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We need to talk about the fan games here after what happened to the Metroid 2 Project

Fan games don't hurt the original products. Never have and never will. Whether a game (fan project or not) is good is based on its own merit alone.

author=Corfaisus
author=PepsiOtaku
you can only get it via torrents now.
Don't fucking do this. It was shut down for a reason. Protect the indie developers by not keeping it open and distributed after Nintendo's cease and desist. They don't know who these people are or who they know. This could get them into some serious trouble.

Actually, do do this because it's a great god damn project? Torrents don't really have anything to do with the developer because anyone can make and post a torrent and start sharing. It's why you can google for "Chrono Trigger Crimson Echoes" and still find it. Once a game has been distributed, that's it. There's not much a company can do, and takedowns/C&D's are just a formality.

We need to talk about the fan games here after what happened to the Metroid 2 Project

Summary: 2 days ago, the 10? year project, AM2R, a beautiful Metroid Zero Mission styled remake of Metroid 2 (gameboy game), was released to mark Metroid's 30th anniversary. The shitty part was that Nintendo didn't even acknowledge the anniversary. No mention of Metroid or anything on social media, so for fans, the release of this project was a huge godsend. News of the fan project's release was making tons of rounds all across the internets and it was only a matter of time before it got a C&D notice. That happened earlier today. The post on the Project AM2R site announcing its release was removed, and you can only get it via torrents now.

As a Metroid fan, we get abused by Nintendo every year around E3 time, and this was just yet another punch in the face. The fact that they didn't even acknowledge Metroid's 30th and basically jerk off about Zelda's all year long is just insulting. It's like they got skiddish about the franchise after Other M (which was a terrible game made by a completely different studio from the Prime series) and gave up after that because they didn't want to take the risk on it again. Then they announced that shitty Metroid: Federation Force last year which is like a co-op 3DS game with chibi characters (seriously, wtf), so it's clear they have no fucking clue what to do with the franchise anymore.

At any rate, AM2R was bound to get a C&D, so that part doesn't really bother me as much. It's out there now, so you can find it if you look for it (which shouldn't be too hard).

It's brilliant though. I have already put like 8 hours in, have 100% items and am on the last boss. It's extremely polished sans the pixel art on some of the enemies, and definitely deserves to be talked about. It might be the best fan game I've ever played in general.

Fan projects are always at risk though. I don't think this changes anything.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=Corti
However, increasing the number above 127 might lead to errors, above 255 sure does. Don't know if the value is taken as 8 bit signed or unsigned everywhere it is used.

Thanks for answering this one. In DynRPG at least, you can set the the item amount above 99 (up to 255), but 2k3 wasn't built to display that 3rd digit everywhere, so the item menu itself may show "255", but when you go to use it, you might see "25" in the sub-menu, and in battles strangely, you'll see "99" even though it's still technically higher.

I think it also breaks the function that decreases the item amount, so even though you use the item a few times in and out of battle, it'll still get stuck at 255 (or whatever number it was set at higher than 99 initially).

(Basically, it's not worth it and you're gonna have a bad time...)

[RM2K3 PATCH] PicsInBattle/PicPointers (for v1.11)

author=Blindmind
For those who may know (Nessiah?), what's the procedure for Enterbrain/Deciga to greenlight patched or modified versions of Rm2k3 for commercial projects? Is it already in-process?

I too would like to know this... >_>

So long as you at least buy the official version, it shouldn't matter which version you use for your game. The EULA rules kind of screw old-timers like us. :-/

Screenshot Survival 20XX

I kind of like A because you can see the text shadow, but it might depend on how busy the stuff behind the text box is. The anti-aliasing in the text kind of ruins all of them for me though since the rest of the art is so crisp. :-/

[RM2K3] game protection

author=Mirak
Wow, that software sounds super useful for other kinds of things.

Like, my game folder usually looks like this and it looks messy and people not used to computers might click something they shouldn't or remove files when they shouldn't and this tool would help greatly.

Yeah you can pretty much pack it any way you want to, ultimately. I don't think dlls are that big of a deal though. With 2k/2k3 games, you basically have like 10 folders with XX number of resources, and hundreds of map files, so it's more for trimming that type of thing down to 1 or 2 files. I'm assuming there's a lot of stuff in that resource folder, so you could basically turn that into a resource.*** file using Enigma.

You could take it a step further and create an installer/shortcut (which would make people bitch even more), and if they break the game somehow by deleting files they're not supposed to, it's kind of on them. So I wouldn't worry about that aspect of it too much.

[RM2K3] game protection

@BluePhoenix: An actual answer to your question... Enigma Virtual Box. MoleBox was probably the one your thinking of, but it's not that reliable. See my post about it here:
https://rpgmaker.net/forums/topics/18566/?post=730825#post730825

My opinion about the matter is that if it's your game that you spend hundreds of hours on, you should be able to protect its resources if you want to. What other people say or want about the matter is kind of irrelevant. If they want to change things or rip resources that badly, let them struggle. :)

+++ DynRPG - The RM2k3 Plugin SDK +++

Nope. Gotta be a renegade and get the unofficial translation. Just do a google search for "rpg maker 2003 rpgadvocate" and it should come up. Doesn't hurt to have the official version too though to show support.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=Corti
So the rpg maker is still drawing onto the screen->canvas but the canvas is shown in OpenGl instead DirectDraw?


Yes. You can hide it with:
ShowWindow(GetParent(RPG::screen->getCanvasHWND()),SW_HIDE);


It's a little hacky, but it works.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=Corti
Nice! Did you create your own openGL rendering for every element of the game?

Right now it's basically one object within the rendering window, and all of the pixels from 2k3 get placed in that object.

I think what you're suggesting would require hooks into RPG::Image that create gl objects for each, but that would break a ton of stuff like effects, brightness and transitions. Ultimately though, that would be a cool thing to pursue because you could layer your own opengl objects into it. It's something I'm considering figuring out in the future, but for right now, I'm just happy to rid myself of DirectDraw. :)

author=AubreyTheBard
Interesting. I wonder if this could be used to create special effects. Make the screen bulge in a particular spot, etc.

More or less, yeah. You'd have to write a pixel shader to do that.