KINDRED7'S PROFILE
kindred7
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I used to be on gw before it became saltworld and I was also on ggz wayyyy back in the day. My user name at the time was Kindred and Zellus. Unfortunately Kindred is taken already so my user name is now Kindred7. I haven't touched rm2k/3 since about 2010 because of university. But I have since finished and decided to get back to working on a game I had started in high school (yes that's right, a game about 8 years in the making, that doesn't mean it is good lol).
My game is called Hybrid Flare: The Unleashing. I had showcased it for the battle system back in the day but the story was never seen. I hope to have something out sometime this year.
Cheers.
My game is called Hybrid Flare: The Unleashing. I had showcased it for the battle system back in the day but the story was never seen. I hope to have something out sometime this year.
Cheers.
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[RM2K3] Big List of Plugins/IPS (Sticky This Please)
[RM2K3] Big List of Plugins/IPS (Sticky This Please)
Thanks Kaine, I should have been more clear. Initially all I did was install the 32 bit ips files I mentioned above. After that, all character sets were blank.
I tried single file sets after that, still using the 32 bit.
I then used the 16bit version (using a backed up RPG_RT file) with single tiles, that failed but it seems 16bit works fine with full sets as you said.
Not sure what happened with the 32bit. I had other issues too when I applied the 32bit patches such as the dyntext plugin and kaze's particle plugin not working. I'll try again shortly.
EDIT: I should also add I am using dyn 0.32 from rewking. 32 bit is blank again. My order of patching that works for 16bit flex but not 32 bit flex is as follows.
1) Original RPG_RT RM2K3
2) Picpointer patch
3) Dyn 0.32 patch
4) Game window scale
5) 32 bit RPG_RT (16 bit flex, if using 16bit flex)
6) 32 bit flex
Thanks
I tried single file sets after that, still using the 32 bit.
I then used the 16bit version (using a backed up RPG_RT file) with single tiles, that failed but it seems 16bit works fine with full sets as you said.
Not sure what happened with the 32bit. I had other issues too when I applied the 32bit patches such as the dyntext plugin and kaze's particle plugin not working. I'll try again shortly.
EDIT: I should also add I am using dyn 0.32 from rewking. 32 bit is blank again. My order of patching that works for 16bit flex but not 32 bit flex is as follows.
1) Original RPG_RT RM2K3
2) Picpointer patch
3) Dyn 0.32 patch
4) Game window scale
5) 32 bit RPG_RT (16 bit flex, if using 16bit flex)
6) 32 bit flex
Thanks
[RM2K3] Big List of Plugins/IPS (Sticky This Please)
author=KotatsuAkira
Update on DirectItemMenuhttps://archive.org/details/RPGMakerPatch_DirectItemMenu
This nice thing by Cherry I've ported last year from 2003-1.08 to 2003-1.09~1.12 is now available for 2000-1.62 (based on version for 2000-1.07)!
A ton of ports of ColorShopper
https://archive.org/details/RPGMakerPatch_ColorShopper
Made in 2014 by bugmenot for RPG2003-1.08, it changes only a single byte. And nothing more than that is needed to prevent the party-actors in default shop-screen to display grayed-out when they can't use/equip an item. Useful for monochrome-colored games that are not using normal graytones.
FlexibleWalker EX+α
https://archive.org/details/RPGMakerPatch_FlexibleWalker
The patch for dynamic character-size calculation based on source's width and height I made in November 2020 is now completely re-revised, uses much less code-space, is available for 2000-1.62 and 2003-1.09~1.12 (Maniac Patch only up to mp210414 as always), replaces the ENTIRETY of RPG_RT's CharSet-drawing-function and finally supports bush-terrains on lowertiles without any glitches! Be sure to pick a version tagged "32bit" if you applied "Screen32" or a comparable patch beforehand.
You can also apply it to an EXE that already had the old FlexibleWalker, it shouldn't have side-effects.
~炬燵あ
Hello KotatsuAkira,
I had a question about the flexible walker patch. I patched my game (using Dyn + Rpg Maker Ultimate) and I found that all of my character sets appear blank with the flexible walker patch. Any ideas why? The character set I have is a single character with a tile set of 72x128. Does the naming convention that Cherry used apply here?
EDIT: I'm using both 32bit files (flexible and screen).
Thank you!
Tone
To be honest I'm not even sure what you're asking lol.
But the thoughts on what you posted are...
