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The official English 2k3 version is out!
You know... I never realized how bad the original unnofficial translation for RPG Maker 2003 was until now ; for the longest time, I thought that the 'status problem fade after X turn' feature was not working.
But with the new translation, it finally became clear that the feature wasn't that the status would automatically vanish after reaching X turn but rather that it would start using the 'X % chance of vanishing on its own' calculation after the number of turns have been reached...
But with the new translation, it finally became clear that the feature wasn't that the status would automatically vanish after reaching X turn but rather that it would start using the 'X % chance of vanishing on its own' calculation after the number of turns have been reached...
The official English 2k3 version is out!
OK... reinstalled and the bug disappeared when creating a new project.
However, discovered that the moment I try to convert a project from the old versions to the official version, it breaks the Battle Screen tab functions.
And by breaking, I mean that literally: if I create a new project from scratch after that, the Battle Screen tab will remain broken, forcing me to reinstall the program to undo the damage.
However, discovered that the moment I try to convert a project from the old versions to the official version, it breaks the Battle Screen tab functions.
And by breaking, I mean that literally: if I create a new project from scratch after that, the Battle Screen tab will remain broken, forcing me to reinstall the program to undo the damage.
[RM2K][RM2K3] Small survey about patches - takes only a minute
RPG Maker add-ons being sold is something I'm a bit less hostile to than Skyrim mods for a simple reason:
What you're creating are effectively engine pieces to be shared for a game-making program.
Sharing engines, if only for a fee, has been an industry standart for decades ; one only has to think of how many game engines have been licensed to other development teams to allow them to make their own games.
Though if it is the desire of people to make add-ons for money for this engine, there should be both rules and measures to prevent coding theft (in short, like you don't sell a game with game rips, you don't sell an add-on with coding you took from someone's work).
I'm rather neutral to the issue and the idea of sold add-ons is something I feel should be dealt with carefully but I do think that it would be good for the official RM2003 to eventually reach the same potential of the unofficial engine (especially for those who are already using patches in the unnofficial engine).
What you're creating are effectively engine pieces to be shared for a game-making program.
Sharing engines, if only for a fee, has been an industry standart for decades ; one only has to think of how many game engines have been licensed to other development teams to allow them to make their own games.
Though if it is the desire of people to make add-ons for money for this engine, there should be both rules and measures to prevent coding theft (in short, like you don't sell a game with game rips, you don't sell an add-on with coding you took from someone's work).
I'm rather neutral to the issue and the idea of sold add-ons is something I feel should be dealt with carefully but I do think that it would be good for the official RM2003 to eventually reach the same potential of the unofficial engine (especially for those who are already using patches in the unnofficial engine).
The "new" RM2k3 engine
I may be a newcomer to this forum but I'm not to game making as a whole so I'll give my opinion on why RM2003 is liked so much.
I've dabbled in both professional and amateur game making and what a lot of people understimate is just how darn convenient and stimulating it is for some to have an effective engine from the start. There is a very good reason why many generations of games are defined by their engine ; even among pros, not everyone want to recode how to draw basic sprites and polygons on the screen every single time you want to tell a new story or got a neat new gameplay system in play. Sometimes, you just want to sit down and have all of your coding go to event-making instead of engine finetuning.
And RPG Maker 2003, with its ATB system, hit a lot closer to home for many than the turn-based engine of XP & Ace ; simply put, RM2003 get the result you want with comparatively less mods and extra coding, which is a huge plus since for every mod and add-on you add, you risk greater instability in your game.
Of course, if you know (and is willing) to program, Ace is superior (though I think that if you absolutely need Ace's coding muscle, you may as well and go for a full game making engine/pure code but I disgress) but simply put, it is one reason to take RM2003.
But what about those who still code insanely much but still choose RM2003 over Ace?
Ironically? Resolution.
Simply put, even in today's world of high-resolution graphics, pixel art remain a distinctive and very thoroughly loved art style. And it is one that simply work better in a limited resolution. There is also the matter that not everyone who use RPG Maker want to create full-blown original projects ; many want to toy with it, create fangames, or simply don't have artistic talent or contacts to help. RM2003's resolution is compatible with the vast majority of the sprite resolutions used in pixel art games, even today.
To use Ace demand you either accept to use the RTP, make your own graphics, or use a more limited palette of graphics than RM2003.
I hope it help shine a light on why RM2003 retain traction (and relevence) even today despite being an older, simpler engine.
I've dabbled in both professional and amateur game making and what a lot of people understimate is just how darn convenient and stimulating it is for some to have an effective engine from the start. There is a very good reason why many generations of games are defined by their engine ; even among pros, not everyone want to recode how to draw basic sprites and polygons on the screen every single time you want to tell a new story or got a neat new gameplay system in play. Sometimes, you just want to sit down and have all of your coding go to event-making instead of engine finetuning.
And RPG Maker 2003, with its ATB system, hit a lot closer to home for many than the turn-based engine of XP & Ace ; simply put, RM2003 get the result you want with comparatively less mods and extra coding, which is a huge plus since for every mod and add-on you add, you risk greater instability in your game.
Of course, if you know (and is willing) to program, Ace is superior (though I think that if you absolutely need Ace's coding muscle, you may as well and go for a full game making engine/pure code but I disgress) but simply put, it is one reason to take RM2003.
But what about those who still code insanely much but still choose RM2003 over Ace?
Ironically? Resolution.
Simply put, even in today's world of high-resolution graphics, pixel art remain a distinctive and very thoroughly loved art style. And it is one that simply work better in a limited resolution. There is also the matter that not everyone who use RPG Maker want to create full-blown original projects ; many want to toy with it, create fangames, or simply don't have artistic talent or contacts to help. RM2003's resolution is compatible with the vast majority of the sprite resolutions used in pixel art games, even today.
