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Not under new management, more like a new landlord.

Hey guys, what's up? As you can tell, I've been listed as an additional developer to this engine alongside WC in an official capacity; meaning that I actually don't do anything with the project or the coding, but while WC is gone I do act as sort of a go between and project manager for this page. I thought it was a real shame for this page to be neglected, so I want to do my part to get people involved and interested in this baby again.

Yes, RM20XX is still being worked on, and yes, it still needs testing and bug reports emailed to WC to make things go by faster for everyone. The biggest thing most people are looking for is the bugfixed and upgraded battle system, but that's only after the main command bugs are fixed.

That's the bulk of the news. However I want to act as a reliable intermediate person between the fans and WC. What questions do you guys have about the project? Post them on the blog and I'll try to get some answers, along with some transparency and better info on how to get this page off the ground again.

Posts

Pages: first 12 next last
Link_2112
rush rush rush
3605
I already outlined what I want to see in that last topic.

Does WC do his own testing? Has he fixed any/all of the bugs reported by SGCN?
What do you mean by "Get this page off the ground again"? There are a ton of people subscribed to this gamepage. They're ALL going to see this.
I already outlined what I want to see in that last topic.

Does WC do his own testing? Has he fixed any/all of the bugs reported by SGCN?

Outline them again if you can. I'd mean a lot if I could get everything in one go. I want to compile a list of questions and concerns and send them over to WC for some good answers. I also want to set up something where new versions of the exe have a history of what's been fixed and worked on.


author=Gourd_Clae
What do you mean by "Get this page off the ground again"? There are a ton of people subscribed to this gamepage.

But there hasn't been any activity or discussion like there was before, is what I meant.
Oh! Sorry, I can really be a derp head sometimes.
Link_2112
rush rush rush
3605
I'll copy/paste some of the main points from the last topic:

1. A central place to find out what is supposed to work, what isn't implmented, what has already been tested/bugs found, etc.

Bolded the most important part of this post.

2. Maybe you could spearhead a movement to gather all testing information so that testing becomes a more calculated effort instead of an unorganized free-for-all.

We're looking at the first step here. What I meant by this is to guide people to test certain aspect of the engine. For example, we could hold mini events where people all try and do the same thing; like make a fishing mini game, or implement a run system. Since we all go about it in different ways, it will fully test a single area. It would serve to test the engine and we would be helping each other figure out how to use it(if it includes the new features).

That's all that was really important from the last topic, but here's something else:

3. Tutorials. I'm pretty adept at RM'ing but I was absolutely clueless when using this for the first time. Is it working? How do I know? It all looks exactly the same in the editor and that can throw people off. And even the PDF manual isn't all that helpful. It's too dry and technical. It needs to be rewritten to be a lot clearer and spelled out in simple terms.

I would be willing to write a Getting Started tutorial. Since I keep finding new things to take my attention away from my current 2k3 project, I might as well put some of that attention into this. It's been a while since I used this so I pretty much forget everything. I'll start from scratch and document everything I need to do to get started to write up in tutorial form.
Link_2112
rush rush rush
3605
Put in some time. I gotta say, using these special commands is pretty slick.

I'll email all this to WC:


Change character condition command not working.

Animation frequency seems a bit faster. but I could be wrong.

Input number command doesn't work.

No fullscreen option?

When my sprites are walking I'm seeing little moving scan lines within their graphic. I only see this on sprites moving up/down. It's more noticable the slower they move. This only appears to be a problem with windowsize=2. At 1 it's too small to notice, and at 3 and 4 it doesnt happen.

The position of the new game/continue/exit window is awful. I want to put it back in the bottom middle.

wcrpg2kxe.dev.exe is listed in the PDF manual, but it's not included in the download.

The manual says we can use all kinds of image types, including .jpg. How would this be possible since the editor will only still accept png bmp and xyz?

I tried to use a 32bit image following the method outlined in the manual but it doesn't work. If there is no copy of the file with -2x, I am able to see the 256 color image in game. But if I have the -2x file, no image shows in game. I tried several different images in both .png and .bmp format.

The manual doesn't include all the new special event commands.

What do the function keys do now? F12 isn't returning me to the title screen, and there's a blog that says F5 6 7 do something new. No F9 to see variables/switches??? So lame. This was important for debugging.

Had an event, treasure chest, it says a message then gives items then turns on switch for page 2 to show the chest open. I would get the message and the items, but it didn't show the chest as being open. Confirmed with another event that the switch is turning on, for some reason it's not activating the second page on the chest.

Title screen music doesn't turn off when starting new game.

Special commands:

1 System Clock :

This doesn't appear to do anything. Returns the value where? is it supposed be drawn on screen? is it stored in a variable somewhere. I see nothing.

