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I recognize Tau and Inq from existing commercial SNES games- those are rips. I need to avoid even re-posting them as side content for legal reasons. This is the same reason I quit re-posting conversions of RPG Maker 2000/3's default resources. The license for those actually states you can only use them for RPG Maker 2000/3 games.
The open game art stuff gives me permission via the license the author mentions on the page, and the 16x16 REFMAP stuff sounds like abandoned assets. However, because no license information exists for REFMAP, the author has the option of sending me a CnD later if they want to.
The open game art stuff gives me permission via the license the author mentions on the page, and the 16x16 REFMAP stuff sounds like abandoned assets. However, because no license information exists for REFMAP, the author has the option of sending me a CnD later if they want to.
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Don’t Throw Away That 2k3 Just Yet
I'm demonstrably one of RPG Maker 2003's biggest fans, but I can be critical of everything, even of myself and the things I love.
I've defended it, but it's still one of the worst engines I've ever seen if you compare it to the world (and not to other versions of itself).
It isn't very robust at all- you can't do something like swap out all statistics and battle calculations yet keep the same battle engine. Unless you do something absolutely crazy with RPG Maker 2003 which usually results in a lot of tedium, the games made with it are all the same. Again however, this can be said about VX/Ace since most people smash the same scripts in. No RPG Maker series of toolkits in existence simply hands the author simple building blocks to make their systems with. I'm not counting RPG20XX yet because while it does this, I haven't written any tutorials for it yet (and I need to declare BETA before I can write any).
No tutorials means not user friendly and therefore might as well not be a feature.
It had many years, but it's still too old and unstable to be reliable. The only long lasting projects are ones with maintained source code. It's only still here because nobody has finished a toolkit that is just as easy to use yet far superior. But many of use are close, I give it 4 more months before this changes.
Yes that's right, I'm afraid it's already dead.
Frankly, it's a good fucking engine and personally I love it to bits.
I've defended it, but it's still one of the worst engines I've ever seen if you compare it to the world (and not to other versions of itself).
It isn't very robust at all- you can't do something like swap out all statistics and battle calculations yet keep the same battle engine. Unless you do something absolutely crazy with RPG Maker 2003 which usually results in a lot of tedium, the games made with it are all the same. Again however, this can be said about VX/Ace since most people smash the same scripts in. No RPG Maker series of toolkits in existence simply hands the author simple building blocks to make their systems with. I'm not counting RPG20XX yet because while it does this, I haven't written any tutorials for it yet (and I need to declare BETA before I can write any).
No tutorials means not user friendly and therefore might as well not be a feature.
but otherwise it's a great engine that still has many years left in it's life.
It had many years, but it's still too old and unstable to be reliable. The only long lasting projects are ones with maintained source code. It's only still here because nobody has finished a toolkit that is just as easy to use yet far superior. But many of use are close, I give it 4 more months before this changes.
Yes that's right, I'm afraid it's already dead.
Don’t Throw Away That 2k3 Just Yet
Your article pretty much only says to me that 2k3 does work, but the newer ones are still better at it.
OK. RPG Maker 2003 runs smoothly on my machines while, for some reason, RPG Maker VX/Ace lags down to a more "cinematic" framerate. At least RPG Maker 2003 was optimized for the arcane DirectDraw/etc. technology that was still in use at the time.
Also, some people prefer the tileset model of RPG Maker 2003 and XP over VX/Ace.
Most of the features I'm sure you'll list next are achieved through a Turing's mudpit of smashing barely compatible scripts together. However, in this category, I'm afraid RPG Maker 2003 can't win either without all the hacks people put into the engine. While they work, they reduce the overall stability of the engine as opposed to engineering from source code.
Plus, you can totally upscale 2k3 sprites to feign a retro look in VX ACE.
But they still don't look right and the moving objects don't align to the resolution being faked giving it that weird PS1 2D game played via emulator look.
RPG 20XX Engine
Yes. The current license is GPL but I may release future versions under the LGPL which may be required when integrating a game with Steam. I don't know the specifics, though.
This software is being provided to you under the GPL license, so you accept the terms when you use it. Give it a read for more specific questions, but generally if you modify the source code to RPG20XX and publish a game, you must also provide the source code for your modifications.
The default artwork (whatever little is there) is CC-BY-SA-NC, although the future default project will contain CC-BY-SA assets but allow for commercial use. You'll want to make your own for a commercial endeavor though.
RPG20XX uses the FMOD Studio Programmer's API. You will need to grab a free indie license. It's free for one commercial indie game per year.
There's no royalty or anything for RPG20XX itself. FMOD is the only thing making this at all even slightly complex, and they'll just hand you a license for free anyways when you ask them.
