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/vr/ - Retro Games


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Anybody here still using RM2K/RM2K3? What are your current projects?

What RM2K/3 games are your favorite? Which ones have you played lately?
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>>12488109
Also, if anyone here remembers how to get the code to the vault at the beginning of Vampires Dawn, how? I managed it somehow the last time I played this game, but I can't remember and being forced to do circles through a gigantic 50-map castle until I figure it out sucks (and I remember it sucking the first time around, too).
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You would be better asking this on /vrpg/ as there is usually a thread for rpgmaker discussion and developers talking about it on there

As for the game I have no idea but there is a walkthrough on lparchive and a wiki so maybe look it up there.
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>>12488656
Yeah, thanks lparchive had an excellent walkthrough. I don't know how I missed that (again).
>ask on /vrpg/
I've just personally got a fetish for the retro makers. Nothing wrong with the newer ones; I just wanted to discuss the older ones in particular, and I didn't want to go to /v/ (I hate /v/; didn't even think about /vrpg/) and hear a bunch of circlejerking about the latest MV/MZ fad games when I just want recommendations for shit I can play on my RG35XXSP.
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>>12488114
I could tell you the code, but I won't. You need to git gud and stop being pathetic. Its a game for children.
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>>12489313
>didn't read the thread
>also apparently didn't play the game
Thanks for the bump, I guess, faggot?
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>>12488109
I don't understand why anyone would use rpgmaker (especially an extremely outdated version of it) when you can literally just use Godot or something else for free and have more customizability available.
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>>12489389
RPG Maker doesn't require compromise.
It takes very little effort to build a playable game in RPG Maker. You don't need to understand programming beyond basic concepts, all the core mechanisms are already pre programed, the user interface is graphical and intuitive, assets are plentiful and recyclable.
Of course, RPG Maker is also very limiting, hardly professional, and not the right tool if you want to deviate from what the engine offers, but the point remains.
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>>12489389
Because I grew up with it.
And also because I'm amazed at what can be done in spite of its limitations. Playing through games like PTEI2, Vampires Dawn, Seraphic Blue, Phantom Legacy Redux, and just seeing what kinds of things people can do that weren't even intended by the game engine (and this isn't a game engine with Ruby or JavaScript where you can just code whatever you want).
>outdated version
The different RPG Makers aren't "versions" of the same software. They're different and they do different things and have different strengths and weaknesses. The exception is RPG Maker 2003, which is just 2000 with some upgrades, and people still program new features into 2K/3 with the Maniacs Patch and EasyRPG.
I am learning Godot, actually, but I wouldn't create a SNES-style 2D RPG in Godot any more than I'd create a 3D FPS in RPG Maker.
>>12489412
>and not the right tool if you want to deviate from what the engine offers
I beg to differ. People have made some really creative shit by seeing how far they can push the engine past its intended limits.
>assets are plentiful and recyclable
I'm trying to make a commercial game, so I can't just stuff whatever random SNES tileset/sprite ripes I want into the game, so that's not as true in my case. I'm making maybe 20-30% of the graphics myself and licensing the rest. Making your own RPG Maker assets is a fucking slog.
>hardly professional
Depends. Play PTEI2, PLR or Seraphic Blue and tell me those aren't incredibly professional games that for the most part don't look like they're even made in RM2K/3. RTP isn't professional, especially for the later Makers that have a very distinctive art style, but you can make professional-tier games with it. (I don't think mine is going to get anywhere near Seraphic Blue, but it'll be tediously polished.)
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>>12489431
>tell me those aren't incredibly professional games that for the most part don't look like they're even made in RM2K/3
I'm sorry anon.
It doesn't help that I also spent a lot of time on RPG Maker 2000 back then, I can tell those games are made on RPG Maker from a mile away. The resolution of the game, the size of the tiles, the speed the characters move, the font of the text, the title screen, the battle animations. It's way too familiar, way too same-ish.
And they do not look professional at all.
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There are plenty of high-quality RPG Maker 2k and 2k3 games out there. You just need to stop looking at western garbage. Japanese devs have always run circles around the equivalent western ones.
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>>12489452
That's why I said "for the most part". You can't tell PTEI2 was made in that engine at all save for the text boxes (and if you say anything to the contrary, you either haven't played it or are lying; there's a reason that game won like 10 Misaos that year). I just discovered Phantom Legacy Redux this evening, and that... that intro does not look like an RM2K game.
But that's not even my main point. My point is that those games are professional as all hell. You can absolutely make decent games in RM2K/3. And while you can immediately notice when a game is made in the engine by the textboxes (again, the only giveaway in PTEI2 along with the save system), most normalfags can recognize the default assets of later engines, but RM2K just looks like a generic SNES or PSX RPG to them. It's XP/VX/MV/MZ RTP that causes the knee-jerk "ew, that's an RPG Maker game" in the majority of normalfags.
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>>12489457
Any recommendations?
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>>12488109
I've recently started replaying the "classic" 2k games I enjoyed as a kid. Or at least the ones I managed to salvage from the wreckage of RMN and other sites.
Turns out kid me had the patience of saint. Some of those games are filled with so much jank its a miracle I completed even half of them. Game balance is all over the place. Player skill are often either wet farts or OP nukes. Bosses fights that alternate between impossible and done in single turn. Custom minigames and action battle systems held by rubber bands and band-aids. Plot-related events that trigger out of sequence or refuse to start at all. Default RTP assets mixed with ripped SNES sprites. Etc, etc. I probably just launched those games in test mode via the editor to give myself cheats. I refuse to believe younger me would actually beat that crap legit..
Also, the cliched writing, with blatant self-inserts and recycled anime/game plots that usually go nowhere. The kind of stuff that people nowadays would mistake as "ironic", but back then it was meant to be dead serious. Every little weeblet thought they were making the next Final Fantasy, but with a dash of Inuyasha and Love Hina.

Yet still, I can't help back look at it all fondly. It was all just kids trying to be creative with the limited tool and resources they had.
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>>12489389
It's a Dragon Quest level editor. If I wanted to make a level in Mario, I'd just use Mario Maker instead of Godot. It's the same level of ease. Some people just want to play DQ copypasta gameplay with unique settings and stories, it's not that deep not every game has to be revolutionary. In fact most don't have to be.
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>>12489604
>Yet still, I can't help back look at it all fondly. It was all just kids trying to be creative with the limited tool and resources they had.
Yep. The end of an era. I'll never not look back at those games fondly, either.
>wet farts or OP nukes
>impossible and done in single turn
(It's usually OP nukes and done in single turn, in my experience. I don't remember any of the especially janky games being that hard.)
>>12489615
>Some people just want to play DQ copypasta gameplay with unique settings and stories
Also this. Some of those games are fun.



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