PNEUMATIC'S PROFILE

Search

[RM2K3] Feedback before implementing an idea

I'm trying to come up with an idea that will add a little bit of strategy or at least uniqueness to RM2k3's default battle system.

So far what I have is using the attack command or physical skills will cause the exhaustion gauge to rise. Once the gauge tops out, every time you use the attack command or physical skill after that, there's a chance the character will be inflicted with Exhaustion, which halves attack and speed stats. (Or maybe just attack)

The gauge will decrease every time any command other than attack or skills are used, and if the gauge is not at 100%, then every turn after that there's a chance Exhaustion will disappear if the character is afflicted.

For magic, similarly the magic gauge will rise every time spells are used, and decrease when any other type of command is used. If the gauge tops out then every turn after that a spell is used there is a chance the character will be afflicted with magic poisoning, which halves magic power and inflicts damage similar to poison. This one will not disappear without being cured via spell or item.

Weak skills/spells will cause the gauges to rise slowly, stronger skills/spells or those that target all enemies or the whole party will increase it more. I thought this might be a good way to add some strategy to battles and prevent the strongest skills and spells from being spammed over and over, but what I don't want is for it to become too tedious. There will be spells/skills/items that modify the rate the gauges fill at, such as half rate, 2x rate, etc.

Would just like to know if this seems like it would work out if implemented properly, or if it sounds like it would make battles too difficult, a chore, tedious, etc. before I actually start putting it into action here.

Keys stop working [Rm2k3]

OK, this is an issue I've been having since I moved all my RM2k3 stuff over to my laptop. It worked fine on both of my desktops, but I've been having a frustrating problem for as long as I've been using this computer.

Keys will randomly stop working whenever I'm actually test playing my game. The editor works perfectly. So, I may go to test play a battle, and only the down key will work. It seems to only happen with the directional keys and the cancel key, the space bar is usually fine. All other programs run normally, it's only Rm2k3 that has this issue. I usually use Rm2k9, but it happens in the normal editor too.

I've tried replacing the RTP, but it hasn't done any good, so I'm sort of at a loss. Usually everything will work fine after a restart, but then one by one they'll start to lose function. Another strange error is that a lot of time my battle animations will play, but then there will be a lockup, with a blank message box staying at the top of the screen after the animation has finished playing. I can still use F12 to reset when these things happen.

Again, a restart will usually fix both of these problems. They also seem to occur after the computer has gone to sleep and then been woken back up too.

Does anyone have any idea what could cause this?

Need someone to 'compose' or 'transcribe' an existing song [paid]

Ok, sort of a weird request here.

There's a song I want to use in my game, but it only appears in episodes of a TV show, and is not on the OST in the version I want to use.

I have tried downloading episodes and using a vocal remover and fooling with the equalizer to no avail, I have also tried splicing it together from clips and it just sounds terrible. I have tried to compose it myself using MP3 software, but I have no idea how to compose music and am just wasting my time.

So, I am looking for someone to essentially listen to the song, and then recreate it as accurately as possible. It isn't that complicated, it's about a minute and a half long, but it's mostly a repetitive ominous chant with no instruments at all for the entire thing. I'm well aware that songs like this are a dime a dozen, but this is the one I'd like to have.

I don't think it would take much effort at all to anyone who knows what they're doing, so if you're interested PM me or reply and I'll send you the clip and we can discuss payment

Thanks!

The end of RM2k/RM2k3?

Is Rm2k/Rm2k3 a doomed 'platform?'
Granted, it would be stupid to 'start' a game in 2k or 2k3, I'm not here to argue about the better engine, XP or Ace are obviously superior.

But, where does this leave people that started long term projects years ago, back before XP or VX ever even came out? I know of a few projects on this site, Starless Umbra for one, that have been in progress for longer than VX or XP have existed, and I've been working on my own game for about the same time frame.

I remember WolfCoder mentioning back when he started on 20XX that eventually OS's would be unable to run RM2k3 or 2k, either games or the editor, which was why I thought that 20xx would mean that I wouldn't have to worry about people being able to actually play my game if it ever gets done, but of course he gave up on it.

So, I guess I'm just asking what the best course of action should be here. If I'm wasting my time working in 2k3, my options seem to be either give up, or start completely over from nothing in XP or Ace, and the past few years were a waste. I would rather use a modern maker, but I'd rather NOT lose all my work.

What are the odds that 2k/2k3 become completely incompatible with future OS's? Is there any sort of emulation possible?

"Delay" before showing spell animations

I've been having an issue with trying to get battle animations sorted out between two computers.

On one computer, when I use a spell, there's a delay while the character's casting animation shows, and then the battle animation for the actual spell shows.

On my new computer, when I use a spell, the casting animation and the spell animation both start at the same time. I know I could fix this by adding extra blank frames to the start of the spell animation, but seeing as this seems to differ between machines, I don't want to end up with a huge gap before the animation starts after the casting animation finishes, if that makes any sense.

Going back to some of my old projects on my other computer, I found that this even seems to differ between projects, some delay the start of the spell animation, some don't.

Does anyone know why this is? Is there a hidden setting or something I'm missing?

What is this song?

Kind of a dumb topic and a long shot here, but can anyone possibly tell me what the real name of a MIDI song is and where it came from?

It's in my locker if anyone minds giving it a quick listen, unless there's some way to attach a file to a forum post that I'm missing.

[RM2k3] Choppy Battle Character Animations

I have kind of a strange problem here. I am using battle animations for the battlecharacters in my game, and I have it set on all weapons that they should move to the target and attack, and then return to position.

I created a custom dashing animation and a custom "jumping back" animation for each character, and made sure that they all had the exact same settings in the character animations tab.

But, for some reason, despite the fact that I just copied and pasted the same "dash" and "jump" animation for each character, only the first one displays correctly, and shows the full move to target and return animation.

That is, for the first character in the database, his animations work properly. I copied and pasted the actual animation and changed the image file for the other characters, so they are all essentially the same animation. Yet, for some reason, the dash and jump animations are very choppy for the other characters instead of running smoothly, like the first one.

I have checked and rechecked everything to ensure that all settings for animations between characters are the same, but I can't seem to figure this out.

EDIT: Created a skill that when used causes the character to move to the target. When used, dash and jump animations display just fine. When using the regular attack command though, they're choppy. What gives?

Using a custom font in Rm2k3

I've been searching around quite a bit and haven't been able to find any reliable instructions on how to create a custom font that RM2k3 will display correctly, or how to install it. I'm not talking about fixing the garbled font issue, I mean creating or downloading an entirely new font, and then making the game use it.

A few people linked a font changer made by Cherry, but I can't seem to use it right, as it gives an error every time I try to change the font.

So basically, what are the specifications for the fonts that RM2k3 uses in the even that I want to make my own, and how do I get the game to use either it, or a downloaded custom font? I haven't found any decent tutorials on this so far. How do I know if a downloaded font will be usable in Rm2k3?

Also, if anyone knows where I could find free license fonts online that are compatible with RM2k3, (none of the sites I've looked at so far have had any, it doesn't help that there are thousands and I don't know which will and won't work,) that would help too.
Pages: 1