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[RM2K3] rpg maker 2003 community is dead
author=david1234
I don't give a goat ass what you think of my opinion. I just stated what I believe . Just because it's not for you and others on this forum it doesn't mean anything. I know There are others outside this forum who agrees with me as well. I know others who said they liked the old games more. and I don't know what you consider excellent but i don't need you to assert to me that a lot of excellent game has been out in recent years. "Ironic" how what you consider to be excellent has to be accepted by everyone. It's like you know what every single person who played rm2k3 games knows what they like.
I think that's my problem with this whole thread: You're not here to have a discussion. You just want to state whatever is on your mind.
You're talking at us, not with us.
[RM2K3] rpg maker 2003 community is dead
author=EFFERVESCENTWARE
I didn’t realize we were in the minority. I feel kind of conflicted now.
For many, RPG Maker was an introduction to gamedev, and "moving on" to a more powerful engine is increasingly the norm, especially for those who are looking to make gamedev a career or at least a significant source of income.
Older people who stick with RPG Maker (a good chunk of this site) tend to either be hobbyist devs or people who are just really pressed for time. Like I've wanted to try another engine like Game Maker or Godot but I guess it makes the difference as to whether a game takes me two years to make, or whether it takes six.
[RM2K3] rpg maker 2003 community is dead
2019's Game of the Year Misao winner was a 2k3 game.
RM2k3 is still alive and well. The games might not always be front and center like they once were but it's pretty ridiculous to say 2k3 is dead.
RM2k3 is still alive and well. The games might not always be front and center like they once were but it's pretty ridiculous to say 2k3 is dead.
I've been away from the scene for a while. Which maker will best help me make a game like this?
The easiest engine to go with for an SNES-styled game would still be RM2k3. The engine has also gotten an official english release in recent years which includes some notable improvements as well as helping to optimize the engine for modern systems. That said, it's still basically the same 2k3 you know and love which means many of its limitations are still there. Same old menus, same old battle system. Unless you want to event your own.
All of the engines from XP onward are significantly more customizable than 2k and 2k3, and with enough coding knowledge (or plugins) you can achieve some truly amazing things with them. But it's worth noting that very few people are still working with XP and VX. VX Ace is still relatively popular, but less so now for commercial projects (especially those who plan to export to other platforms)
I'd say if you're looking for a more flexible way to get things done and are willing to put in the work, MV or MZ might be your best bets for getting everything you listed done. Keep in mind that these were built with higher-res games in mind, so an SNES-style game might take some extra work to pull off.
All of the engines from XP onward are significantly more customizable than 2k and 2k3, and with enough coding knowledge (or plugins) you can achieve some truly amazing things with them. But it's worth noting that very few people are still working with XP and VX. VX Ace is still relatively popular, but less so now for commercial projects (especially those who plan to export to other platforms)
I'd say if you're looking for a more flexible way to get things done and are willing to put in the work, MV or MZ might be your best bets for getting everything you listed done. Keep in mind that these were built with higher-res games in mind, so an SNES-style game might take some extra work to pull off.
How can Designers Create Levels to deal with Unflexable Players?
Regarding level design, I seem to recall the more open-ended levels being littered with arrow signs pointing you to where you need to go. Put enough arrow signs in your levels, and players may subconsciously learn to rely on them instead of figuring out their own way through. If there were no arrow signs in the game at all, players would have had to train themselves to analyze and determine their own path through the levels.
I think you can get away with littering everything with arrows early on to give players a sense of how the game flows and how everything is structured. You can (and probably should) gradually wean the player off of arrows and other obvious visual guides as the game goes on, and by a certain point the player should be acclimated enough with tools/abilities available to them to figure out how to navigate your design.
But I think it's also important to respect your player's abilities and their capacity to acclimate themselves to how your game is designed. I know that if I'm being corralled into the solution for every single thing in a game, I feel like I'm not being respected as a player. The key is a finding a balance between approachable design and having faith in the people playing your game.
Play MY games... or else
What Microsoft Font would sum up 1990's for you?
ROBOTS!
I'm a weirdo and I make most of my robot and mechanical enemies strong against electricity, but weak to water (i.e.: short-circuiting) and earth (grounding).
I feel like nobody really suspects this so I end up putting an NPC that mentions it.
I feel like nobody really suspects this so I end up putting an NPC that mentions it.
4 Years Later
author=Corfaisus
You could've easily gotten your Kickstarter money back by becoming a Steamworks partner and putting your game on there for the $100 submission fee.
Have you ever actually put a game on Steam, Corf? Because I can assure you that putting a game on Steam isn't a guarantee that you'll see a return, and hasn't been the case for a number of years now. You're making some pretty big assumptions here.
What is a Stable Map size ?
I think the biggest map I ever did was 150x150 in VXA and that didn't cause too much trouble. But it was just a world map and there weren't really any events on it besides teleport tiles so there was very little slowdown, if any.
For maps with moving events, lots of parallel processes, etc, I usually keep them under 50x50 nowadays. Maybe 75x75 being the absolute limit.
For maps with moving events, lots of parallel processes, etc, I usually keep them under 50x50 nowadays. Maybe 75x75 being the absolute limit.














