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

author=Cherry
BingShan has said that in the past but I was also very confused about it because of the same thing you just said. I'm wondering if maybe he found a way to disassembled it entirely and with enough metadata to meaningfully reassemble it afterwards, so he didn't rewrite it but just "rewired" it. If that's the case I want to know how, because I've been trying something similar a few years ago and came to the conclusion that there are too many things that are not analyzed correctly and would need tremendous amounts of manual work to get fixed before it could be reassembled without breaking.

Start talking about it on February 8 2020.
https://twitter.com/BingShan1024/status/1226079062134624258?s=20

From what I understand he did as you said, but not clearly how, apart from a few screenshots of the process on 10 and 20 February of the same year.

https://twitter.com/BingShan1024/status/1226893902021459974?s=20
https://twitter.com/BingShan1024/status/1230496742635798528?s=20

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

author=KotatsuAkira
Is it just me or has RPG_RT.exe been replaced completely with a new file in mp210519? I'm asking because nothing fits anymore, the content and structure of it looks heavily different now. If that's the case, it's insanely incredible to achieve this in such a "short" time while EasyRPG is indev for over ten years now to become an ideal replacement, so I still doubt it. I'm just very confused right now from trying to compare the mp210519 data with mp200128 and raw 2003-1.12.

The changelog says "The engine was fully updated/renewed/improved/renovated/modernized/refurbished (全更新) since hacking little parts over and over again just continues to increase the false-positives-rate.". So is that literally what happened here? It would explain where the new super-duper-increased framerate performance smoothyness comes from.

~炬燵あ

For what I read today on discord he rebuild it from scratch

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

A new version has been released!

Some info about the various features of the patch(use a translator the site is only japanese):
https://bingshan1024.github.io/steam2003_maniacs/

latest version(before using the patch make a backup of the rpgmaker folder):
https://ux.getuploader.com/xingqier/download/184

Put this in the main tool folder after apply the patch(It has to do with one of the new commands entered including string variables):
https://ux.getuploader.com/xingqier/download/181

Official rpg maker 2k3 general questions

Maniacs patch have the same feature of the dyntext plugin more or less it's called string picture.

Topic here on rmn:
https://rpgmaker.net/forums/topics/24260/

Some info about the various features of the patch(use a translator the site is only japanese):
https://bingshan1024.github.io/steam2003_maniacs/

latest version(before using the patch make a backup of the rpgmaker folder):
https://ux.getuploader.com/xingqier/download/184

Put this in the main tool folder after apply the patch(It has to do with one of the new commands entered including string variables ):
https://ux.getuploader.com/xingqier/download/181

Part One Release

I ran into a display bug
When I started the game, I chose gauge, but this was the interface in the first battle


I didn't notice the bars were missing initially

After
Athena joins the group, for some reason the option changes from gauge to traditional.
I noticed this change, only because I had lunch, so I saved and quit the game.
When I reloaded the game in the first battle I noticed the change.


After that I put the option back on gauge

At that moment I realized that the bars were missing at the beginning of the game

Everlasting Journey

Boom!Really unexpected!
it's a pleasure to see that you have started working on it again!

Nihilo

author=Giznads
author=dreadpirate
Hey giznads I gave this demo a rip. Really good job my man. The game looks great. Although I haven't completed the play through yet there was something I noticed, I only noticed it due to also using 8 directional movement in my project so I'm pretty aware of some of the obstacles I dealt with while eventing it within my own project. There are times during game play that I would walk up to something and press the action key, a message would pop up at the bottom of the screen, something like "just an old rusty pipe." now while the message is displayed the hero's movement is locked, you can't move up, down, left or right, however, before dismissing the message if the player presses both up and right lets say, the diagonal movement is still active and the player can still move around the screen in diagonal directions. I noticed it in multiple places so I just thought I'd give you a heads up. I am very impressed with your diagonal movement. It feels really good for tile based movement. I would like to know how you adjusted the player speed so well (dyn plugin perhaps, which one?) it's something I tried implementing but couldn't get just right. especially with the diagonal movement. Really great job man I can tell a lot of love went into it. All the hard work you've done over the years has paid off for sure. Cheers man.

edit: I just opened the game to finish the demo and I'm in the sewer, if I walk up to a piece of machinery it shows the message and I can't use any movement commands. If I walk up to a cocoon larva and press the action key, I get the message but my diagonal movement is still active. I just thought I'd give you an exact spot to check out.
Yo!
Thanks for the kind words, much appreciated!

I actually played Onyx Rift not too long ago! Loving what you're doing, VERY Secrt Of Mana! <3
Yeah, 8-way movement gets a little tricky. There's some spots in my game, where you can definitely keep moving diagonally while text is being read.
There IS HOWEVER a REALLY easy fix for that, I just didn't deem necessary enough to fix.
To solve this, create a common event, call it "Halt Hero" or whatever you wish, set it to "Auto Start" and tie it to a switch. No code actually has to go into the common event, just need the "auto-event" to stop everything for a moment while you're reading.
Next, when you create an event where you read dialogue, turn the switch you tied to that common event on before the message display, and then turn it off when the message is over. Boom, no 8-way movement during text.

I should probably go back through my game and add that to all the text, just for consistency's sake.

Thank you for bringing this up actually! It's now on my list of fixes.

wouldn't it be better to turn off the switch (s) that handle the eight-way movement in the dialogue and turn them back on when they are finished?

[RM2K3] That Time We Implemented a Bullet Hell in RPG Maker 2003

I have that game in my rpg maker games folder!
you are german right?

[RM2K3] CBS - is it worth it?

author=iddalai
author=JosephSeraph
rm2k3 Maniacs
Ummm, Maniacs? Wazzat?
https://rpgmaker.net/forums/topics/24260/

Last release 28/01/2020:
https://ux.getuploader.com/xingqier/index/date/desc/1

[RM2K3] Secondary input keys?

author=TheNecromancer
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.
yes!
It's an old patch made by cherry, not a dynplugin.
I found it on a German forum.
Anyway, if you use the keyboard/mouse plugin you should have no problem reconfiguring z and x