Games Help with Molebox and RM2K3 (Read 1132 times)

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are any fucking rpgmaker games HIGH PROFILE FUCKING GAMES?

castlevania: moonlight requiem, sacred tears ~true~ and granciel witches which are free. (except the 2nd one)
Last Edit: July 20, 2009, 05:21:34 am by Nessiah
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You know, I don't really see how code can be plagiarized (outside of direct copy-pasting, I guess) because code is designed to be re-usable, and it's not like you can copyright code (can you?). Graphics, music, story, all that can be plagiarized but I do not see code as being plagiarizable.


edit: "What the heck...I recognize this for loop... This is MY for loop! This bastard stole my freaking for loop!'

edit2: Although I will agree that code as an entire project can be plagiarizable, but if someone opened up your project because they wanted to see how to make your rad CMS or whatever, I don't believe that's plagiarizing them.
It really depends, as there have been a few cases where people have opened projects, stripped out everything but the custom systems and then put their own game on top - and this is probably the circumstance that most people are trying to prevent. This is why there will never be a non-locked build of FF72DR released publically. Hell I couldn't care less about people seeing the code, or using some of the algorithms, but what I don't want is to inspire a series of sub par FF7 spin offs just because my project provides all the custom systems and resources needed to do so.

With regards to the OP's question; we can't really help you unless you tell us what error you're getting. Is it a missing file error? Is it a Molebox related error? What does it actually say or what actually happens? It just sounds to me like you didn't include any of the resources.
Last Edit: July 20, 2009, 04:15:57 pm by Vanit
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Iv been working on a mostly RTP game for a while with a large amount of play testers (ok..maybe just mostly my ex...shes works hard to find bugs so she can harass me about them) and was wondering if I should "lock" it before release....I made a in game "Console" with some cheat codes like lvl up and money and stuff like that that ill release with the game so if they really NEEDED to...they could use those instead of hijacking the entire project...but the only way I really know of locking a game is converting everything to .XYZ graphics...makes it a lil harder for lazy people to rip work. Cerry I thought was working on a program to lock rm2k3 projects..but no news on that...but I could be mistaken.

If I did lock my project then I would keep a copy of the "source" to PM to people If they needed it for some reason and just put in the readme to PM me about it.

But if you do lock it...you'll surly loose some players that find it just ignorant for people to lock games.
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Iv been working on a mostly RTP game for a while with a large amount of play testers (ok..maybe just mostly my ex...shes works hard to find bugs so she can harass me about them) and was wondering if I should "lock" it before release....I made a in game "Console" with some cheat codes like lvl up and money and stuff like that that ill release with the game so if they really NEEDED to...they could use those instead of hijacking the entire project...but the only way I really know of locking a game is converting everything to .XYZ graphics...makes it a lil harder for lazy people to rip work. Cerry I thought was working on a program to lock rm2k3 projects..but no news on that...but I could be mistaken.

If I did lock my project then I would keep a copy of the "source" to PM to people If they needed it for some reason and just put in the readme to PM me about it.

But if you do lock it...you'll surly loose some players that find it just ignorant for people to lock games.

I know that when Monopolo was released, half my interest was killed automatically when I read that it was locked in molebox.
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I know that when Monopolo was released, half my interest was killed automatically when I read that it was locked in molebox.
I really don't understand this opinion and would appreciate it if you'd elaborate. Is it just on principle? Or is it because you were interested in looking at how the game was built?
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Just about everyone here is a developer and not a player, so seeing a good game made in the same program as theirs interests them. To somebody who just wants to play a game this is just :welp:​.
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Just about everyone here is a developer and not a player, so seeing a good game made in the same program as theirs interests them. To somebody who just wants to play a game this is just :welp:​.

I just fail to see the appeal of this. Its nigh impossible to interpret someones custom system just by looking at the code - unless its extremely basic, in which case there's little point looking at it in the first place. Nor am I entirely sure that the reason is educational in the first place - I've tried putting some advance tutorials out there along with the engineering concepts I use and the response has been lukewarm at best. This is because most people don't look through the source from the eyes of a developer, they just like browsing through it as if it were a DVD extra. To provide or not provide this luxury is well within the rights of the original developer.
Last Edit: July 21, 2009, 03:30:59 am by Vanit
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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I agree with pretty much everything Vanit says. Honestly, there are times where I look back at coding that I did ages ago and can't quite seem to figure out or recall exactly what I did. I can't imagine anyone else looking at it would be able to really interpret much more than what's going on at the surface of my code.

But that said, I don't really care if people want to take a look at it and try to figure it out. I do believe that it is a luxury though, and not a right, kinda like driving a car. So if the developer wants to hide it, then let him/her. It's not like you've lost anything by not being able to see the code.

Personally, I'm not too fond of molebox'ing as I'm particularly wary of single .exe files. Plus I've heard that molebox can prevent games from running properly.