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.


[RM2k3] Have status conditions scroll in default battle system?

I am wondering if it is possible to display multiple status conditions per hero in the default battle system or even some kind of patch. At the moment, it will only show the one condition with the highest priority while a hero has multiple conditions. I have it set up so the conditions that need to be addressed sooner will be shown over conditions that have lesser effects. This is okay for now, but it is not ideal.

[RM2k3] Shadow-light dungeon mechanic. Possible solution?

What I had in mind was some kind of mechanic where you have a certain amount of light energy that you can expend in a room that, for the most part, is shrouded in darkness. There would be a picture that covers up every tile (maybe every 2x2 or 3x3 tile "chunk"), and then the picture is removed if you use some of your light energy on a spot to gain vision of that spot.

Thoughts? Is this solution plausible, or would using too many pictures in this fashion cause immense lag?

Robot enemy sprites that fit well with RM2k3 RTP

I am looking for a few enemy sprites of steampunk-ish style robots/machines that would look fairly good with the RM2k3 RTP side-view battle sprites. I have checked a few websites, but so far I've been unable to find something that I liked.

If somebody could provide a link, or even make/rip something just for me, I would be eternally grateful. :)

A shop that sells only one of each item (RM2k3)

I am trying to set up an ability customization menu that just uses the RM2k3 default shop menu. I would do this by making an item for each of my spells. Your money would be stored elsewhere temporarily and replaced by the amount of skills points that you can spend on abilities. Then the items would immediately teach you the skill via some common event and then be removed from inventory. I thought my method would work, but then I realized I would need to prevent the player from purchasing the same ability twice to have it make more sense. Also, you will be allowed to access this "shop" at any time once you have a certain unlimited use item in your inventory.

A more detailed explanation of what I'm trying to accomplish is below.

From my not-yet-accepted/pending game page:

I'm also thinking about doing an ability system that is sort of like a combination between Paper Mario badges and the FFXI abilities systems. Basically, what I had in mind was heroes level up normally, but each spell/skill would be worth a set number of points. If your point total among all of your currently learned skills is high enough, you get access to stronger skills that you would normally learn later, but you have to substitute them for lesser skills (which can be substituted back if you choose). This would give players the choice to have a hero with only a handful of strong skills instead of a bunch of weaker skills. However, it might be a challenge for the player to find the right balance between skill strength and SP (SP is the equivalent of mana or MP in this game) consumption as stronger skills will require more SP to use, and you may not want to be left dry of SP after a single attack.

Any suggestions would be appreciated. Thanks!

Also, if there is some kind of plug-in that I can use for this kind of purpose, could you name it?

Game denied. My mapping needs "some pretty serious help." That's less than helpful...

This was the exact response I got with my game submission denial:

"Your mapping needs some pretty serious help. Check out our screenshot topic, or play Carlsev Saga which uses the same tilesets.
01/28/2013 02:44 PM"
There was no name given for whoever gave this response.

If my game page can be privately accessed on this site, here's the link to see the exact screenshots that I posted along with my submission:

If that page is inacessible (again, I'm not sure whether it is or not), I posted all the gameplay that I have on Youtube thus far (also you will see all the mapping that I have ready so far):

Now, being new here, I'm not quite sure what the benchmark for game submissions are. That said, perhaps my game isn't really up to snuff or maybe the specific screenshots that I posted with my submission just didn't do the game justice. However, the reply that I got was less than helpful for two reasons: (1) I actually used mapping tutorials from this site as I was working on this prologue, and more importantly, (2) the response gave no indication of what aspect(s) of my mapping needed "some pretty serious help."

Additionally, this beginning section of the game is supposed to be more vacant, so don't suggest adding little animals/critters for example to liven up the scenery. Plus, I already looked at Carlsev Saga and while its maps might have some more detail in places, it shouldn't mean that every map in every game should have the same exact level of detailing.

Any help or a second opinion would be appreciated!

Working on RM2003 game: Legend of Alkior (gameplay on youtube). Feedback?

Hi everyone! I'm new here but would consider myself well-versed with RM2003. I would appreciate some feedback on a game I'm working on called Legend of Alkior (working title). I made some pretty great strides last summer working on this project, working on battle mechanics (fixing the bad parts of RM2003 like physical/magical attributes etc.) and story, which a friend of mine and I fleshed out quite a bit.

You can see what fully completed gameplay I have here:

Also, if you are reading this and you think you might be interested in dialogue writing for this game as a hobbyist (sorry, I'm a college student so I have no $$$), please contact me if you'd like to come onboard with this project. I would give more details of the plot/story now, but I honestly haven't touched this project in months and would have to look back at some old documents to give a more coherent background story for you. And personally, I am more interested in the battle system and map-making than the script.

Basically, I would like to know if people are interested before putting more work into this without reaching a finished product.

Thank you in advanced for your replies!
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