He's based on the unarmored design of the original hero used for Kenshin Dragon Quest, a plug and play spin-off game from the early 2000's based on the original DQ.
genuinely impressed but why do we see likr 4 different versions of the playwr character?
DQ1 remains my favorite DQ game so of course I'll play it.
That explain the fact I saw at least 3 different designs in the trailer. I guess your appearance change with the armors you equip and the original DQ1 sprite is reserves for when you get the hero set
>a plug and play spin-off game from the early 2000's based on the original DQ.
Then it isn't the definitive version of DQ1, it's some bullshit hackjob.
The game is a hackjob because of how shoddily it's been put together, not because it uses a design originally from Kenshin Dragon Quest, that has continued to be used for the DQ1 Hero without armor to this day. Kenshin paved the way for Dragon Quest Swords, by the way, which was really fun.
Besides, what would you have rather had in a game that actually shows equipment on your character: A completely made up fanfiction design for an unarmored look, or a long established design created by Horii and Toriyama? It's a fan remake so maybe that doesn't matter too much, but I know I'd prefer authentic designs whenever possible.
The definitive version of DQ1 will always be the American NES version; but doing a remake DQ3/6 SNES style isn't a bad idea except the trailer alone shows a water enemy and other addition, so it doesn't look like they wanted to make a faithful remake (contrary to what your "definitive version" thread title implies)
Honestly I doubt most people in Japan are aware the updated version is even a thing. Most probably also think that the intro of DQ2 was something new to the SNES version (by that I mean being unaware it was in the US NES version)
I wish there was a way to have the Gameboy music, doubled gold/exp, and overworld sprite updates with the original Famicom battle graphics. I combined several fan patches to get updated balance + revised sprites and it's nice, but the off-key music on the FC/NES version are such a shame.
2 gets it much worse. There's really no best way to play it.
You're right, the perfect way to play DQ2 would be the US NES version with the balancing of the Japanese version.
I know, that's not probably not what you were thinking of, but I ought to do that one of these days at least for myself. I already have a bunch of romhacking notes for it. What I need to do however is check if the rumours that the priest in Rhone doesn't in fact revive allies in the JPN version and only heals them are true or not.
>I know, that's not probably not what you were thinking of
No, that's about right. The only issue is that, again, the arrangement of the songs on Famicom is ass. They really didn't nail it until 3.
iirc you can use the teleporter to go back to the outside world, and then use the return spell to go back to rhone (as long as you don't save anywhere else)
Although now that I started thinking about it – gold doesn’t matter at that point in the game, so you could just wipe out and resurrect in Rhone… so whether or not the priest resurrects would barely matter.
>What I need to do however is check if the rumours that the priest in Rhone doesn't in fact revive allies in the JPN version and only heals them are true or not.
From https://wikiwiki.jp/dqdic3rd/%E3%80%90%E3%83%AD%E3%83%B3%E3%83%80%E3%83%AB%E3%82%AD%E3%82%A2%E3%80%91:
ここにいる神父に話しかけると無料でHPとMPが全回復して、さらに【復活の呪文】も聞くことができる。
So yes, you can revive your characters.
As an extra, loved to read this:
見たこともない白いフィールドに事前情報無しの初見プレイヤーは驚くことだろうし、そうでなくとも(特にオリジナル版で)困難をくぐり抜けて辿り着いた感動は、ハードが進化した今でも色褪せることはない。
And this:
特にFC版でのキツさとここで安定して勝てるようになった際の達成感は、実際に戦った人にしか分かるまい。
>So yes, you can revive your characters.
Fuck, I'm a dumbass. 復活の呪文 is the password system, it has nothing to do with revive characters.
Now, further down that page we have:
ロンダルキアのほこらではNES版と同じく蘇生も行ってくれるようになったため、ここを拠点としてのロンダルキア攻略がとてもしやすくなっている。
Which means that the SFC version can revive characters like the NES version. So, the rumours are true.
This page even mention that:
https://wikiwiki.jp/dqdic3rd/%E3%80%90%E3%83%AD%E3%83%B3%E3%83%80%E3%83%AB%E3%82%AD%E3%82%A2%E3%81%AE%E3%81%BB%E3%81%93%E3%82%89%E3%80%91
NES版
死者がいる場合は神官に話しかけると自動的に生き返るようになった。しかも無料なので、非常に助かる。
>What I need to do however is check if the rumours that the priest in Rhone doesn't in fact revive allies in the JPN version and only heals them are true or not.
From https://wikiwiki.jp/dqdic3rd/%E3%80%90%E3%83%AD%E3%83%B3%E3%83%80%E3%83%AB%E3%82%AD%E3%82%A2%E3%80%91:
ここにいる神父に話しかけると無料でHPとMPが全回復して、さらに【復活の呪文】も聞くことができる。
So yes, you can revive your characters.
As an extra, loved to read this:
見たこともない白いフィールドに事前情報無しの初見プレイヤーは驚くことだろうし、そうでなくとも(特にオリジナル版で)困難をくぐり抜けて辿り着いた感動は、ハードが進化した今でも色褪せることはない。
And this:
特にFC版でのキツさとここで安定して勝てるようになった際の達成感は、実際に戦った人にしか分かるまい。
Neat
Although now that I started thinking about it – gold doesn’t matter at that point in the game, so you could just wipe out and resurrect in Rhone… so whether or not the priest resurrects would barely matter.
Yeah, I can count on one hand the number of good RPGMaker games out there and this one could definitely be added to that list, let's ee how the final things turns out.
It is though, its biggest merit is how easy it is to make low effort, generic (J)RPGs, but otherwise it's inferior to other engines and not worth using, so naturally the games made in it are going to be slop.
