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RPG Paper Maker

Finally got around to trying this. The results are amazing. I'm remaking FFL3 to learn the engine and it's such a blast to see that old game in 3D!

Here's my comments/issues:


That's all I can think of for now. I only spent 2 days in it and haven't tried many functions yet. I spent most of my time so far on importing graphics and making maps. It's very easy to do, however lack of select/copy/pasting makes editing maps very tedious.

I'm looking forward to getting into RPG battles, although I suspect there won't be much to work with.

Please give us more buttons to bind functions to!


Edit: Found a bug.


While in map properties I added code:

Wait 5 seconds
teleport to another map

Picked the spot, hit OK, OK

-Program crash-

Problem signature:
Problem Event Name: APPCRASH
Application Name: RPG Paper Maker.exe
Application Version: 0.0.0.0
Application Timestamp: 602ab508
Fault Module Name: Qt5Gui.dll
Fault Module Version: 5.10.0.0
Fault Module Timestamp: 5a209c99
Exception Code: c0000005
Exception Offset: 00367150
OS Version: 6.3.9600.2.0.0.768.101
Locale ID: 4105
Additional Information 1: 5861
Additional Information 2: 5861822e1919d7c014bbb064c64908b2
Additional Information 3: 9d53
Additional Information 4: 9d539ab2d38cfad867f683ba4be72a2d

Zelda: The Trident of Power DX

author=Pizus
Go to the shop, try to buy the shield and then talk to Miya (the redhead) again.

Is this the shop?
https://rpgmaker.net/media/content/users/9179/locker/zelda.png

Zelda: The Trident of Power DX

I'm stuck in the first town. I triggered a cutscene with a Garudo woman, everyone says to wait for the Mayor to come back tomorrow, but I can't do anything else. I seem to have talked to everyone but I can't sleep in a bed or go anywhere. I always disliked when a game starts this way. You can't leave cause you don't have any gear and it's not straightforward how to get it.

Other than that, it seems very over the top dramatic for a Zelda game. So far I've been thrown all kinds of major story plot points and complex names that make no sense and don't resonate. I'm not invested yet and I got something of an info dump and cliche dramatic lines. Plus the text speed is kind of slow. NPC's are too wordy and end up saying nothing at all, reminds me of FFxiv. The graphics are kind of mishmash, but not a big deal.

I was hoping to be able to dive right in to some gameplay but so far this game seems like it will be more tedious than anything. Can someone give me a save file part way through the game so I can see how the items work?

Uploading a completed game and the download button

author=TheNecromancer
I look forward to seeing what question revives this topic in 2 years.

Now that it's happened, I don't know what to look forward to next.

[RM2K3] Secondary input keys?

I didn't see QuickPatches heading in my DynRPG.ini file, but added it along with your other code and BAM! works like a charm. Thanks Cherry, you rock man.

Is there any kind of list of what functions can be changed via QuickPatches? I wasn't aware of this method and it seems powerful, if you know what you're doing.

All I can seem to find is this:

Example for two "real-life" quickpatches:
; Hides EXP in main menu and save screen
HideEXP=49E148,EB71,49F1CA,EB67,49F095,EB21
; Moves the window on the title screen to coordinates 144/56
MoveTitleWindow=490821,#144,490828,#56

[RM2K3] Secondary input keys?

Thanks Cherry

author=Cherry
It was always like this, since 2000. The idea is that you can use the spacebar as decision key and any key above it as cancel key

That makes sense. Interesting.

Try this QuickPatch to disable the keys you mentioned:


DisableHJKLCVBN=46CCF7,00,46CD0C,00,46CD21,00,46CD36,00,46CD86,00,46CD90,00,46CD9A,00,46CDA4,00


Where exactly do I put this?

I am modifying keys with an existing dynrpg plugin, keyboard_mouse_input. Minor changes to an .ini is the limit of my skills.

Actually, if you are already modifying keys (potentially reducing the number of ways the game can be controlled), I'd recommend also registering Y as a decision key, since Z is in an awkward unusable position on some keyboards like my German one while Y is right next to X (instead of Z). This can be done with this QuickPatch, which must go below the previous one:


SetYDecision=46CDA0,94,46CDA4,59

I already have a function on the Y key. Putting accept there would be kind of awkward. If my game ends up being played in other countries/configurations, I could always include special versions with proper controls.

[RM2K3] Secondary input keys?

Oh, I see.

My problem would be the accept/cancel functions inherent to Z/X. I don't know of a way to recreate that with any plugin or code. All the game buttons are located around Z. To have the player use Enter to talk and navigate menus, would be quite disruptive.

It's so close to fitting my need. If only I could still keep those functions on Z and X, but disable the functions on the other keys.

Thanks for trying though.

[RM2K3] Secondary input keys?

author=kaine87
author=TheNecromancer
The keys H, J, K, L move the hero. C, V, B, N, M act like pressing X.

Is there a way to prevent this so I can define customs actions to those keys?
This patch deactivate all the letter keys:
https://www.mediafire.com/file/tvbdqy28t8v2a2y/RPG_RT_NoLetterKeys.rar/file

Interesting, but if I'm reading it correctly it WILL disable Z and X? Meaning ENTER and ESC would have to be used? If that is true, then I can't use this.

This is a Dyn plugin made by cherry? I can't seem to find reference to it anywhere else though.

[RM2K3] Secondary input keys?

It's the unofficial version and I'm using dynrpg with the mouse_keyboard plugin. I want to set those keys with the plugin, except the engine seems to override and cause those buttons to do something else.

I don't remember those buttons being used like 10 years ago. Maybe it's always been like that and I never noticed. It seems kind of strange that the creators of RPG Maker would have 6 keys do the same thing. I just downloaded a game from 2007 and it seems to do the same thing.

Perhaps it's possible to change with a hex editor or something...

[RM2K3] Secondary input keys?

The keys H, J, K, L move the hero. C, V, B, N, M act like pressing X.

Is there a way to prevent this so I can define customs actions to those keys?