I find that any spell animation that lasts longer than a second or two slows down the pace of battle, especially if it's used repeatedly.


sorry maybe I wasn't clear enough, I'm not wanting more frames as in a super long animation, I'm wanting more frames in the battle animation picture itself, the file that you use to make the battle animation. As it stands you can only have 25 cells. Looks like there's no way to change this though.

Thanks for all the input though.

RM2k3 Battle Animation Size Mods?

I know there are a couple of mods or patches or whatever for the RM2k3 program itself out there that give you things like mouse support, or higher switch/variable limits, different picture sizes for character sets, etc.

But, are there any mods that increase the number of cells or frames in the battle animation 1 or 2 pictures? 25 just isn't enough sometimes. I would think this would be an issue of increasing the size of the picture used for battle animations but I don't have any idea whether that would work or not.

Anyone know of anything like this that exists and doesn't involve my switching to another maker? The game's over half done so that's not an option.

Pixels



the big problem I have is that I don't know how to do stuff like folds and creases and I haven't been able to find a decent tutorial for those, and without them all my pants look like they're made out of plastic. I tried again on the legs of the first sprite is this any better? The arrow is supposed to be the angle the light was coming from

Pixels

post=125440
Please post small version so we can edit :3



if that one is considered pillowshading then these two probably are too but I understand if you don't feel like editing them:



Pixels

the light was supposed to be coming slightly from the upper left but apparently I failed there

I can't tell if the pillow shading comments are sarcastic or not, I thought it looked pretty good (and I didn't see it as being pillow shaded) but if it looks that bad and there's something specific you see I can do to change it without redrawing the whole thing I'm open to constructive criticism. (And before someone gets link happy with sprite tutorials, I've already read most of them :) )

The main issue I'm having apart from the hands is that his back knee is supposed to be sticking out and shading it that way was the only way I could figure out to get that across without it looking even more awkward

and yeah there's a few pixels missing from the waist for some reason

thanks for the response

Pixels



I can't really do hands too well so I need some advice on getting them to look right especially the fist

Best Way to show a custom gauge in battle? (Rm2k3)

probably not an option seeing as I'm already several years into it and over halfway done with the game and there's no way to port it to VX

I guess I'll just have to see what I can figure out

Best Way to show a custom gauge in battle? (Rm2k3)

I'm trying to figure out what the best way is to show a gauge that builds up gradually during battle in the DBS in RM2k3.

Basically it kind of acts as a communal MP pool, but the specifics of what it's there for aren't really important, I guess. It's just a percentage bar that I want to put in the upper right hand corner of the screen that goes between 0-100% essentially.

So far the ideas I've had have been:

using the battle background itself and editing the gauge into it as some other games have done, the only problem is I would need either 100 different battlebackgrounds for each percentage point in each area, which would mean literally thousands of battle BGs, or say ten or so each and a much less accurate gauge that only reads in increments of ten, which still means a lot of battle BGs but I suppose would be doable. I don't really like this idea as it kind of limits my options with the system I had in mind, but I guess if it comes down to this it may be what I do.

Idea two was to call a common event to show a picture in battle since there is no "show picture" option in the battle events themselves, but I'm not sure this would work and I haven't had time to test it out yet. Can anyone tell me if it's possible to show a picture in battle at all?

Idea three is battle animations, run as a common event parallel process to show the gauge. The issue here is potential slowdown of the battle and weird overlapping of attack animations and the gauge itself, but this is the one that allows for me to have a gauge that's accurate to 1%.

Which one of these seems most plausible and least intrusive in terms of causing slowdown? I'm leaning towards battle animations, but I'm afraid that this is going to end up causing the battles themselves to lag because I'll have to do it as a parallel process. Any other options/advice/help would be greatly appreciated.

Thanks.

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