Technically that applies for any engine and the only reason to use an existing engine over writing your own is to make the development easier and faster. If a game is well-planned and its scope isn't outside of RPGMaker's features, there's really no reason to use a heavier engine for it... although, this goes for RPGMaker way back when, if they've become an unoptimized mess like Unity etc. then it's just as bad. Personally, anything that can draw 2D sprites on a screen is enough of an "engine" for me.
Exactly. And most of the people making games are unable to create good ones despite the engine. Most games are shit. However, a person capable of creating a solid 2D JRPG in any other engine should be able to do so with RPGMaker. So, the toolset doesn’t really matter, the person(s) behind the game do. And yes, RPGMaker attracts some of the least capable ones. Hence, there’s nothing inherently wrong with RPGMaker as a tool.
Anyways, I personally find working with a limited feature set oddly inspiring. A decade ago when I briefly tried RPGMaker, working around its limitations and having to think out-of-the-box was more stimulating than working with Unity or UE where you can do anything and even if you can’t, someone else has. RPGMaker is far from ideal, but it’s charming and working with it is fun in the same sense that working with the limitations of an older console like GBA or a simplified toolset like PICO-8 is. I personally respect people making ”worse” and limited tools to work in their favor over the premade asset -ridden approach of modern game developers.
Again, it’s been over a decade, so I wouldn’t be surprised if RPGMaker has turned into an asset store, unoptimized mess like Unity…
>This game is only compatible with Windows 10 and Windows 11. Linux/Wine/MAC/EasyRPG and RetroArch are not compatible. >It is recommended to play this without AMD products. Many users have reported performance issues with AMD CPUs and GPUs. >Please restart your PC before playing this game. There may be memory conflicts with systems with less than 32GB of RAM. This should solve the issue.
is this a joke? because i'm not laughing.
I tested it out on, then decided to simply play it on my old Win7 machine just because I read that.
It's been working perfectly fine so far, or appears to be at least, though admittedly I'm not terribly far in yet. I do get an error sound when I close the game, but there's no accompanying popup.
It's not a joke. On my AMD machine it drops frames like a mother fucker on the overworld and a handful of other maps. That's the power of a 20 year old engine.
If you play a few RPG Maker games you quickly learn this baffling kind of jank is the standard. It's the most unoptimized piece of unstable shit in history but goddamn is it a good tool.
i did play mgq:paradox, but the game was quite basic in the graphics department. i guess the more you add, the more it shows how clanky the whole engine is.
I tested it out on, then decided to simply play it on my old Win7 machine just because I read that.
It's been working perfectly fine so far, or appears to be at least, though admittedly I'm not terribly far in yet. I do get an error sound when I close the game, but there's no accompanying popup.
It's not a joke. On my AMD machine it drops frames like a mother fucker on the overworld and a handful of other maps. That's the power of a 20 year old engine.
The developer used ancient garbage mods/tools (DynRPG shit) from a decade ago and simply never bothered to update anything to the latest common-use tools like RPG Maker 2k3 Maniacs Patch.
I will be crawling through the game's eventing to see how bad the spaghetti code for the CMS and CBS are shortly, but I don't have high hopes - the dev himself talked about having no idea how to handle expanding the battle system to have multiple combatants, which tells me he is a huge brainlet.
Bone stock RPG Maker is one thing, but this guy did the classic blunder of throwing all the plugins/extras at it without first attempting to learn the basics. The end result: an rpg maker 2003 game that chugs on even modern hardware.
Meanwhile, developers who are competent can make Age of Empires clones in 2k3/Maniacs which runs fine on almost any toaster.
Okay
So when's this getting translated? For anyone not in the know, this is basically the T-Edition of Dragon Quest. It literally has everything, even the GBC content.
I would hardly call this the Definitive Edition of Dragon Quest 1 when it's got what I presume to be random NPCs based on and named after people who worked on the game dotted around the world, including the main developer himself telling you to go get a Puff Puff then look at your records screen as a "hint." That's just unprofessional.
That said, it otherwise does seem well polished. And I like that there's a feature to change the battle music to those of different DQ games.
Less than 5 minutes into the game, I have already broken the game's custom menus just by doing the barest minimum of mucking around with pressing keys at the right/wrong times.
I'm guessing this dev tried using parallel processes to hold their CMS/CBS together instead of halting everything and keeping them to their own individual loops that are much harder to break.
Also >each item takes up its own dedicated slot in the inventory and can't be moved
guy doesn't know how to use indirect variable reference.
Softlocked the game on the battle screen by triggering an encounter at the same time as I opened up the game menu.
And why the fuck is this game 1GB+ in size?
Probably so.
The next thing I've been able to do is break the battle screen without softlocking it by doing more timing of the menus+triggering a battle - I think one of the parallel processes that handles menu navigation is stuck running at the wrong time and is preventing me from moving the cursor through the menu - the only thing I can do is pick attack.
I'm thinking that based on what I've managed to break just in the beginning, it would be trivial to sequence break and skip over event triggers with more timing like this, since the developer put zero thought into finding a way to prevent player movement.
Another thing I'll try is triggering events by opening the menu at the same instant I talk to a key NPC or something - that probably won't do too much exciting stuff, but it will block the screen while the scene is running.
>used an herb >now the graphic has been replaced with an equip "E"
3 weeks ago
Anonymous
Basic example of opening the menu + speaking to an NPC at the same time.
I'd be extremely amused if there were cutscenes or whatever that you could fuck up simply by having menu controls up at the "wrong" time.
3 weeks ago
Anonymous
Softlocked by opening up the menu at the same time as opening the map screen.
Imagine working on this for 7 years and not once ever thinking about how to prevent basic game-breaking shit like this which people are sure to encounter as they habitually tap buttons.
