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[RM2K] Launching Game in Window Mode by Default
Update: I found a resolution to this problem following this guide:
https://rpgmaker.net/tutorials/109/
Basically you must create a shortcut from the RPG_RT.exe file.
From this shortcut, right-click properties and select the shortcut tab.
Then add "Window" as the third parameter to the Target line.
So it would look similar to like:
Target: "C:\Documents and Settings\My Documents\RPG 2003\KCA#4\RPG_RT.exe" "a" "b" "Window"
https://rpgmaker.net/tutorials/109/
Basically you must create a shortcut from the RPG_RT.exe file.
From this shortcut, right-click properties and select the shortcut tab.
Then add "Window" as the third parameter to the Target line.
So it would look similar to like:
Target: "C:\Documents and Settings\My Documents\RPG 2003\KCA#4\RPG_RT.exe" "a" "b" "Window"
[RM2K] Launching Game in Window Mode by Default
Hi, I'm using RPGMaker 2000. I wanted the completed game to start in Windowed mode by default.
I am aware players can change it by pressing f4, but I would like it to start in windowed mode by default.
Is this possible without having to download external files?
I am aware players can change it by pressing f4, but I would like it to start in windowed mode by default.
Is this possible without having to download external files?
[RM2K3] How to Make a Fun and Simple ATB system?
I wanted to create a simple game with battles on RM2K3. I don't have any experience with playing ATB RPGs. My game is more story based with some fighting elements, so I wanted the battles to be simple but fun. While I was playtesting some of the ATB mechanics on RM2K3, it just seemed like "spam your strongest move" or auto fight which I want to avoid.
What are some key ideas that I should think about or implement when creating a fun ATB battle? And should I just leave the Wait time set to "OFF" by default?
Thanks for advice in advance.
What are some key ideas that I should think about or implement when creating a fun ATB battle? And should I just leave the Wait time set to "OFF" by default?
Thanks for advice in advance.
[RM2K3] [RM2K] Player Sit Down Function
author=Marrend
So, here's what I'm thinking. Make the "sitting down" event triggered by "On Hero Touch", probably "Same Level as Hero".
If "sitting" can only be triggered when the player presses the Up button, that would be a Conditional Branch, checking to see if the "Up" button is being pressed. If it is, you'll need to do a Move Route, first enabling "through", then moving a tile up, then Changing Player Graphic. There might be a separate command for changing graphic, but, I'm pretty sure it's also in Move Route. Once that is done, activate a switch.
The idea here is that the switch activates an Auto Run event (probably a Common Event), as that will lock down player movement. What the Auto Run does is check to see if the player is pressing the "Down" button, and if they do, Move Route to restore the original graphic, move the player a tile down, disable "through", and disable the switch.
Thanks!! I'll give it a try!
author=Sidewinder
Well, I'm not sure if this is the easiest way to do it, but I took a stab at eventing it, and this is what I came up with:
Make sure the Trigger is set to Event Touch, and the Priority is set to Same as Characters.
Sorry if it's a little hard to follow. Basically, the key input command will check to see if the player is pressing a button, then if they are, set a variable accordingly.
So, if the player is pressing Down Key, the variable I called KeyInput will equal 1, if they're pressing the left key, it'll equal 2, and so on and so forth.
The labels just make a loop that prevents the player from moving until the down key is pressed.
Thanks for the image explanation! I'll try this function as well :)!
[RM2K3] [RM2K] Difference between using CharSet or ChipSet for Objects?
I sometimes see games that use CharSet being used to show stationary objects like furniture, or large graphics such as houses.
I've tried using CharSet to show furniture on a map, but it was frustrating to create numerous different events to piece together the graphic. Is there a simpler way to do this?
And why would it be advantageous to use CharSet over ChipSet for these graphics?
I've tried using CharSet to show furniture on a map, but it was frustrating to create numerous different events to piece together the graphic. Is there a simpler way to do this?
And why would it be advantageous to use CharSet over ChipSet for these graphics?
