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Super Mimi Souls
A young girl ventures forth to save the world!

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[RM2K3] Rpg Maker Maniacs Patch (for official version)

author=LordBlueRouge
author=Prinnyhero
Arghh! Now i really need this patch. Accidently pressing that row command in battle is absolutely infuriating.

That’s a lot of extra options on that fourth page of the event commands.
Hi PrinnyHero,

If you're still looking for the "no row command" patch. Try this one:
https://rpgmaker.net/media/content/users/6376/locker/RPG_RTnorow.exe

This one is for the steam version, I can't remember where I got it, or how it was made, I think it was from working on another project. Either way, let me know if this worked. Make sure to create a backup copy of your original RPG_RT.exe though, just for precautions sake.

EDIT: it's not the patch itself, it's just an RPG_RT.exe file with the row command removed, that you can use for rpgmaker2003 games.


You are literally my hero right now. This is great! Worked like a charm. I owe you one, thank you.

[RM2K3] Rpg Maker Maniacs Patch (for official version)

Arghh! Now i really need this patch. Accidently pressing that row command in battle is absolutely infuriating.

That’s a lot of extra options on that fourth page of the event commands.

[RM2K3] Rpg Maker Maniacs Patch (for official version)

Thanks for the info. I'd really love to have a patch for the Steam version at some point cuz this looks sweet.

Does anyone know if this patch let's you get rid of the dang 'Row' command? Cuz that would be swell..

[RM2K3] Rpg Maker Maniacs Patch (for official version)

Shame it locks you out of using Easyrpg later on. Perhaps I'll stick with the version I'm on for now. Still really cool that someone decided to do some work on these new versions.

[RM2K3] Rpg Maker Maniacs Patch (for official version)

Hey guys, I'm thinking of applying this patch to the Steam version I have. I've been looking for something to patch the official version for a while now and just noticed this.

Has anyone ran into any problems running this patch on the Steam version?

[RM2K3] Hiring Portrait Artists

A lot. Most likely over 200 portraits and possibly more.


Thank you for the suggestion, Kentona but I am looking for something more cartoony/anime themed. Similar to the disgaea games:



Obviously less colors will be used and the image will be smaller but the general idea should look like these characters.

[RM2K3] Hiring Portrait Artists

I'm here again looking for a capable artist experienced or willing to learn to draw in the format required for use in the Rm2K3 engine. I have been working on this new game for about 3 years now (Shattered Lands in my profile), and it's nearing completion. I need portrait arts and lots of them.. my wish is to have ALL of the NPCs in the game with a unique portrait art so that each interaction is a surprise to the player.

I am willing to hire more than one person as i understand some people have issues drawing certain things. I will be looking for Regular Humans, Demons, Robots, Animals, Bugs(zoomed in to see detail), Zombie, Cyborg, Armored, etc..

Though my game will be non-commercial, I am willing to pay very well for this work. This is a good opportunity for someone to make a quick buck as I will pay you as fast as you can work.

Below is a collection of portraits from the game Dark Sun, this is the idea with the humanoids and bugs, how they are zoomed in and offer the player a glimpse at what the main character is looking at in more detail. Although I would want the art in my game to look anime and obviously better detail it's the same idea with how everyone, even bugs and rats get a little face art which adds so much to every interation, how you can get a feel for their personality as apposed to a blank box with just some text.


Hand-holding in games

Hahah I remember that part.. or the part in Simon's Quest with the tornado you're supposed to wait for.. GOOD TIMES!

Demon/Dark Souls are great examples, loved the challenge in those games. Cryptic quests can be intriguing if done right but no one wants to be wondering what next on the main adventure.

I think it's cool when there is a side quest here and there that's mysterious and tempts you into walking off the beaten path but is also slightly obtuse so some people wonder if it means anything at all.

[RM2K3] - Curious sound errors in battle

I have been running into a peculiar sound bug while using the steam release of RM2k3 and was curious if anyone else had run into it.

It seems that sometimes during battle when a skill is activated or an item is used the first sound effect will be replaced with another random sound effect from my database as apposed to what it should be.

Couple of examples, when I use a potion or ether the 'Blow' sound will be heard at first followed by the rest of the sounds used for those items.

Another exmaple is when the Driller vehicle uses an anti-air missile skill it will initially have a drilling sound effect (which is the Driller's default physical attack sound)

Right now I am at 2170 skill animations and counting for my game so I'm wondering if it's simply 'too much' for the engine or something and the sounds are being mixed up somehow or perhaps earlier skills are doubling over.

Anyway I was curious if anyone else has experienced this or if someone has a suggestion to fix the issue though it isn't a big deal I think.

[RM2K3] Running mechanic impossible to make work proper?

Thanks Aubrey, while I did end up fixing this issue by having a separate common event called at the beginning of every single event to check if the run switch is on or off and having a speed decrease or speed increase based on that I do like yours and will test out which will be easier in the long run as there would be literally thousands of events to go through to make these changes.

Still hoping someone comes up with a miracle fix for that tile jumping solution...

I've come up with one fix for it but it adds a shitload of extra work. I ended up having to make all the lower level 'on hero touch' events on the same level as the hero and also add yet another parallel process that makes the hero walk into the event using the 'Through On' and a 1 step forward making it impossible to coast over it when holding the shift button. This is an okay fix but it's not ideal.. so if anyone has any other ideas it'd be great to hear em.