3 weeks ago
Anonymous
Bypassed the transfer event at the literal start of the game and can wander through the background imagery.
>And why the fuck is this game 1GB+ in size?
Audio, mostly. The Music folder is roughly 850mb, and it's all MP3s. The Sounds folder is another 160mb, all WAVs with a few MP3s. The RTP is also included, which bloats the package with a ton of ultimately unused stuff.
Softlocked by opening up the menu at the same time as opening the map screen.
Imagine working on this for 7 years and not once ever thinking about how to prevent basic game-breaking shit like this which people are sure to encounter as they habitually tap buttons.
There's a comment the game's page with a player's initial thoughts, including how he managed to softlock the game at the very start by simply pressing the map button. The dev's response was "In all my QA rounds nobody, not even I thought to try that."
Obviously there's a lot that he didn't think to try.
I found a minor bug myself, but nothing too crazy. South of Garai, there's a little new area called Xen's House. For whatever reason the southern exit is a two tile long warp on a three tile wide road, so you can simply walk around it. Not that there's anything out there to find.
>Audio, mostly. The Music folder is roughly 850mb, and it's all MP3s
Did these all really need to be 320kb/s mp3s? RPG Maker 2k3+Maniacs supports ogg vorbis.
Anyway, here's the thing - I was successfully able to event a simple DQ menu layer 1 in about 15 minutes that truly cannot be broken in the same way as the DQ+ example. I'm pretty good at breaking and stress testing RPG Maker 2k/3 custom systems, and even mashing the absolute hell of my interact/menu keys, I cannot under any circumstances get the menu to open up while text is being displayed. Also has provisions for one of the problems in the DQ+ code which is that you can skip over lower-level events that depend on event/player touch - just call the damn thing either before or after your menu processing is complete, and in the case of transfer events, store the last used xfer somewhere and refuse to repeat the warp if someone opens up the menu before leaving the just-arrived-at tile.
(also set the game to a true SNES resolution and put a fucking Wizardry font in there)
>open menu at the exact instant you take a transfer event from a town to the overworld >completely skips the part where it slows you down to overworld map movement speed
There's been an update released.
Clouds are removed from the overworld because they presumably cause lag. QoL has been added like telling you what your personality does.
Actual bugs have not been fixed.
Jesus fucking christ YOU DON'T NEED TO ELSE ALL OF THESE
3 weeks ago
Anonymous
Fucking why...?
3 weeks ago
Anonymous
I've seen some interesting ways to do time displays in RPGM, but usually they don't look like this. Most people just increment a variable every frame and work from there to calculate it...
3 weeks ago
Anonymous
>why yes, I will tie everything in the item menu to the x/y coordinates of the cursor instead of separating out the menu display and the menu internals
3 weeks ago
Anonymous
3 weeks ago
Anonymous
Do not use the Lord's name in vain, homosexual.
3 weeks ago
Anonymous
nice
3 weeks ago
Anonymous
Im a non programmer. What would you do instead?
3 weeks ago
Anonymous
In that exact screenshot, think about it: a variable just got RNG rolled a value between 1 and 13. What "else" can it possibly be? The value isn't going to change between the RNG roll and when it passes across the if conditions. You literally only need >if [variable] = 1 >>play (track1) >endif >if [variable] = 2 >>play (track2) >endif >if [variable] = 3 >>play (track3) >endif
...
and so on and so forth
If you decide to add or remove a track later on, instead of having to deal with a rats nest of if/else, you can just add in a new condition with the value anywhere in the code, and that's that.
3 weeks ago
Anonymous
>If you decide to add or remove a track later on, instead of having to deal with a rats nest of if/else, you can just add in a new condition with the value anywhere in the code, and that's that.
If the tracks are random, couldn't you just have all the tracks stored inside a list? Then using a random number just play the track at that index? Doing it that way sounds more efficiant that using a bunch of if and elif statments.
3 weeks ago
Anonymous
Sure, if this wasn't RPG Maker.
RPG Maker, and particularly 2k/3 all but require this style of "programming" to achieve any results. This IS, in effect, your "list."
So I'm looking at these fights and wondering why it needs to render the 0's in the damage numbers for single/double digit calculations? Why does it render 1 digit at a time so damn slowly? I could pick on the UI design as well but the way it displays damage would really drag out the game over a long period of time, when the original intent of the game is that fights were fast and snappy.
With these kind of presentation values I assume it wants to be the next AM2R, but the whole game design just seems so amateur, like the developer didn't have any game design experience before jumping straight into an elaborate remake.
More or less, yeah.
The basic DQ 1~3 battle system is easily replicated in RPG Maker 2k/3, but it's clear this developer has no idea how to do it and just hacked together spaghetti until it stopped breaking on him. >why the fuck are the individual directions of your battle cursor movement running in parallel? >why do you have so many if/elses gating it instead of just making your battle menu its own loop isolated from everything else? >why are so many things happening "on the fly" instead of doing what every other RPG in history does and simply queuing up player/foe actions and executing them in a phase completely separate from the command entry phase? >why did you hard-lock player and monster statistics to such small variable ranges in fixed locations when you could just have a flexible array and support as many combatants as you like later on?
This guy built a bespoke 1v1 battle system that has zero potential for change or expansion without a complete rewrite from zero. The irony is that based on what I'm seeing, he probably spent a LOT of time on it when the guys over at /vrpg/ could probably event together a flexible and changeable version of it in less than a day if they had to.
I got this in the volcano dungeon. And it wasn't just visuals, stepping on some of those tiles would teleport me out of the dungeon. I managed to beat it anyway but only thanks to savestating and prior knowledge of the place.
Other people said they didn't have this glitch but had other ones
Patch notes:
+View Controls at the start of the game in Radatome Castle. You can also find the "KBDCONTROLS" and "CONTROLLER CONTROLS" files in the main directory to reference.
