New account registration is temporarily disabled.

WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

Search

Filter

How to get RPG Maker 2003 do things other than RPGs.

Why do people bother trying to make an ABS in RPG Maker 2003 anyway? I've written Server/Client network applications that were much easier than a good RPG Maker 2003 ABS. Hell, that seven digit score display I wrote last summer was a bit of work compared to my point-of-action cube system I just got up and running in my latest engine (it's a cube aligned to a fixed grid that makes people solid and lets you examine/talk to events). I knew how to do it but it was sooooooo teeeeeeddddiiiiioooouuuuusssssss...

And you have to realize there's a limit to how good an ABS you can really make in RPG Maker 2003, sure there's ABSs on the NES that use only 8 sprites a scanline (compared to 50 total in RPGMaker2003) and the scripting language is close enough to Turing Completeness (but so is Brainfuck) to process something fun, but planning and doing it takes an insane amount of work- do you really want to spend a year or two to make a mediocre action game when you can learn Game Maker (or something else, anything else, it's actually kind of fun in RGSS) and actually make something to be proud of? Or at least write an equivalent ABS in half a month or so.

I mean, if you're so interested in taking programming in your own hands you might as well learn new things and gain skills.

I mean, there's being an amazing and resourceful programmer who "breaks through walls" and then there's just self-torture. It's easily arguable that the scripting language inside RPG Maker could suffice as another Turing Tarpit for video games- you'd do it because you like hurting yourself.

Hey I love that quote, how fitting "Beware of the Turing tar-pit in which everything is possible but nothing of interest is easy."

...
Alright everybody back on topic......I sense the troll spirit coming with a quickness.
But now at least you guys know my intentions.

You sure post a lot for someone who doesn't like being criticized both constructively and destructively, flamed, berated, or whatever you want to call it.

Speaking of Menus...

post=116623
I have a video of it working somewhere.

Hey it's the Golden Sun theme on MSGothic

Screenshot Sesame Street (40th Anniversary Edition)

post=116997
...Like how a lot of indie devs who grew up in that era use the rough minimalist pixel art of early arcade stuff as a deliberate aesthetic and it seems like this could pass on to 3d as well.
...

... And there's a(few) right and a(few) wrong way(s) to do this.

...The Real Texas is about exploring an environment so in that context the overall tone and look of the world in total, the sum and arrangement of objects and textures rather than the individual components, is more important than whether or not the objects stand on their own...

I like knowing where I'm walking in adventure games.

post=117035
oh hell yes a claymation adventure game

do it, man. do it all the way.

That's right.

Screenshot Sesame Street (40th Anniversary Edition)

Well, to be more specific, the graphics for that game are bad in the sense that it hurts the eyes and it's kind of hard to understand what I'm looking at as opposed to something that's simply poorly drawn.

I think it's more important to think really hard about the graphics so that the player can understand what they're looking at as opposed to just shooting for artistic quality. A pile of polygons won't really make any sense if they're jumbled around with odd textures like that. I mean for one, could it have hurt the guy to use 2D sprites for trees (at least I think those are trees, it's hard to tell) or crisscross sprites (breath of fire 3 style) so that the map isn't cluttered and jumbled?

Also I love LEGOs.

How to get RPG Maker 2003 do things other than RPGs.

When in doubt use Game Maker.

Screenshot Sesame Street (40th Anniversary Edition)

Unfortunately the Acknex engine only comes with some basic first person shooter scripts, I have to script extend and program the entire WeaponBirth game engine with C/C++ and C-Script. The engine does handle a ton of stuff for me allowing me to progress really fast.

Time wil tellp

The graphics on The Real Texas look like a retarded DS game where someone wasn't sure they were going to make a LEGO game or not, plus uploading keys and stuff == keylogger

Screenshot Sesame Street (40th Anniversary Edition)

I'm playing around with writing a battle transition effect.


Alice In Underground

Sound should be thought of too and not added in last. I have the problem myself where I add sound in near to last.

Game Chill 2009

So far Mary4D has joined my party in my quest to make a nicely (er... I use the term loosely) machined engine and game for WeaponBirth. I might continue searching for more people as the need arises, but so far I kind of need to get the game going a bit more first. Perhaps. I don't want to toss a handful of developers at a project and 50% of them are waiting for me to assign things to them.

Plus every developer I add also means there's one more person to sync and provide tools and information to (thank the maker for Google Groups).

Screenshot Sesame Street (40th Anniversary Edition)

The font looks a little wrong.