Sphere ( and Gamemaker ) are far more powerful than
Rm2k/3 but much harder to use. Sphere would be the
maker I'd use if I just HAD to have a whole bunch of
custom battle systems and stuff and needed a great
deal more power than Rm2k3 provided. ( Honestly, very
few one-man games are ever going to truly fall into
this category ). Gamemaker is the maker of choice for
platformers, shoot-em-ups, etc.
Now, between Rm2k and Rm2k3, it's a no-brainer that
Rm2k3 is the maker of choice. Why?
More pictures: Rm2k has 20 pictures, Rm2k3 has 50. In
Rm2k3, you can basically code your entire CMS or CBS
with pictures, without using the old horror of 999 forks (
or 9999 as the case may be ). It took me less than 2
weeks to code a CMS in Rm2k3.
Battle animations appear OVER pictures instead of
UNDER them: Ask anyone using Rm2k for CBSes if
they'd love this feature.
Extra keys: Say goodbye to item-based submenus
or (yuck) front end CMSes.
These are just off the top. There are a lot of other little
extras here and there (like mp3 support that WORKS ),
and if you're using the DBS, the ability to use common
events in battle is huge; built in class-change support
makes life easier, too. Although I do admit that for
a graphically challenged user such as myself, battle
characters and the like are tougher.
To sum it up, anyone saying that Rm2k is easier to
code custom stuff in is talking out of their butt. There
are only four reasons anyone should even have Rm2k
on their hard drive anymore:
1) To play good vintage Rm2k games.
2) If you started a major project in Rm2k before
Rm2k3 came out and you can't port it to 2k3.
3) If you absolutely, absolutely, detest ATB/side view
and absolutely MUST have a front-view battle system.*
4) A significant portion of your fanbase is at GGZ where
for some idiotic reason 2k3 is somehow more "illegal"
than 2k.
*-Note: I too hate ATB, but not enough to qualify for #3.