+Choosing a difficulty mode tells you what is different from each one.
+A NPC has been added in Radatome Castle that tells you what your personality does.
-Universal controller support is not included but I am evaluating how this can be done at the moment.
Grampa Trebor married a Japanese woman and was an early japanophile that had the rare honor of contributing to the pop culture culture of the people he loved
Grampa Trebor married a Japanese woman and was an early japanophile that had the rare honor of contributing to the pop culture culture of the people he loved
jrpgs are his half-japanese children
>based on table top RPGs
Should it be Lodoss War then?
SNES remake exists, what some fag made in rpgmaker doesn’t matter. Also, DQ I is so bare bones of an rpg, it’s not worth playing to begin with. Dragon Quest starts with 3.
kek this was a funny thread, i love when someone who knows how to work with coding and shit can come in and expose a total fucking trainwreck >also that ESL discovery
Funniest thing that happened recently to me was me, never playing a Dragon Quest game before started reading big internet debates about the translation of the games being too verbose and shit, and then I finally play the "accurate translations" and, oh my god, it was so dry. NPCs just say basic shit and have no character to them at all. At least the US versions gave them a stupid ye old english phrasing which was pretty funny at least.
I guess the original Japanese is just so well-written it just is untranslatable and its not REALLY dry, its just me being a baka gaijin
The faux shakesperaean/biblical speech is based, but only if the translator/writer goes all the way with it and demonstrates a true command of it. One slip-up with incorrect usage of simple stuff like thee/thou/thy/thine instantly devalues any effort you put into it.
>dev was literally too lazy to figure out how to make their naming screen accept less than all 4 letters >using the blank/underscore to fill in the remaining letters literally just leaves the underscores in any time your name is spoken in-game >dev outright said that this is how it's supposed to be
There's seriously just no end to the stupid shit in this game.
What bothers me the most is all the stupid filters and effects overlaid on everything.
It's more amazing that the number and intensity of these effects is almost always proportional to how poor the "real" work is - almost as if the developer is trying to hide something behind them.
Same. I didn't even run into any issues on my AMD laptop despite the dev warning about using one of those. The only bug I've run into, and it's a pretty annoying one, is that I couldn't take screenshots in fullscreen mode. Normally I just hit windows key+print screen key and it snaps a shot of my screen, but if I do that with this game it freezes the game up and doesn't appear to take a screenshot. Then when I check my screenshots folder, the screenshot is there, but it's just a blank white image, like some sort of ghost photo. Spooky.
This has never happened with any other game I've played, rpgmaker or otherwise, and never happened with any other application period come to think of it.
I just applied the new patch in the pic you posted. Not sure how it fucked up my game this bad. Can't post a screenshot because of
Same. I didn't even run into any issues on my AMD laptop despite the dev warning about using one of those. The only bug I've run into, and it's a pretty annoying one, is that I couldn't take screenshots in fullscreen mode. Normally I just hit windows key+print screen key and it snaps a shot of my screen, but if I do that with this game it freezes the game up and doesn't appear to take a screenshot. Then when I check my screenshots folder, the screenshot is there, but it's just a blank white image, like some sort of ghost photo. Spooky.
This has never happened with any other game I've played, rpgmaker or otherwise, and never happened with any other application period come to think of it.
but I extracted the files in the v1.0.4 patch and copied them into the game's folder, overwriting duplicate files.
I boot up the game and there's no title screen. I just immediately appear standing in a house in Mercado as a lv1 Good Hero named "You" with the only menu option being "Quit" which closes the game. What the actual fuck, give me back my save file.
I think I'll give this game a week or a month before these patches settle down, I don't want to have all my progress erased again.
Have you tried just pressing print screen without the windows key, then pasted into an image editor?
But wow, haha. He really fucked that up. I posted before downloading an applying myself, I would've included a PSA otherwise. Time to roll back to the previous release.
>Have you tried just pressing print screen without the windows key, then pasted into an image editor?
That just caused the game to freeze up and when I went to paste in Paint, there was nothing to paste unfortunately. >Time to roll back to the previous release.
The good news is, I was able to recover my save!
I redownloaded the original v1.0.1 game, then applied the 1.0.3 patch and then copied the files "Save01.dyn" and "Save01.lsd" and everything was working fine again (other than that screenshot bug, of course).
Your image is exactly what I was getting on the fucked up 1.0.4 patch.
I don't have an account on the rpgmaker site where the game's hosted and cba to make one, otherwise I would've left an all caps comment on the front page to try and warn people. Looks like the new patch has 3 downloads so far, so one poor sod other than you and me's been punked.
Amazing work. I don't even shit on this guy since I have learning 3D programming and 3D modeling to make my own DQ 1 3D remake.
Why does he have Roto/Erdrick hair and why is he blonde? Looks good though
He's based on the unarmored design of the original hero used for Kenshin Dragon Quest, a plug and play spin-off game from the early 2000's based on the original DQ.
Today I've learned something new about DQ, thanks anon
mad how this series has more spin-offs than copies sold outside of japan
genuinely impressed but why do we see likr 4 different versions of the playwr character?
DQ1 remains my favorite DQ game so of course I'll play it.
That explain the fact I saw at least 3 different designs in the trailer. I guess your appearance change with the armors you equip and the original DQ1 sprite is reserves for when you get the hero set
>a plug and play spin-off game from the early 2000's based on the original DQ.
Then it isn't the definitive version of DQ1, it's some bullshit hackjob.
The game is a hackjob because of how shoddily it's been put together, not because it uses a design originally from Kenshin Dragon Quest, that has continued to be used for the DQ1 Hero without armor to this day. Kenshin paved the way for Dragon Quest Swords, by the way, which was really fun.