6 Draw Number 8 Draw Window

Drawn windows appear above the other draw commands. It might be nice to be able to draw things in the drawn window. I can still use pictures behind the other draw commands, but it makes me wonder what I could even use draw window for if it's on top of everything else

9 Message Sound : ()

This doesn't work. I put the varE to 9, followed by varF to 1, followed by playsound-cursor1, followed by a message command. The sound only plays once as normal.

12 Draw Health Bar 13 Draw MP Bar

I can draw them both on screen at the same time, but I can't alter them independantly. I'd like to be able to control how full and the max size of each of them with their own unique variables. Instead of the commons.

One of my favorite commands! Can we alter how the bar looks?

14 Draw ATB Bar

This doesn't work. I used the exact same event that I did for the previous 2 bars changing varE to 14, but nothing is drawn.

17 Play "3D" Sound :

Doesn't work. This needs a good explanation of how to implement. Does the event need to be on parallel process for it to work? Where is the origin of the sound; the event that is using this command?

19 Set Self Variables :

Couldn't get this to work. I had an action key(even tried parallel for this) event to set A-1 B-2 E-19 F-1. Then I made 2 identical events that were action key. They contained var1+1 and message for show var1 so I could see what it was. Based on the description, I thought each event would hold it's own value for var1. But they each added 1 to the same var1.

21 Draw Right Attack

These animations are really slow.

26 Save Local Variables : ()

Please explain with examples of how this is used. Is this required to get command 19 to work?

27 Set Screen Shader

What are shader files? What kinds can be used? How can we tell if our system supports shaders? You should have one that is known to work on your system included with the download for us to try. Something simple.




For all commands, how does the F variable work? For example if I use it to show the Load menu command and close the menu, it doesn't show up again until I call it. Did it turn itself back to 0 after executing the command?
What do the function keys do now? F12 isn't returning me to the title screen, and there's a blog that says F5 6 7 do something new. No F9 to see variables/switches??? So lame. This was important for debugging.


From the pdf:

  • F5 – Opens the save menu so that the tester can save anywhere.

  • F6 – Takes a picture and saves it with the game save data.

  • F7 – Opens the game save folder in the file browser.

  • F12 – Toggles FPS and information overlay (useful for taking
    clean screenshots).


This only works in test play mode if you renamed wcrpg2kxe.exe to RPG_RT.exe. Also remember to open up your RPG_RT.ini file in a text editor and add the following line: Year=20XX

If you want the F9 debug menu back, I think you just remove the "Year=20XX" line.

1 System Clock :

This doesn't appear to do anything. Returns the value where? is it supposed be drawn on screen? is it stored in a variable somewhere. I see nothing.


9 Message Sound : ()

This doesn't work. I put the varE to 9, followed by varF to 1, followed by playsound-cursor1, followed by a message command. The sound only plays once as normal.


17 Play "3D" Sound :

Doesn't work. This needs a good explanation of how to implement. Does the event need to be on parallel process for it to work? Where is the origin of the sound; the event that is using this command?


Weird, these special commands are listed on this blog, however in the 20xx-command-reference.txt file they are not listed. Perhaps they are not implemented yet?

6 Draw Number 8 Draw Window

Drawn windows appear above the other draw commands. It might be nice to be able to draw things in the drawn window. I can still use pictures behind the other draw commands, but it makes me wonder what I could even use draw window for if it's on top of everything else


Yeah the drawn window will always be on top of your pictures. You want to use the Draw Window command with the other Draw commands (Number, Health bar etc.) to make a custom HUD for example.


12 Draw Health Bar 13 Draw MP Bar

I can draw them both on screen at the same time, but I can't alter them independantly. I'd like to be able to control how full and the max size of each of them with their own unique variables. Instead of the commons.

One of my favorite commands! Can we alter how the bar looks?


The Draw Health/Mana Bar function takes in 4 parameters: x-coord, y-coord, pixels full and width. The "pixels full" parameter can be set to someone's current HP or set to another variable. The "width" parameter controls the max size. I think the appearance of the health and mana bar is dependant on your system graphic.

14 Draw ATB Bar

This doesn't work. I used the exact same event that I did for the previous 2 bars changing varE to 14, but nothing is drawn.


I think I skipped over this command.

Self Variables:

Take a look at this sample game: rpgmaker.net/users/SGCN/locker/SelfVarTest.rar

The important thing to remember is to teleport to a new map after setting your self variables.

How come the docs folder was removed in the latest download? It's got the pdf, the spreadsheet listing supported commands and other important references.
author=Gourd_Clae
What do you mean by "Get this page off the ground again"? There are a ton of people subscribed to this gamepage.

author=Feldschlacht IV
But there hasn't been any activity or discussion like there was before, is what I meant.

