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RAMZA'S PROFILE

I've spent a large part of my 26 years designing video games, mostly in my head. When I discovered RPG Maker 2000, I finally had a medium to put my thoughts down into, and I did.

At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.

Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.

I've come too far to quit now, though.
Mana Conquest: Vengeance
The second game in the Mana Conquest Trilogy

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DynModeSeven

Probably you, I don't think there was much more to add in response to me.

[DynRPG Plugin] DynModeSeven

author=Kazesui
Your fence is probably look very disjoint.


I imagine this is why the ability to render sprites from picture files was included. A 192x16 sprite of a fence is much better looking than the individual tiles that would've made that same fence up were it on a normal map.

At least, I assume that's a main reason for including sprites.

[rm2k3] Casting time | Question about DynRPG

I'll start by answering your second question first.

Switching to DynRPG is easy. The patcher will patch your rm2k3 version and keep any mods that you already had installed on it.Additional patches can even still be installed on top of it. As far as I'm aware, the language of your rm2k3 will not matter in this. I also know from experience that the patch for custom glyphs and custom splash screens works fine.

As for your other question. PepsiOtaku has a nice plugin to change the behavior of the default battle system. Using his custom speed formulas, you can make the ATB move backwards to zero. You could use this as a makeshift cast timer. when you complete a turn it sets your speed to a negative value, and makes your full ATB bar go backwards towards zero. I'm not real sure what to do with it at that point, mind you, but it's a start at least.

DynModeSeven

This is an amazing plugin. Unfortunately, I will not be able to use it.

When I made my game's custom menu systems (the cms shell and the change party menu in particular) I stupidly made them using pictures 1-11. I can't utilize this plugin without redoing the whole menu system to use a higher pic number, or disable the menu system on the world map (which I do not want to do).

All the same, I messed around with it a bit, and would offer the following:
I have a caterpillar system active on the world map. I've noticed that the follow events seem to disappear and reappear at random. I noticed the third event disappears when walking to the left, and the second event disappears when walking up. Both events stay normal when walking down or to the right.

I have a world map minimap picture that I overlay in the bottom right corner of the screen. The map picture is semi-transparent, however, if a caterpillar event ends up underneath it, it cannot be seen at all underneath. The picture ID for this map image is #47, if that matters. I suspect that this may have something to do with picture priority of the event sprites.

I wish there was a way to specify if you want an event to pop off the map or not. I used some events as a third mapping layer, and that doesn't work so well with the mode 7 active. Perhaps a check of the event name for @2d to disable it.

Anyways, this is great. Keep up the awesome work.

Windows 8 and RM2K3

author=Sailerius
author=Wonsungi
Sailerius
Which games have been crashing for you? I would like to test them on my machine and perhaps the other.
All of them.

I've found that running an rm game in fullscreen by running the RPG_RT.exe file (no testplay mode) causes it to lockup and crash 100% of the time on my machine. Try setting some compatibility options. I've had luck with windows XP SP3, but as mentioned in the article, the framerate tanks in fullscreen mode like that.

Edit:
It appears that my machine is picky about what works and what doesn't. I tried messing with some compatibility options to check framerates, and they all appear to be around 24-25fps now. Since it's not consistent, the video appears choppy, though.

I'm kind of annoyed TBH. I'm considering installing a windows XP partition on this computer so I don't have to deal with RMs crummy performance. Even the DXGL wrapper isn't perfect. I noticed lately that it seems to having missing pixels, or shows a checkered line in between the boundaries of different elements on the screen (like between the bar color and the bar graphic in the DBS) which is distracting.

It is still a work in progress, however.

Pokémon RMN Version

I was under the impression that this was more of a "make a pokemon suggestion, and we'll see if it fits" sort of thread, and not so much a "submit a fully fleshed out pokemon idea and we'll use it".

I don't know a whole lot about how the stats work, going by what I thought you said (80 would be low), I balanced accordingly, however, I can see that you said for third stage it would be low.

Feel free to make any changes to the base stats/movesets you like, my only intention was to draw up a rough sketch and that is what I've done.

I had considered the Udder cannon, but thought that would look too much like a giant iron different part of anatomy.

Pokémon RMN Version

I just found this thread, and the mood struck me to participate. The drawings are kind of crap. I Think my naming scheme is what drives this home.

[DynRPG] Provoke Skill

Would it be possible to expand on this a bit?

A comment command that forces an enemy to be provoked to a certain hero (either by variable or heroID)

IE:
@Provoke [Mob#], [Hero#], (turn duration?)

If this were included, a system where an enemy tells his companions to attack a certain target would be possible. Also, scripted events that rely on an enemy directly attacking a specific hero would be a lot easier to control.

[DynRPG] Main Menu Game Playtime Clock & background/foreground options

One thing I've noticed while using this is that it seems to forget what the current background image should be, if you load a save game.

My game has the starting menu disabled (so it goes right into new game), so I can have a custom start/load game menu. I have it set so that the default image is actually the titlescreen, so that the load game menu has the same background as the new game/load game menu.

Currently I have it so that when entering/exitting certain maps, I have the variable set to change the background, and this works fine. However, if I load a save straight from the main menu, the loaded save always has the default image, until I exit/re-enter a map that changes it.

I'm not sure if this is because the game loads into a new game from the main menu right away, and just doesn't update to check the variable after the loaded save is loaded up, or if there's something else going on where loading any save sets the background image to its default.

It's not a terrible inconvenience, however, I will probably just switch to using a solid color background at all times instead. I wasn't making very good use of it in the first place.

Something to think about for later, though.

Why your name?

I took this name from the final fantasy character of the same name. Back in 2001, before FF Tactics became a cult TRPG phenomenon, and was just an obscure reference at best.

I usually have to add '2k' to it, in order to use the name. Damnable popularity. Sometimes even the full name is taken, and I add a b2k to the front or back.

I guess I chose it because the overarching story of a guy in the background doing all the world changing stuff, while a nobody in the spotlight profits for it struck a chord in me.

That or I was a 14 year old fanboy. Either/or works.