Besides, what would you have rather had in a game that actually shows equipment on your character: A completely made up fanfiction design for an unarmored look, or a long established design created by Horii and Toriyama? It's a fan remake so maybe that doesn't matter too much, but I know I'd prefer authentic designs whenever possible.
>RPG Maker
Why.
why not?
It's easy to use and definitively good enough to recreate DQ1 in
The definitive version of DQ1 will always be the American NES version; but doing a remake DQ3/6 SNES style isn't a bad idea except the trailer alone shows a water enemy and other addition, so it doesn't look like they wanted to make a faithful remake (contrary to what your "definitive version" thread title implies)
>The definitive version of DQ1 will always be the American NES version
I wonder if there is a japanese version of DQ1 with the NES sprites.
Honestly I doubt most people in Japan are aware the updated version is even a thing. Most probably also think that the intro of DQ2 was something new to the SNES version (by that I mean being unaware it was in the US NES version)
It's better that way. Most of DQ1 is just grinding for levels anyways. Expanding upon the world is a refreshing approach.
What does the NES version have over the SNES remake, you contrarian?
If I wanted an improved version of DQ1 I would just play the Game Boy remake
I wish there was a way to have the Gameboy music, doubled gold/exp, and overworld sprite updates with the original Famicom battle graphics. I combined several fan patches to get updated balance + revised sprites and it's nice, but the off-key music on the FC/NES version are such a shame.
2 gets it much worse. There's really no best way to play it.
>There's really no best way to play it.
You're right, the perfect way to play DQ2 would be the US NES version with the balancing of the Japanese version.
I know, that's not probably not what you were thinking of, but I ought to do that one of these days at least for myself. I already have a bunch of romhacking notes for it. What I need to do however is check if the rumours that the priest in Rhone doesn't in fact revive allies in the JPN version and only heals them are true or not.
>I know, that's not probably not what you were thinking of
No, that's about right. The only issue is that, again, the arrangement of the songs on Famicom is ass. They really didn't nail it until 3.
>priest in Rhone doesn't in fact revive allies in the JPN version
Wouldn’t that be fun, considering the enemies cast instakill and all…
iirc you can use the teleporter to go back to the outside world, and then use the return spell to go back to rhone (as long as you don't save anywhere else)
but yeah
Although now that I started thinking about it – gold doesn’t matter at that point in the game, so you could just wipe out and resurrect in Rhone… so whether or not the priest resurrects would barely matter.
>What I need to do however is check if the rumours that the priest in Rhone doesn't in fact revive allies in the JPN version and only heals them are true or not.
From https://wikiwiki.jp/dqdic3rd/%E3%80%90%E3%83%AD%E3%83%B3%E3%83%80%E3%83%AB%E3%82%AD%E3%82%A2%E3%80%91:
ここにいる神父に話しかけると無料でHPとMPが全回復して、さらに【復活の呪文】も聞くことができる。
So yes, you can revive your characters.
As an extra, loved to read this:
見たこともない白いフィールドに事前情報無しの初見プレイヤーは驚くことだろうし、そうでなくとも(特にオリジナル版で)困難をくぐり抜けて辿り着いた感動は、ハードが進化した今でも色褪せることはない。
And this:
特にFC版でのキツさとここで安定して勝てるようになった際の達成感は、実際に戦った人にしか分かるまい。
>So yes, you can revive your characters.
Fuck, I'm a dumbass. 復活の呪文 is the password system, it has nothing to do with revive characters.
Now, further down that page we have:
ロンダルキアのほこらではNES版と同じく蘇生も行ってくれるようになったため、ここを拠点としてのロンダルキア攻略がとてもしやすくなっている。
Which means that the SFC version can revive characters like the NES version. So, the rumours are true.
This page even mention that:
https://wikiwiki.jp/dqdic3rd/%E3%80%90%E3%83%AD%E3%83%B3%E3%83%80%E3%83%AB%E3%82%AD%E3%82%A2%E3%81%AE%E3%81%BB%E3%81%93%E3%82%89%E3%80%91
NES版
死者がいる場合は神官に話しかけると自動的に生き返るようになった。しかも無料なので、非常に助かる。
Now I want to play the japanese version of DQ2.
Neat
That's a good point
If there was enough interest, DQ3 SNES getting a decomp would be enough for fans to make definitive versions of 1-6.
Was going to shit on it for being RPGMaker but it looks genuinely good, I'm impressed.
RPGMaker isn't inherently bad, but it's easy to start with so the outcome often is.
Yeah, I can count on one hand the number of good RPGMaker games out there and this one could definitely be added to that list, let's ee how the final things turns out.
>RPGMaker isn't inherently bad
It is though, its biggest merit is how easy it is to make low effort, generic (J)RPGs, but otherwise it's inferior to other engines and not worth using, so naturally the games made in it are going to be slop.
Technically that applies for any engine and the only reason to use an existing engine over writing your own is to make the development easier and faster. If a game is well-planned and its scope isn't outside of RPGMaker's features, there's really no reason to use a heavier engine for it... although, this goes for RPGMaker way back when, if they've become an unoptimized mess like Unity etc. then it's just as bad. Personally, anything that can draw 2D sprites on a screen is enough of an "engine" for me.
>the only reason to use an existing engine over writing your own is to make the development easier and faster.
Most of the people making games with such engines would be unable to create their own
Exactly. And most of the people making games are unable to create good ones despite the engine. Most games are shit. However, a person capable of creating a solid 2D JRPG in any other engine should be able to do so with RPGMaker. So, the toolset doesn’t really matter, the person(s) behind the game do. And yes, RPGMaker attracts some of the least capable ones. Hence, there’s nothing inherently wrong with RPGMaker as a tool.