The break in silence from 9:54 to 10:13 to me from the perspective as the designer is to give the player a chance to process what just happened and to reset whatever emotional state they are in. Kind of like blanking the slate. In this scene to me seems like it really drives home the word hope based on Squall's experiences. Had they had music playing maybe my thoughts would't have had time to move through all the images I had just seen and maybe I would be thinking something else, dunno hard to say since I have seen it already...
For sustained sound I think it is useful for adding shock/awe to something that has happened or is happening. It helps to build up the moment, almost like it is synchronizing the player to the event. Like the heartbeat used in a lot of games.
But the thoughts on what you posted are...
The break in silence from 9:54 to 10:13 to me from the perspective as the designer is to give the player a chance to process what just happened and to reset whatever emotional state they are in. Kind of like blanking the slate. In this scene to me seems like it really drives home the word hope based on Squall's experiences. Had they had music playing maybe my thoughts would't have had time to move through all the images I had just seen and maybe I would be thinking something else, dunno hard to say since I have seen it already...
For sustained sound I think it is useful for adding shock/awe to something that has happened or is happening. It helps to build up the moment, almost like it is synchronizing the player to the event. Like the heartbeat used in a lot of games.
Tone
Lol, I totally agree that music can dramatically change the way you perceive a scene. I've tried different methods when working on my game. The first being I listen to a song in my music folder that has words that carry the same feeling in the music and then I try to find an instrumental (not of the song itself but an instrumental in general) that stirs the same kind of emotion I want to portray in the game as I'm making the scene. This way I feel what I want others to feel. Hmm.
The second is a complete oxymoron to what I just said. I make the scene based solely on how I want it to feel with no music. I keep going till I feel what I want to feel from it without the music. Then I layer the music with it to push that feeling to the "max." Both seem to work. Not too sure why.
The second is a complete oxymoron to what I just said. I make the scene based solely on how I want it to feel with no music. I keep going till I feel what I want to feel from it without the music. Then I layer the music with it to push that feeling to the "max." Both seem to work. Not too sure why.
The Screenshot Topic Returns
@Liberty: Thanks, just wanted to be sure lol
Oh I see, I thought maybe there was a hidden rule somewhere discouraging it lol. Gradually introducing the playing is a great idea, thank you. I'll be sure to do that!
author=LockeZ
They are as cubic as testicles.
author=kindred7
Hi, so I posted my game years ago (was still in the making then and is now LOL) and at that time some people felt that the element status of the heroes was too much to show in the cbs and made it look cluttered. I never mentioned in detail why I wanted to keep them in since I hadn't finished the particular system that uses them but I have now. I have a summoning system similar to chrono cross that requires the filed element to be the same as the hero who summons. Not only that but I have a switch system where heroes can be swapped to finish enemies faster and gain extra ability points. I figured that it would be required to keep track of things. But since I have more complete now I figured I would get an opinion again. What do you guys think, is it too much?
*Also is there a reason why no one uses the locker on rpgmaker.net to post their screenshots? Don't want to get in trouble ;_;
It doesn't look too cluttered, no. Just make sure you explain it sort of gradually to the player so they have time to learn it. It sounds like it's probably complex but in a good way.
I use my locker for screenshots all the time. I think people use other sites because they have no makerscore and run out of locker space, or because they already uploaded their pics to those sites before deciding to post them in the screenshot topic.
Oh I see, I thought maybe there was a hidden rule somewhere discouraging it lol. Gradually introducing the playing is a great idea, thank you. I'll be sure to do that!
The Screenshot Topic Returns
Hi, so I posted my game years ago (was still in the making then and is now LOL) and at that time some people felt that the element status of the heroes was too much to show in the cbs and made it look cluttered. I never mentioned in detail why I wanted to keep them in since I hadn't finished the particular system that uses them but I have now. I have a summoning system similar to chrono cross that requires the filed element to be the same as the hero who summons. Not only that but I have a switch system where heroes can be swapped to finish enemies faster and gain extra ability points. I figured that it would be required to keep track of things. But since I have more complete now I figured I would get an opinion again. What do you guys think, is it too much?
*Also is there a reason why no one uses the locker on rpgmaker.net to post their screenshots? Don't want to get in trouble ;_;
Thanks,
Kindred7

*Also is there a reason why no one uses the locker on rpgmaker.net to post their screenshots? Don't want to get in trouble ;_;
Thanks,
Kindred7
Whatchu Workin' On? Tell us!
First post! Getting back into rm2k3. Took a long ~6 year break due to school and such. So I picked up my old game Hybrid Flare, unreleased and unfinished. It features custom systems but I'm wondering if I should bother with making the item menu and equip menu not have empty spaces for items the heroes don't have. In other words I've kinda defaulted each variable for each item ;_;
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