So...basically, this came about as the result of me wanting to know how different an RPG Maker 2003 game would be if it were made on RPG Maker 2000. So naturally I decided to take
TSCA 2.0 and "port" it to RM2000. It's not as simple as that, though: you can't just import an RM2003 game into RM2000--you have to recreate it from scratch.
I spent about 12 hours working on the first public build of TSCA2K, which I released in June 2009. I spent about 30 hours working on this version, and now I'm pleased to present to you the second public build of:
v0.05dThe basic download which (should) contains only the necessary files needed to run the game can be found
here (3.06 MB), though as with all basic versions I can't guarantee it won't crash. Be sure to save when you can! This version lets you play through both Chapter 1 and Chapter 2.
Demo v1.01This is the old version that I made in June 2009 and contains only Chapter 1. The basic download which contains only necessary files is
here. (2.89 MB)
All necessary files are included so there is no need to download anything else. If the font is messed up while playing then apply the font patch which can be found
here.
If you find any bugs that are specific to this version, please let me know. Bugs that are present in this version that were also present in the original (e.g. a certain event looping) should be addressed in the other topic.
Oh, and a few things on the mechanics of this version:
- This version is turn-based and does not feature ATB bars. As such, in a given turn, everyone will act exactly once. Battles should overall be faster on this version.
- HP can only go up to 999 in RM2000 so I had to take the liberty to change everyone's stats. Relatively, everyone is still just as powerful as they were in the original.
- Battle menus cannot be changed; as such, all of any one character's skills are in one menu. Sondow also has access to the Attack command, but since his Attack is mostly non-existent I can't recommend ever using it with him.
- When Prevailing Wind, Ale, Psigen and Psiphon are used, their respective statuses are applied after the commands have been selected on the following turn. So for example, if Ale is used on turn 1, the Drunk status won't be applied until you have selected the commands for turn 2. I had to do it this way because you cannot set positive statuses in RM2000 so I had to work around this with battle events.
While originally meant to be a "port" of the RM2003 version, this version and the 2003 version are essentially the same now except for the different battle systems.