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0.27 Released

With this update, the enemy AI is active. It works during the default battle system and also with the Do AI command for when you're making your own. I really suggest you do a custom battle system, the default battle system is just there for completeness sake (because RPG Maker 2000/3 had them). The enemy editor has been expanded with the AI rule table.

The random encounters and habitat now work too. The habitat, appearance, step, rate, and cohort chance are all implemented. This is another element of classic RPGs I don't actually believe in, but it is implemented again for completeness sake.

A handful of commands were also added including the timer. You can now use the timer for minigame like events or whatever.

Items can now also be used during battle and I tweaked the equipment stat projections a bit.

I'll have to repeat it here, don't wait for "any bugs to be fixed" because they cannot be fixed until YOU find them- they'll hide and wait for you. This sort of thing nobody can do by themselves, and being a free project, I can't exactly hire a dedicated team of testers.

- Added the Stop Timer command to cancel the timer completely

- Added the Pause Timer command to pause or resume the timer
- Added the Start Timer command to start in game timers (often used for minigames) that trigger a common event when they empty
- Enemies now process and act upon their AI during battle
- Added the Do AI command to process AI for an enemy (useful for custom battle systems)
- Added the Assign Team command to assign battlers to team which is needed for the built-in AI system
- Can now associate composite parts with parts meant for battle sprites so both can update at the same time in character editor
- Can now create and edit rules for enemy AI (can now define enemy AI)
- Added the Check Equip command to check players to see if they have a specific item equipped
- Implemented random encounters, rarity, and habitat for enemies
- Fixed the enemy list behavior in battle so the engine doesn't crash as players attack asynchronized
- Items can now be used during battle
- Can now specify if attributes and derived statistics are "better" when they are lower (effects the stat projections)
- Equipment view projections are now in the proper text color and indicator images (from system graphic) were added

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Here's some bugs I found:


After a certain amount of steps are taken (30 to 40 steps usually does it), I get an error message and the game crashes. The numbers at the end are not always the same.




There is no "none" option for composite parts except accessory. If you try to add one by creating a new part and not specifying an image file, the editor starts giving "Could not open character part (project path)\(null)" errors. At least the preview window does correctly show the character without ears/tail/hair/eyes/clothes/body, so it should work if there was no error message.

If you change the slot used by a composite part, then edit a character sprite that uses that part, you get an "Arraylist out of bounds (2)" error similar to the other one.
Ah, thanks for checking for bugs.

After a certain amount of steps are taken (30 to 40 steps usually does it), I get an error message and the game crashes. The numbers at the end are not always the same.


This happens because the encounter list is empty. You can put impossibly high values in for steps or disable encounters as a workaround, but it is now fixed for the next release.

There is no "none" option for composite parts except accessory. If you try to add one by creating a new part and not specifying an image file, the editor starts giving "Could not open character part (project path)\(null)" errors. At least the preview window does correctly show the character without ears/tail/hair/eyes/clothes/body, so it should work if there was no error message.


It was just the editor giving out errors, it does work in both the editor and engine. This annoying error has been fixed for for the next release.

If you change the slot used by a composite part, then edit a character sprite that uses that part, you get an "Arraylist out of bounds (2)" error similar to the other one.


I fixed this one for the next release too. When there's an undefined character set part, it will now either result in being blank or a different part instead of crashing.


If there's a bunch more bug reports, I can quickly release all the fixes.
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