Anyways, I personally find working with a limited feature set oddly inspiring. A decade ago when I briefly tried RPGMaker, working around its limitations and having to think out-of-the-box was more stimulating than working with Unity or UE where you can do anything and even if you can’t, someone else has. RPGMaker is far from ideal, but it’s charming and working with it is fun in the same sense that working with the limitations of an older console like GBA or a simplified toolset like PICO-8 is. I personally respect people making ”worse” and limited tools to work in their favor over the premade asset -ridden approach of modern game developers.
Again, it’s been over a decade, so I wouldn’t be surprised if RPGMaker has turned into an asset store, unoptimized mess like Unity…
Nah, there are a plethora of zero effort cash grabs made with a variety of engines from RPG Maker to Unity to Unreal. The argument is void.
I'll stick with the SNES version.
it's shit
no thanks
>tfw working on dragon warrior: monsters
>dragon warrior 1+2 gbc cart on the way, showing up early next week
feels good man
I beat this game three times in one day. On NES, SNES and GBC (based emulation with turbo).
There’s nothing wrong with the NES games
they're shit
Kys zoomerfuck
>z-zoomer
The NES games are invalidated by the GB remakes. Cope.
>not the snes version
have a nice day
Enjoy your 150x100 resolution
Isn't DQ1 like 4 hours though?
dropped where? is it complete? please drop a link.
Here you go
https://rpgmaker.net/games/4058/
>This game is only compatible with Windows 10 and Windows 11. Linux/Wine/MAC/EasyRPG and RetroArch are not compatible.
>It is recommended to play this without AMD products. Many users have reported performance issues with AMD CPUs and GPUs.
>Please restart your PC before playing this game. There may be memory conflicts with systems with less than 32GB of RAM. This should solve the issue.
is this a joke? because i'm not laughing.
Just download it and play, ignore what he's writing. If will probably work.
I tested it out on, then decided to simply play it on my old Win7 machine just because I read that.
It's been working perfectly fine so far, or appears to be at least, though admittedly I'm not terribly far in yet. I do get an error sound when I close the game, but there's no accompanying popup.
It's not a joke. On my AMD machine it drops frames like a mother fucker on the overworld and a handful of other maps. That's the power of a 20 year old engine.
Same, and it looks blurry as fuck. Unfortunate
You can disable the vaseline filter in the graphics menu (F5). I don't know why it's on by default.
If you play a few RPG Maker games you quickly learn this baffling kind of jank is the standard. It's the most unoptimized piece of unstable shit in history but goddamn is it a good tool.
i did play mgq:paradox, but the game was quite basic in the graphics department. i guess the more you add, the more it shows how clanky the whole engine is.
The developer used ancient garbage mods/tools (DynRPG shit) from a decade ago and simply never bothered to update anything to the latest common-use tools like RPG Maker 2k3 Maniacs Patch.
I will be crawling through the game's eventing to see how bad the spaghetti code for the CMS and CBS are shortly, but I don't have high hopes - the dev himself talked about having no idea how to handle expanding the battle system to have multiple combatants, which tells me he is a huge brainlet.
First time playing rpgmaker huh?
Bone stock RPG Maker is one thing, but this guy did the classic blunder of throwing all the plugins/extras at it without first attempting to learn the basics. The end result: an rpg maker 2003 game that chugs on even modern hardware.
Meanwhile, developers who are competent can make Age of Empires clones in 2k3/Maniacs which runs fine on almost any toaster.
most ero jrpg built on rpgmaker i played could run on a toaster. like you would expect, anyway.
>1gb
>almost 900mb of that is mp3 audio
Is it really that hard just to use a better format for these kind of games like ogg?
Don't complain. It's free.
Nice
Cringe.
>t. homosexual
Okay
So when's this getting translated? For anyone not in the know, this is basically the T-Edition of Dragon Quest. It literally has everything, even the GBC content.
Cry
I'm holding out for DQ32 myself.
That's cool but ENG only? Nah that can't be definitive
Aw, come on. I just beat it on the SNES
I would hardly call this the Definitive Edition of Dragon Quest 1 when it's got what I presume to be random NPCs based on and named after people who worked on the game dotted around the world, including the main developer himself telling you to go get a Puff Puff then look at your records screen as a "hint." That's just unprofessional.
That said, it otherwise does seem well polished. And I like that there's a feature to change the battle music to those of different DQ games.
>this is an general store
nice attention to detail retard
>official faithful product
>REMAKE BAD
>rpg fangamer shit
>LE BASED
???
The fuck is up with this ugly full-screen color filter?
I like the look myself, but im sure its very amateurish and probably full of bugs if stuff like this slipped in
so I wont bother
Less than 5 minutes into the game, I have already broken the game's custom menus just by doing the barest minimum of mucking around with pressing keys at the right/wrong times.
I'm guessing this dev tried using parallel processes to hold their CMS/CBS together instead of halting everything and keeping them to their own individual loops that are much harder to break.
Also
>each item takes up its own dedicated slot in the inventory and can't be moved
guy doesn't know how to use indirect variable reference.
Fuck, I knew it.
Glad I didn't bother.
Softlocked the game on the battle screen by triggering an encounter at the same time as I opened up the game menu.
And why the fuck is this game 1GB+ in size?
Because it's probably someone who is good at art and absolutely shit at programming, lol.
Probably so.
The next thing I've been able to do is break the battle screen without softlocking it by doing more timing of the menus+triggering a battle - I think one of the parallel processes that handles menu navigation is stuck running at the wrong time and is preventing me from moving the cursor through the menu - the only thing I can do is pick attack.
I'm thinking that based on what I've managed to break just in the beginning, it would be trivial to sequence break and skip over event triggers with more timing like this, since the developer put zero thought into finding a way to prevent player movement.
