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Ghost Visit
Contest game about a ghost teaming up with himself

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[RM2K3] How to make games run smoothly on modern PCs

Hey there, the Steam (or RPGMakerWeb) version of RM2k3 has a lot of fixes for exactly this kind of thing. The new RPG_RT.exe starts in Windowed Mode, uses GDI to render and has a lot more scaling options (F5 menu for video options).

You can differentiate the RPG_RT version by icon: The old one has a sword on yellow background, while the new version has Brian (blue-haired guy) holding a sword. If the original game does not patch the RPG_RT.exe in any way, you could just open up the game in the Steam RM2k3 and let it convert to the new format. You could also try simply replacing the RPG_RT.exe, I don't know if that works off the top of my head.

(This doesn't work with DynRPG or patches of any kind, of course, since the Steam RM2k3 does not support those.)

[SCRIPTING]Will you deliberately write uncommon bad codes with strange poor designs to make plagiarisms easier to prove?

I don't think it's a good idea to sacrifice code quality for catching plagiarism. This leads to harder maintainability on the plugin author's side and hinders the learning process other creators have by inspecting (but not copying) the plugin code.
Of course plagiarism is bad, but probably an unavoidable side effect in a system where you can't obfuscate or compile your own work.

Also, in regards to your second point, I think it's actually easier to get away with copying someone elses code if the plugin is not very popular, since no one will spot the obvious overlap in functionality / code, like you said it happened to you.

Lastly, it's not really a foolproof way to spot a copycat - the offender could just argue they were "inspiried" by the original (bad) code practices or something like that. If the copied plugin provides a similiar functionality, the original will hopefully win out by being better maintained and obviously releasing first.

[RM2K3] Rpg Maker Maniacs Patch (for official version)

I was wondering about that: Isn't reimplementing the RPG_RT basically what EasyRPG is doing, too? Why not bundle the efforts?

[RM2K3] Rpg Maker Maniacs Patch (for official version)

author=JosephSeraph
Also, what exactly does the Call Command function do? It... sounds suspiciously like a Script Call... Especially since it's a string field in there. If that were the case it would be absolutely MINDBLOWING.

It seems like a rudamentary way to call other commands by pointer. For example, providing Constant "10110" and a string argument calls a message box with that text. Since commands like Show Message need a string value, you can input it there, but sadly, not point to it unless you use \n to call a hero name.

Google translates the description for this command as follows:
● Call Command

This command is for advanced users. Please use it after fully understanding the command specifications.

Invokes any command (with exceptions) with any argument.
Depending on the value, the behavior when a code that does not exist is either (
1) do not execute anything
or (2) execute one of the existing commands
.

- you can not use the command
"call of command"

and functions that does not command
"Setting the label"

- correctly does not work command
"Display options"
"processing of combat" ※ If only to branch
"processing shop" ※ If you want to branch only
" "Inn processing" * Only when branching
"Conditional branch"
"Conditional branch (in battle)"
"Repeat processing"
"Display text" * 2nd line and later
"Comment" * 2nd line and later

So it doesn't work with some of the commands. I'm also not sure how it would handle something like Change Faceset, where you would actually provide a link. Seems useful for very advanced scripts where you'd want to use pointers to control every aspect of an event call. But since Maniac patch adds a lot of pointer functionality anyways (e.g. about anything in Show Picture), I can' think of a really great use case right now.

You can get the command codes from the included "command_code.txt" that is in the download.

What I would really like is a way to store map or item names as a string. We can store and recall strings using hero names (Change Actor Name and \n), but having a way to call other strings would be really great. Case in point: I want to store the current map name as a hero name to display on every map. Right now, I need a giant conditional branch testing for the map id and setting the name manually. SOmething akin to the DynRPG patch that adds message codes like \i would be a game changer.

EDIT:
Here is a great example for "Call Command":
Imagine you want the values in the "Play BGM" to be controlled by variables. Through trial and error I've determined the values that would be needed for that.

This would play the file "test.mid" with 0 fade in, 50% volume, the lowest tempo and a centered balance. "Number arguments" points to the first variable that should be used for arguments, while "Number of numeric arguments" specifies how many variables in a row it should read. What is very interesting is that in this case, you can provide values that go above or below the usual bounds, e.g. a speed of 500%. Since the music track is given by string and not by numeric id, it can not be pointed to by a variable and sadly, the "string argument" field does not support commands like \n (or rather, not in this case, since \n does work for "Show Message"), so it cannot be pointed to by a hero name. This example could still be useful to control volume or balance on a global scale, though.

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

author=bulmabriefs144
The RpgMaker home site has an off-Steam version. However, I am not at all sure which version it is, making it somewhat of a risk because the earlier versions aren't always up to date, and the lack of Steam subscription means no automatic update, and you end up possibly buying multiple times.


To quote Cherry on that:
author=Cherry
Just to clarify this, there is no difference between the Steam version and RMW or any other official version. People just call the official English release (version number 1.10 or higher) the "steam version" because that's how it was launched initially (to differentiate from the unofficial, "fan-translated" versions with version number 1.09a or lower).

Previous versions had differences in DRM but the current version is identical on all sale platforms.

[RM2K3 PATCH] PicsInBattle/PicPointers (for v1.11)

author=Magi
Update: There was math error that is causing move picture to look for images in a part of the memory where nothing exists. It was the source of the assertion issue. I've recently released a fixed version of that patch.


Great, thanks a lot. :)

[RM2K3 PATCH] PicsInBattle/PicPointers (for v1.11)

Hey, is this implementation of the PicPointerPatch compatible with Move Picture? Because I just get an error message when I try to pointer with Move Picture:
Assertion failure (Internal Error Information: LGD_Picture.pas, line 526

Otherwise, really good work! PPP is without a doubt one of the most important patches for 2k3

ImageShack - more ImageSchtick, amrite? (stop using ImageShack to host images)

Please just use imgur. It's honestly the best image hosting site right now, I have no idea why you wouldn't use it.

[RM2K3] [RM2K] Open source tools: LMU2PNG, XYZ2PNG, LCF2XML

Woah, this is great! For years, the only tool that could do this was part of Cherrys Hyper Patcher 2, and it lacked proper support for autotiles and didn't even have things like showing events.
Very nice work, making screenshots of big maps was always such a hassle.

A Golden Week of RPG Maker 2003

Congratz to MG and Cernus for winning this one! Was a really nice contest. (:
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