[RM2K3] [RM2K] Player Sit Down Function
Hi I'm a noobie trying to use RM2K to make a sitting function, but I'm not sure how to do this.I have made a sitting graphic of the player already.
I wanted to create an event where pressing the Up Arrow will allow the character to sit onto the chair/bench. When they are sitting down they are unable to move, except by pressing the Down Arrow to get off the chair.
Could someone explain the simplest way to achieve this? Thank you!
I wanted to create an event where pressing the Up Arrow will allow the character to sit onto the chair/bench. When they are sitting down they are unable to move, except by pressing the Down Arrow to get off the chair.
Could someone explain the simplest way to achieve this? Thank you!
[RM2K] [RM2K3] Battle Skill Animations Too Fast?
author=JosephSeraph
second what darken says, although there are easier ways to do this:
for an animation that has 6 frames and you want to play at half speed, put the first frame on frame 1, last frame on frame 12, hit "Tweening" to connect those frames
for an animation that has 6 frames and you want to play at half speed, put the first frame on frame 1, last frame on frame 12, hit "Tweening" to connect those frames
now for animations that are more complex than that and cant be done with tweening,
if you press "insert" it will duplicate the current frame below. So you can work up from the last frame, doing this. Select the last frame of the animation, hit "insert", press up, repeat until you've doubled every frame. This works super quick for me. :))
Wow, thank you for the detailed explanation!! I'll keep this advice to mind!
(Edit) Sorry for double posting, accidentally replied on a new post and I wasn't sure how to delete it.
[RM2K] [RM2K3] Battle Skill Animations Too Fast?
author=Darken
rm2k/3 typically display battle animations at 30 fps (frames per second) which is the same as the engine's framerate. If you want to make them slower, the only real known way is to just double the frames, meaning you copy paste the last frame every second frame. This will make it 15 fps, and doing it in threes will make it 10 fps etc.
"1x in asesprite" isn't really that informative, there's probably an option somewhere to modify the framerate to 30fps if you want to accurately assess the timing rm will have.
I thought about duplicating frames but it seemed time consuming. I guesss if that's the only way, then it's fine. Also 1x speed means a constant frame rate of 100 milliseconds per frame. Sorry if I was being too vague. Thank you for the advice!
author=kaine87author=DarkenNope 2k/2k3 engines use 60fps, some of the new engines uses 30fps.
rm2k/3 typically display battle animations at 30 fps (frames per second) which is the same as the engine's framerate.
Now I feel conflicted lol. Can anyone confirm this? Thank you for the heads-up.
[RM2K] [RM2K3] Battle Skill Animations Too Fast?
Hi,
I'm new to using custom battle animations in my game. When I made an animation and tried testing it, the animation played very fast (faster than how it looks on speed x1 in Aseprite). There are six frames in my animation, and I'm only displaying 1 box per frame.
Is there anyway to slow down the frames as it plays? I'm using the official steam release of RM2K. Thank you for any advice!
I'm new to using custom battle animations in my game. When I made an animation and tried testing it, the animation played very fast (faster than how it looks on speed x1 in Aseprite). There are six frames in my animation, and I'm only displaying 1 box per frame.
Is there anyway to slow down the frames as it plays? I'm using the official steam release of RM2K. Thank you for any advice!
[RM2K3] [RM2K] Window Screen too Small During Test Play?
author=Dragon_Kamillo
Official RM2k is a value version - so this is other compilated a rpg_rt.exe. Maybe cherry or someone from japan programmers make a little change with screen draw and your OS make strange things by this. Ib and other most RM2k games is old version 1.07(?) so this is other compilation of RM2k.
Simple and non blurred solution is in Windows. You can use default magnifier tool and upscale screen in full screen mode - and of course play in window mode with this. I always set black screen for background (for example show black picture in paint), so screen look almost as fullscreen mode.
RM2k3 (official) should be work ok in fullscreen.
Thank you for the reply! Magnification works fine :). The explanation is very good too. Thank you!