Another thing I'll try is triggering events by opening the menu at the same instant I talk to a key NPC or something - that probably won't do too much exciting stuff, but it will block the screen while the scene is running.
>used an herb
>now the graphic has been replaced with an equip "E"
Basic example of opening the menu + speaking to an NPC at the same time.
I'd be extremely amused if there were cutscenes or whatever that you could fuck up simply by having menu controls up at the "wrong" time.
Softlocked by opening up the menu at the same time as opening the map screen.
Imagine working on this for 7 years and not once ever thinking about how to prevent basic game-breaking shit like this which people are sure to encounter as they habitually tap buttons.
Bypassed the transfer event at the literal start of the game and can wander through the background imagery.
>And why the fuck is this game 1GB+ in size?
Audio, mostly. The Music folder is roughly 850mb, and it's all MP3s. The Sounds folder is another 160mb, all WAVs with a few MP3s. The RTP is also included, which bloats the package with a ton of ultimately unused stuff.
There's a comment the game's page with a player's initial thoughts, including how he managed to softlock the game at the very start by simply pressing the map button. The dev's response was "In all my QA rounds nobody, not even I thought to try that."
Obviously there's a lot that he didn't think to try.
I found a minor bug myself, but nothing too crazy. South of Garai, there's a little new area called Xen's House. For whatever reason the southern exit is a two tile long warp on a three tile wide road, so you can simply walk around it. Not that there's anything out there to find.
>open the menu at the same moment you perish on the overworld due to poison
>Audio, mostly. The Music folder is roughly 850mb, and it's all MP3s
Did these all really need to be 320kb/s mp3s? RPG Maker 2k3+Maniacs supports ogg vorbis.
Anyway, here's the thing - I was successfully able to event a simple DQ menu layer 1 in about 15 minutes that truly cannot be broken in the same way as the DQ+ example. I'm pretty good at breaking and stress testing RPG Maker 2k/3 custom systems, and even mashing the absolute hell of my interact/menu keys, I cannot under any circumstances get the menu to open up while text is being displayed. Also has provisions for one of the problems in the DQ+ code which is that you can skip over lower-level events that depend on event/player touch - just call the damn thing either before or after your menu processing is complete, and in the case of transfer events, store the last used xfer somewhere and refuse to repeat the warp if someone opens up the menu before leaving the just-arrived-at tile.
(also set the game to a true SNES resolution and put a fucking Wizardry font in there)
Collision? What's collision?
>open menu at the exact instant you take a transfer event from a town to the overworld
>completely skips the part where it slows you down to overworld map movement speed
There's been an update released.
Clouds are removed from the overworld because they presumably cause lag. QoL has been added like telling you what your personality does.
Actual bugs have not been fixed.
Oh damn that's really useful.
Now to see just how fast I can get the player to move by skipping them repeatedly.
>open a chest
>while opening the map menu
>Maximum velocity has been achieved
Now that I'm bored of breaking the game, time to dig in and see what gems this dev has placed in the event code to gawk at and admire.
Jesus fucking christ YOU DON'T NEED TO ELSE ALL OF THESE
Fucking why...?
I've seen some interesting ways to do time displays in RPGM, but usually they don't look like this. Most people just increment a variable every frame and work from there to calculate it...
>why yes, I will tie everything in the item menu to the x/y coordinates of the cursor instead of separating out the menu display and the menu internals
Do not use the Lord's name in vain, homosexual.
nice
Im a non programmer. What would you do instead?
In that exact screenshot, think about it: a variable just got RNG rolled a value between 1 and 13. What "else" can it possibly be? The value isn't going to change between the RNG roll and when it passes across the if conditions. You literally only need
>if [variable] = 1
>>play (track1)
>endif
>if [variable] = 2
>>play (track2)
>endif
>if [variable] = 3
>>play (track3)
>endif
...
and so on and so forth
If you decide to add or remove a track later on, instead of having to deal with a rats nest of if/else, you can just add in a new condition with the value anywhere in the code, and that's that.
>If you decide to add or remove a track later on, instead of having to deal with a rats nest of if/else, you can just add in a new condition with the value anywhere in the code, and that's that.
If the tracks are random, couldn't you just have all the tracks stored inside a list? Then using a random number just play the track at that index? Doing it that way sounds more efficiant that using a bunch of if and elif statments.
Sure, if this wasn't RPG Maker.
RPG Maker, and particularly 2k/3 all but require this style of "programming" to achieve any results. This IS, in effect, your "list."
So I'm looking at these fights and wondering why it needs to render the 0's in the damage numbers for single/double digit calculations? Why does it render 1 digit at a time so damn slowly? I could pick on the UI design as well but the way it displays damage would really drag out the game over a long period of time, when the original intent of the game is that fights were fast and snappy.
With these kind of presentation values I assume it wants to be the next AM2R, but the whole game design just seems so amateur, like the developer didn't have any game design experience before jumping straight into an elaborate remake.
>LttP Link icon
Trannybro?
So this is basically just Yandere dev-tier shit code?
More or less, yeah.
The basic DQ 1~3 battle system is easily replicated in RPG Maker 2k/3, but it's clear this developer has no idea how to do it and just hacked together spaghetti until it stopped breaking on him.
>why the fuck are the individual directions of your battle cursor movement running in parallel?
>why do you have so many if/elses gating it instead of just making your battle menu its own loop isolated from everything else?
>why are so many things happening "on the fly" instead of doing what every other RPG in history does and simply queuing up player/foe actions and executing them in a phase completely separate from the command entry phase?
>why did you hard-lock player and monster statistics to such small variable ranges in fixed locations when you could just have a flexible array and support as many combatants as you like later on?