There's a dormant PSG (Programmable Sound Generator) inside RPG20XX's engine. It may be used for LandTraveller. If it works well, I can provide it as an alternative to FMOD but it will limit you to .WAV and .OGG only for sampled sounds (will contain a synthesizer editor for classic PSG sound effects).
This software is being provided to you under the GPL license, so you accept the terms when you use it. Give it a read for more specific questions, but generally if you modify the source code to RPG20XX and publish a game, you must also provide the source code for your modifications.
The default artwork (whatever little is there) is CC-BY-SA-NC, although the future default project will contain CC-BY-SA assets but allow for commercial use. You'll want to make your own for a commercial endeavor though.
RPG20XX uses the FMOD Studio Programmer's API. You will need to grab a free indie license. It's free for one commercial indie game per year.
There's no royalty or anything for RPG20XX itself. FMOD is the only thing making this at all even slightly complex, and they'll just hand you a license for free anyways when you ask them.
There's a dormant PSG (Programmable Sound Generator) inside RPG20XX's engine. It may be used for LandTraveller. If it works well, I can provide it as an alternative to FMOD but it will limit you to .WAV and .OGG only for sampled sounds (will contain a synthesizer editor for classic PSG sound effects).
What Kurt Vonnegut Can Tell You About Game Design
0.27 Released
Ah, thanks for checking for bugs.
This happens because the encounter list is empty. You can put impossibly high values in for steps or disable encounters as a workaround, but it is now fixed for the next release.
It was just the editor giving out errors, it does work in both the editor and engine. This annoying error has been fixed for for the next release.
I fixed this one for the next release too. When there's an undefined character set part, it will now either result in being blank or a different part instead of crashing.
If there's a bunch more bug reports, I can quickly release all the fixes.
After a certain amount of steps are taken (30 to 40 steps usually does it), I get an error message and the game crashes. The numbers at the end are not always the same.
This happens because the encounter list is empty. You can put impossibly high values in for steps or disable encounters as a workaround, but it is now fixed for the next release.
There is no "none" option for composite parts except accessory. If you try to add one by creating a new part and not specifying an image file, the editor starts giving "Could not open character part (project path)\(null)" errors. At least the preview window does correctly show the character without ears/tail/hair/eyes/clothes/body, so it should work if there was no error message.
It was just the editor giving out errors, it does work in both the editor and engine. This annoying error has been fixed for for the next release.
If you change the slot used by a composite part, then edit a character sprite that uses that part, you get an "Arraylist out of bounds (2)" error similar to the other one.
I fixed this one for the next release too. When there's an undefined character set part, it will now either result in being blank or a different part instead of crashing.
If there's a bunch more bug reports, I can quickly release all the fixes.
RPG 20XX Engine
Yes. And no. It is not going on GitHub. I do not want to use GIT. You can check out a copy of the source code using Subversion.
* I should clarify that GIT doesn't make sense for RPG20XX. It is true I don't like GIT, but I'll use it in situations where it would fit better than a Subversion repository. Ruby Wolf was worked on over a GIT, for example.
* RPG20XX is being developed and released through a single authority release channel. The conditions of (1) there either being strict check-in rules or a single author on the project and (2) the need for strong iterative history is why RPG20XX is released through Subversion over GIT.
* The export/import functions under the database combined with how RPG20XX stores programs, maps and other data as separate files allow for collaboration on creating a game via any version control. Normally, and especially for any collaborative RPG20XX game project you might want to work on, GIT combined with RPG20XX's export/import all function lets you plan and complete your merges. This would get very messy over a Subversion.
* I should clarify that GIT doesn't make sense for RPG20XX. It is true I don't like GIT, but I'll use it in situations where it would fit better than a Subversion repository. Ruby Wolf was worked on over a GIT, for example.
* RPG20XX is being developed and released through a single authority release channel. The conditions of (1) there either being strict check-in rules or a single author on the project and (2) the need for strong iterative history is why RPG20XX is released through Subversion over GIT.
* The export/import functions under the database combined with how RPG20XX stores programs, maps and other data as separate files allow for collaboration on creating a game via any version control. Normally, and especially for any collaborative RPG20XX game project you might want to work on, GIT combined with RPG20XX's export/import all function lets you plan and complete your merges. This would get very messy over a Subversion.
RPG 20XX Engine
I forgot, you'll want these
https://subversion.assembla.com/svn/rpg20xx/doc/layout/
They have the picture of an example layout of the asset and a text file explaining what goes where per letter.
https://subversion.assembla.com/svn/rpg20xx/doc/layout/
They have the picture of an example layout of the asset and a text file explaining what goes where per letter.
RPG 20XX Engine
but i'm wondering if theres a way to change to sprite COMPLETELEY
I have no idea what you mean. The answer is probably yes anyways, you can import your own set of parts (good for new projects with new assets) or full sprites (good if you want to use existing assets originally made for RPG Maker 2003).














