I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.



Mario Maker's impact

Try for challenging but fair levels.

The official English 2k3 version is out!

I've been away from the community for some time now... Any word on DynRPG/patch support for English RM2k3?

+++ DynRPG - The RM2k3 Plugin SDK +++

The MP cost of a skill is an attribute available to mess with in DynRPG, so in theory, yes, you could do whatever you want to MP cost. The tricky part would be changing the MP cost of skills specifically for just one battler when their turn comes up, as I imagine you'd want to do this based on status conditions or equipment or whatnot. It might be doable by looking at the ATB values at the end of each battler's turn, predicting which battler will be having a turn next, and modifying MP costs according to that battler. That might not play nice with other plugins that alter how the ATB system works, though, and I can imagine other difficulties like status conditions such as Paralyze messing with the prediction. I've already got a plugin idea I'm currently working on, so I'm not going to take on such a project myself right now.

The Increased Evasion thing sounds even more difficult offhand, there's not much you can do to mess with RM2K3's internal combat calculations using DynRPG.

You could try something like what I'm doing in my game where if you have a certain condition, you spend a normal amount of MP on a skill as usual when you use it but right afterwards, you also get a "refund" of a certain % of the MP used.

+++ DynRPG - The RM2k3 Plugin SDK +++


PepsiOtaku and I were testing his ATB Overhaul plugin some time long ago, since I had found specific bugs with it. Pepsi was able to fix most of them, but at that time, I wasn't able to continue testing the latest update to double check the fixed issues as well as look for any others.

Anyways, the changes we (and by we, I mean Pepsi, but I helped test stuff :)) made to the plugin are on Pepsi's github which I've linked here.

This fixes most, if not all, of the issues we encountered and it might be more helpful as a starting point for whatever extra features you were trying to add to the ATB Overhaul plugin.


[RMVX ACE] i'm making a zelda game!

Write down all the reasons why the Legend of Zelda was good, and then use that as inspiration and a foundation for making your own original game. It doesn't even have to be a game of the same genre too.

If you're doing this more for coding practice, remake something simpler from scratch like Pong or Tetris.

If you still want to make a "fan game", don't call it Zelda, and don't go to extensive lengths to make it look exactly like the original Zelda either. If you go to all the trouble of coding the whole thing and adding worthwhile twists or game mechanics that live up to the original, would you still want it to look like it belongs to another developer (i.e. Nintendo)?

Edit: I don't mean to bash fan games. There are a lot of great ones. But to make a successful fan game, the developer has to truly know why the source material was so great in the first place.

If you are new to game development or haven't made games before, I would recommend to not start with a full-blown fan game and instead go for something smaller/simpler first. This will save you a lot of time in the future as you will learn a lot from the first project(s) you finish, knowledge/wisdom which you can then use to make something bigger!

How do you tackle making a game with any engine?

Plan your gameplay first and foremost, then create an outline for a plot (if applicable), keeping in mind what themes and narrative you are going for. Narrative should be developed in parallel with gameplay ideally, with neither one as a forethought, in order to maximize cohesiveness and flow.

+++ DynRPG - The RM2k3 Plugin SDK +++

Thanks kaine. That should help.

Oh crap...

Ooo, I might want to add this to my project because "Why not use an already existing bugfix?", amirite?

The official English 2k3 version is out!

bulmabriefs, try to compromise with your engine of choice to some degree and perhaps cut some things that would just be way too involved with said engine.

The purpose of starting development of a game with an engine is convenience. If it becomes too much of a hassle to alter the engine, then you lose that convenience. The line should be drawn somewhere.

If you have in fact spent so long on making this game, what was your plan before DynRPG was around? Perhaps use that as your base to fall back onto to help finish the game as you potentially cut some of the more lofty ideas.

+++ DynRPG - The RM2k3 Plugin SDK +++

here's a small request (this one is tough, dunno if it's possible at all) but is it possibile to make that a certain status disable the attack command on one character? oddly enough rm2k3 status creation does not have "disable attack" option, you can only stop him from acting at all but what i would like to have is basically a status which blocks standard attack but still allows to use skills/items/whatever

You could probably do this real easily by just having a status condition set your attack accuracy to 0. Not exactly the same since the player could then waste a turn, but it has just about the same effect.

The official English 2k3 version is out!

Wait, can you disable the Row command in the official RM2K3 release? There was a simple patch to do it for Don Miguel's version. The damage difference is huge and I hate the way it works.

No, I do not think so. However, for rt2k3, bugmenot's RPS+ patch can be used to change the percent values for the damage calculations if you didn't want to completely remove it.