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.
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.
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Skill Editor
Having a skill require a condition on the user before allowing it to be used, and then (optionally) removing that condition after use would also be useful.
Alpha Test
I've been able to confirm that it mostly does what it's supposed to at this early stage of development. I haven't tested making my own tiles to import them or anything, but I imagine that works as well.
I see that you've added a pseudo mode 7 view to the map as well, very nice. and with little impact to frame rate as well. Very nice.
I see that you've added a pseudo mode 7 view to the map as well, very nice. and with little impact to frame rate as well. Very nice.
Tile Editor
Font Engine
I like this font. It's a good font.
I assume you can render certain font options simultaneously, like different color text without being outlined.
I assume you can render certain font options simultaneously, like different color text without being outlined.
Sound Engine
While I'm not sure if it's the easiest method, I was able to use Audacity to record midi files that I played with a software synthesizer, save the recordings as .OGG and set up proper looping on them.
It's not a fast process, and involved some trial and error for getting the loops in the right spots, but if it comes down to this or paying for a license to have midis working, a little work is better than a lot of money.
It's not a fast process, and involved some trial and error for getting the loops in the right spots, but if it comes down to this or paying for a license to have midis working, a little work is better than a lot of money.
Image Display
Coming Soon
I hate to sound like a negative nelly on this, but I feel someone should probably point out the fact that your last attempt at this was only an extension to rm2k3, and took you substantially longer to make than you'd initially projected. And after years of working on it, you had a mostly working prototype, which was cool and all, but was devoid of what I (and possibly some others, maybe) considered the main reason for undertaking the project in the first place: replacing the buggy battle system.
Now, don't get me wrong here, you're awesome. This is awesome. Even undertaking the original project in it's original form was awesome, and what you completed for that one was awesome too, and completely usable, if a CBS was involved. Kudos to you. Even if I kind of seem like a dick right now, when all is said and done, I will be your biggest fan.
I'm just a little bit concerned that after what happened last time, and with all the other groups and people who're making open source rm replacements that always seem to disappear, that we won't see this materialize as a usable product. It seems like you're setting your sights kind of high, especially with starting over again fresh, you know?
Now, don't get me wrong here, you're awesome. This is awesome. Even undertaking the original project in it's original form was awesome, and what you completed for that one was awesome too, and completely usable, if a CBS was involved. Kudos to you. Even if I kind of seem like a dick right now, when all is said and done, I will be your biggest fan.
I'm just a little bit concerned that after what happened last time, and with all the other groups and people who're making open source rm replacements that always seem to disappear, that we won't see this materialize as a usable product. It seems like you're setting your sights kind of high, especially with starting over again fresh, you know?
Minor Update
A few changes
The changes to the monster encounter system are complete - and with the sudden increase in parallel process events - I expected some lag.
I tested it on the worst system I could get my hands on, to see how it would fare:
Intel Centrino dual core ~2.2ghz
RAM: 4gb
display adapter: NVidia 8400M GS @ 2gb shared VRAM
It ran smoothly, with no slowdowns on the test map with 10 monsters running around on it.
I realize that laptop has a lot more ram, and a better video card than some people's RM* machines. If the opportunity arises, I will test it on lower end systems as they become available.
I'm now working on back-porting the new encounter system over the old one, a process that shouldn't take too long.
I tested it on the worst system I could get my hands on, to see how it would fare:
Intel Centrino dual core ~2.2ghz
RAM: 4gb
display adapter: NVidia 8400M GS @ 2gb shared VRAM
It ran smoothly, with no slowdowns on the test map with 10 monsters running around on it.
I realize that laptop has a lot more ram, and a better video card than some people's RM* machines. If the opportunity arises, I will test it on lower end systems as they become available.
I'm now working on back-porting the new encounter system over the old one, a process that shouldn't take too long.














