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[RM2K3] Quest log conundrum

So... I plan to have a quest log in my game.

The quest names I have in a picture used as a sprite sheet, listed vertically.

Now I need to figure out a way to tell which quest has been accepted first, to know which frame of the picture needs to be displayed at the top of the quest log.

I have a variable that's keeping track of the amount of quests (QuestAmount). Each time a quest is accepted, its value is increased by 1. I've thought about making a variable for every quest that I have, and setting it equal to the value of QuestAmount when the quest is picked up.

The problem with it is, it would require a conditional branch for every quest I have in the game, for every quest log position. If I end up having 100 quests, that's a ton of clutter.

For example:
If ExampleQuest1 == 1, Show Picture of this quest name at the top of the quest log.
If ExampleQuest2 == 1, Show Picture of this quest name at the top of the quest log.

I'd have to repeat that 100 times if I have 100 quests. And I'd have to do it for every "slot" in the quest log.

If ExampleQuest1 == 2, Show Picture of this quest name at the 2nd slot of the quest log.
If ExampleQuest2 == 2, Show Picture of this quest name at the 2nd slot of the quest log.

I feel like there must be a way to do this that doesn't require possibly hundreds of conditional branches. But I can't quite think of it.

Any creative minds here who can think of a more efficient way?

[RM2K3] Are there any good free resource sites left for Rm2k3?

I'm trying to make a game in RPG Maker 2003, but finding resources that go well with the RTP is pretty tough. The Roco stuff works pretty well, but I'm not sure I have all of it.

Anyway, with regards to resources the internet we live on today is starkly different from the one when many people used 2k3. Back then resource sites were abundant, sure half of the stuff on there were rips, but sometimes you'd find some good stuff. These days these websites aren't so prevalent anymore (Charas Project is the only one I still know of), and the resources that you can find aren't free anymore, but paid asset packs. Which isn't strange, but that quickly adds up to your wallet if you're just making a game for fun.

Are there any sites left that offer free RPG Maker 2003 resources? Or is that shit just over?

[RM2K] Anyone know Rm2k games starring Alex?

I think many people used Alex as the main character for their Rm2k game back in the day, but I wonder how many actually saw a demo or full release. Does anyone know here know of any games that used him? Would love to give them a go for old time's sake. Good or bad, doesn't really matter.

Ones I know of already:

- Final Fallacy
- Super RTP Adventure
- Legendary Adventure

Feel free to add to this list if you know any.

[RM2K3] [RM2K] Is there any easy way to convert old games to the official english release?

So when opening an old Rm2k or Rm2k3 project in the official english release versions, you get the notification that you can convert it or leave it as is. Even if you convert it, if it used any RTP resources, all of those will not work anymore (because they had different names in the old illegal versions).

From what I can tell there's two things you can do to fix this: Re-assign every single event and database thing that uses RTP resources, or copy the entire RTP into the project folder. Both seem pretty overkill.

I was wondering if someone figured out an easier way?

Is a quest system a good idea for an RPG Maker game?

I've been thinking of doing this, basically random NPCs in the world offer you various quests, finding a lost item, killing some enemy or enemies, collecting some items. RPGs of this type usually have sidequests, optional stuff that you can do for a special weapon or type of gear. But the whole quest thing is more something that came with 3D RPGs.

Would it work in a classic 2D RPG? Or would it get boring fast?

[RM2K3] Is there a way to check required EXP for next level?

So Rm2k3 lets you store the EXP of a character in a variable, but only the current EXP, not the EXP needed for the next level. So if I want to manually track that, and my max lvl is 99, do I have to make 99 conditional branches for every character that check their levels and enters a value inside a variable?

The only way to do that is to manually set variables to the EXP required I entered in the Database. If I change my mind later on and change EXP values required for my characters, I'm looking at updating hundreds of conditional branches.

So yeah. Any neat little trick to do this?

[RM2K3] Is it possible to execute something if condition 1 or condition 2 is true?

Basically, you know in programming "if statements" you can usually do "or if", to execute the same lines of code if either one of several conditions is true?

Can you do this in Rm2k3? I know you can check if several conditions are true at the same time by nesting Conditional Branches, but can you execute the same event commands if one of several conditions is true, without having to copy paste the event commands to several Conditional Branches?

[RM2K] Question about this BGM from Legion's Saga

In Legion Saga, there's a battle BGM and I'm wondering where it's from. It's called "flik". Is it a rip from a game, or original music?

This is what it sounds like, maybe someone recognizes it:

https://youtu.be/jB60BeA4H50?t=1239

[RM2K3] CMS questions

Edit: Nevermind. Figured this one out on my own. Should mess around a bit longer before making a new thread.

[RM2K3] Is it possible to disable buttons?

Hi,

So I'm making a custom menu. When the cancel key is pressed, the game pauses and my menu slides into the screen (a common event).

Anyway, now I have it set up so that the cancel key both opens and closes the menu. It works fine, but there's one problem. If you spam the button, it will just move the menu in and out of the screen rapidly and it looks kinda fucked up.

I kinda need a way so that the player isn't allowed to press anything until the menu is fully in position. Because otherwise I'm also gonna get into trouble later on when I'm making the actual menu functions. I don't want players to be able to navigate the menu when it's still moving.

As far as I know there's no event command for simply disabling buttons. Anyone know a clever trick to pull this off?

Edit: Wait, can you just do a "Wait" event command that stops the player from doing anything while it's running? If so I'm a fucking moron lol. Will try this out later
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