To use Ace demand you either accept to use the RTP, make your own graphics, or use a more limited palette of graphics than RM2003.
I hope it help shine a light on why RM2003 retain traction (and relevence) even today despite being an older, simpler engine.
The official English 2k3 version is out!
OK... don't know where to post this so I'll post it here.
I got the official RPG Maker 2003, which I am happy for. What I am less happy is that it's apparently buggy.
Simply put, I installed the official RTP and when trying to make a new project and checking the new interface, the moment I clicked on the Battle Screen tab, I got the following error:
"A load violation of address 00000518 occured in address 00531E13 of module 'rpgmaker2003.exe'."
Note that this was through a newly created project, not one downloaded or produced using a different version from the official one.
Is there any particular reason for this kind of bug?
I got the official RPG Maker 2003, which I am happy for. What I am less happy is that it's apparently buggy.
Simply put, I installed the official RTP and when trying to make a new project and checking the new interface, the moment I clicked on the Battle Screen tab, I got the following error:
"A load violation of address 00000518 occured in address 00531E13 of module 'rpgmaker2003.exe'."
Note that this was through a newly created project, not one downloaded or produced using a different version from the official one.
Is there any particular reason for this kind of bug?
The official English 2k3 version is out!
Is the store RPG Maker program a digital or physical copy?
(on my side, a digital copy would be more convenient yet the site does not specify which one it is)
(on my side, a digital copy would be more convenient yet the site does not specify which one it is)
The official English 2k3 version is out!
1-when is a non-Steam version coming out?
2-will directional pass tiles work correctly in an update? Right now, what they really do is turn one side of the tile into a wall so you cannot create tiles that can be passed from every direction except one.
This create such 'fun' situations as a serie of tiles that should allow you to move down and not up but because of this quirk, what you create is actually a column of tiles that can only be crossed horizontally.
2-will directional pass tiles work correctly in an update? Right now, what they really do is turn one side of the tile into a wall so you cannot create tiles that can be passed from every direction except one.
This create such 'fun' situations as a serie of tiles that should allow you to move down and not up but because of this quirk, what you create is actually a column of tiles that can only be crossed horizontally.
The official English 2k3 version is out!
@bulmabriefs144
Generally, you can get this by using Battle Animations as a replacement for the battlecharset. I never use the battlecharsets anymore myself ; when in the battlechar window, select the 'Animation Type' tab then select Battle Animation instead of the default offered to you.
And there you go!
Just be aware of the following quirks: most action animations play only once. However, idle and status animations will loop.
Likewise, you can use battle animations for weapon use too, which allow for creating custom animations for practically every weapon in the game and even have characters use the same weapon differently. Far more flexible than the default battlecharsets as a whole.
Death animation will loop if death is inflicted by events or by damage from events but the animation will only play once if death is caused by normal damage or skill damage/status.
Generally, you can get this by using Battle Animations as a replacement for the battlecharset. I never use the battlecharsets anymore myself ; when in the battlechar window, select the 'Animation Type' tab then select Battle Animation instead of the default offered to you.
And there you go!
Just be aware of the following quirks: most action animations play only once. However, idle and status animations will loop.
Likewise, you can use battle animations for weapon use too, which allow for creating custom animations for practically every weapon in the game and even have characters use the same weapon differently. Far more flexible than the default battlecharsets as a whole.
Death animation will loop if death is inflicted by events or by damage from events but the animation will only play once if death is caused by normal damage or skill damage/status.
The official English 2k3 version is out!
Something I realized would be fun regarding RPG Maker 2003 (excluding a non-Steam release ; despite what the first post says, RPGMakerWeb still display "Only available on Steam").
Namely, if it actually gave you the real dimensions for what is and isn't allowed.
That you can upload 240 x 240 enemy graphics and 640 x 640 picture graphics is a total, complete lie. It would be nice to know the actual dimensions and why RPG Maker 2003 does not allow you to use its file manager to put a graphic file in the game.
Namely, if it actually gave you the real dimensions for what is and isn't allowed.
That you can upload 240 x 240 enemy graphics and 640 x 640 picture graphics is a total, complete lie. It would be nice to know the actual dimensions and why RPG Maker 2003 does not allow you to use its file manager to put a graphic file in the game.
[RM2K3] Any 2k3 Battle Tips or Pointers?
You can't make something that checks for status?
Weird. A super boss in one of my RPG Maker 2003 projects specifically check if the player apply the Reflect buff to the party and if the party does, it will automatically use a special attack on its turn that remove the Reflect status on top of dealing heavy damage.
Likewise, been using common events quite a bit to switch characters on the fly during combat.
And status accuracy actually work like this: base skill success rate x target's vulnerability rate.
On weapons, there is an additional multiplier as to have the weapon not do this all the time.
Likewise, skills can be set to turn on switches instead of using any built-in effects as to call battle/common events.
Generally, though I did run into some annoying limitations, I've generally been able to work with it quite well.
Weird. A super boss in one of my RPG Maker 2003 projects specifically check if the player apply the Reflect buff to the party and if the party does, it will automatically use a special attack on its turn that remove the Reflect status on top of dealing heavy damage.
Likewise, been using common events quite a bit to switch characters on the fly during combat.
And status accuracy actually work like this: base skill success rate x target's vulnerability rate.
On weapons, there is an additional multiplier as to have the weapon not do this all the time.
Likewise, skills can be set to turn on switches instead of using any built-in effects as to call battle/common events.
Generally, though I did run into some annoying limitations, I've generally been able to work with it quite well.