This guy built a bespoke 1v1 battle system that has zero potential for change or expansion without a complete rewrite from zero. The irony is that based on what I'm seeing, he probably spent a LOT of time on it when the guys over at /vrpg/ could probably event together a flexible and changeable version of it in less than a day if they had to.
We already have an SNES remake
So why the translation patch completely breaks DQ2?
I got this in the volcano dungeon. And it wasn't just visuals, stepping on some of those tiles would teleport me out of the dungeon. I managed to beat it anyway but only thanks to savestating and prior knowledge of the place.
Other people said they didn't have this glitch but had other ones
Anyone who consumes fanshite is a homo
Simple as
How do I apply the latest patch and is there a complete list of what it adds/fixes?
https://twitter.com/NightFly_Studio/status/1723512497355845735
Patch notes:
+View Controls at the start of the game in Radatome Castle. You can also find the "KBDCONTROLS" and "CONTROLLER CONTROLS" files in the main directory to reference.
+Choosing a difficulty mode tells you what is different from each one.
+A NPC has been added in Radatome Castle that tells you what your personality does.
-Universal controller support is not included but I am evaluating how this can be done at the moment.
Thanks!
what an absolutely useless and botched release
of all JRPGs
That's not Wizardry.
>Wizardry
>JRPG
Grampa Trebor married a Japanese woman and was an early japanophile that had the rare honor of contributing to the pop culture culture of the people he loved
jrpgs are his half-japanese children
>based on table top RPGs
Should it be Lodoss War then?
SNES remake exists, what some fag made in rpgmaker doesn’t matter. Also, DQ I is so bare bones of an rpg, it’s not worth playing to begin with. Dragon Quest starts with 3.
kek this was a funny thread, i love when someone who knows how to work with coding and shit can come in and expose a total fucking trainwreck
>also that ESL discovery
>nitpicking an amateur fan project
For what purpose?
If you publicly release something you open yourself to criticism.
op sold it as a definitive edition but it's actually a big mess that it took 10 years to came out.
For all it's problems, I'm still having fun with it.
And finding bugs is part of the fun for me with things like this.
The best way to play it is emulated on Wii on a CRT and classic controller
The definitive version will always be the SNES remake.
Funniest thing that happened recently to me was me, never playing a Dragon Quest game before started reading big internet debates about the translation of the games being too verbose and shit, and then I finally play the "accurate translations" and, oh my god, it was so dry. NPCs just say basic shit and have no character to them at all. At least the US versions gave them a stupid ye old english phrasing which was pretty funny at least.
I guess the original Japanese is just so well-written it just is untranslatable and its not REALLY dry, its just me being a baka gaijin
but yeah
I really got bored playing the first two DQ games
The faux shakesperaean/biblical speech is based, but only if the translator/writer goes all the way with it and demonstrates a true command of it. One slip-up with incorrect usage of simple stuff like thee/thou/thy/thine instantly devalues any effort you put into it.
>dev was literally too lazy to figure out how to make their naming screen accept less than all 4 letters
>using the blank/underscore to fill in the remaining letters literally just leaves the underscores in any time your name is spoken in-game
>dev outright said that this is how it's supposed to be
There's seriously just no end to the stupid shit in this game.
Other amusing bug that was posted elsewhere by someone
>custom shop loop doesn't break after attempting to sell, leaving, and opening your own menu
Those NPC animations are twice faster than they should be, makes everything look retarded
What bothers me the most is all the stupid filters and effects overlaid on everything.
It's more amazing that the number and intensity of these effects is almost always proportional to how poor the "real" work is - almost as if the developer is trying to hide something behind them.
Bugs aside, I'm still having fun.
That may be because I haven't played Dragon Quest in a while.
Same. I didn't even run into any issues on my AMD laptop despite the dev warning about using one of those. The only bug I've run into, and it's a pretty annoying one, is that I couldn't take screenshots in fullscreen mode. Normally I just hit windows key+print screen key and it snaps a shot of my screen, but if I do that with this game it freezes the game up and doesn't appear to take a screenshot. Then when I check my screenshots folder, the screenshot is there, but it's just a blank white image, like some sort of ghost photo. Spooky.
This has never happened with any other game I've played, rpgmaker or otherwise, and never happened with any other application period come to think of it.
He's working on it.
I just applied the new patch in the pic you posted. Not sure how it fucked up my game this bad. Can't post a screenshot because of
but I extracted the files in the v1.0.4 patch and copied them into the game's folder, overwriting duplicate files.
I boot up the game and there's no title screen. I just immediately appear standing in a house in Mercado as a lv1 Good Hero named "You" with the only menu option being "Quit" which closes the game. What the actual fuck, give me back my save file.
I think I'll give this game a week or a month before these patches settle down, I don't want to have all my progress erased again.
Have you tried just pressing print screen without the windows key, then pasted into an image editor?
But wow, haha. He really fucked that up. I posted before downloading an applying myself, I would've included a PSA otherwise. Time to roll back to the previous release.
>Have you tried just pressing print screen without the windows key, then pasted into an image editor?
That just caused the game to freeze up and when I went to paste in Paint, there was nothing to paste unfortunately.
>Time to roll back to the previous release.
The good news is, I was able to recover my save!
I redownloaded the original v1.0.1 game, then applied the 1.0.3 patch and then copied the files "Save01.dyn" and "Save01.lsd" and everything was working fine again (other than that screenshot bug, of course).
Your image is exactly what I was getting on the fucked up 1.0.4 patch.
I don't have an account on the rpgmaker site where the game's hosted and cba to make one, otherwise I would've left an all caps comment on the front page to try and warn people. Looks like the new patch has 3 downloads so far, so one poor sod other than you and me's been punked.
1.0.4 is fixed.