What would you expect? WC more or less said he was done with RMN and moved to MD, in spite of all the members asking him to reconsider. Of course the activity and discussion was bound to die.

Not to sound pessimistic, but it just seems coincidential that now that MD is down (not sure for how long, as I can't find anything anywhere about that), suddenly the project is springing to life again on RMN, at least with discussion and blogs. What's going to happen when MD gets rolling again?
Link_2112
rush rush rush
3605
author=amerkevicius
Not to sound pessimistic, but it just seems coincidential that now that MD is down (not sure for how long, as I can't find anything anywhere about that), suddenly the project is springing to life again on RMN, at least with discussion and blogs. What's going to happen when MD gets rolling again?

I doubt it has anything to do with that. Feld would talk about the engine every once and a while, and the most recent time I suggested that he become a dev on this game page to bring focus back here.

This has nothing to with WC, it's all us.





@Feld - Please include this link somewhere where it will be noticed. It's the link to find the documents regarding commands and working functions that are missing in the download.

https://subversion.assembla.com/svn/rm20xx/rpgm20xx/release/docs/

Note: this reflects the immediate state of the engine on my(WC) laptop and source code, *not* the latest release in the ZIP file- but it shouldn't be too far out of sync.




author=SGCN
From the pdf:

  • F5 – Opens the save menu so that the tester can save anywhere.
  • F6 – Takes a picture and saves it with the game save data.
  • F7 – Opens the game save folder in the file browser.
  • F12 – Toggles FPS and information overlay (useful for taking
    clean screenshots).

This only works in test play mode if you renamed wcrpg2kxe.exe to RPG_RT.exe. Also remember to open up your RPG_RT.ini file in a text editor and add the following line: Year=20XX

If you want the F9 debug menu back, I think you just remove the "Year=20XX" line.

Yeah, I know this stuff but I was just making the point that there should a full list of these functions because there are others that aren't listed, like F10 activating some kind of slow mode. Sure I can just press them to see what happens, but that's besides the point.

And if it's possible to get the previous functionality back, that should be documented too.

Weird, these special commands are listed on this blog, however in the 20xx-command-reference.txt file they are not listed. Perhaps they are not implemented yet?

What file is that?


Yeah the drawn window will always be on top of your pictures. You want to use the Draw Window command with the other Draw commands (Number, Health bar etc.) to make a custom HUD for example.

No, the draw window command appears over the- haha oops, I just tried it again and it does appear under the other draw commands. I must have made a mistake when I first tried it, because I put both on at the same time and only saw the window. Oh well, I'd rather use pictures for under those other draw commands anyways ;)


The Draw Health/Mana Bar function takes in 4 parameters: x-coord, y-coord, pixels full and width. The "pixels full" parameter can be set to someone's current HP or set to another variable. The "width" parameter controls the max size. I think the appearance of the health and mana bar is dependant on your system graphic.

Hmm, I think you misunderstood what I was saying. I had no issue using it, it's just that since both the HP and MP bars use variable C and D you can't have HP at 10 and MP at 5. That's what I want. To have them both on screen at all times and have them both moving independently.

I think I skipped over this command.

Since you have the doucments, is this on the list of things that are supposed to work?

I told WC that there is no spreadsheet so hopefully he will put back any missing files.

Take a look at this sample game: rpgmaker.net/users/SGCN/locker/SelfVarTest.rar

The important thing to remember is to teleport to a new map after setting your self variables.

Oh, ok. It's not listed anywhere that you have to move to a new map, so I didn't know that part. And it really should be listed in the set self variable command that you have to use the save variable command afterwards. Even though as you read through the list you will read the save variable command and should be able to realize how it works. My whole point is that this process needs to be more user friendly and laid out in extremely clear terms. If I'm going through the list and trying each command one by one, I'm going to try and get it work before moving onto another command.
kentona
I Doth Pity Thine Fool
13164
Can you increase the font size?
author=Link_2112
What file is that?


It was in the docs folder, but now it's been strangely removed in the latest download. I see you've already posted a link to it though.

author=Link_2112
Hmm, I think you misunderstood what I was saying. I had no issue using it, it's just that since both the HP and MP bars use variable C and D you can't have HP at 10 and MP at 5. That's what I want. To have them both on screen at all times and have them both moving independently.


Hmmm, have a look at this: rpgmaker.net/users/SGCN/locker/DrawTest.rar

author=Link_2112
Oh, ok. It's not listed anywhere that you have to move to a new map, so I didn't know that part. And it really should be listed in the set self variable command that you have to use the save variable command afterwards.


It is mentioned in the pdf, "Changes will not take effect until a new map is loaded". Don't worry, I skimmed over this line too and struggled to get it to work the first time.

author=Link_2112
Since you have the doucments, is this on the list of things that are supposed to work?

I told WC that there is no spreadsheet so hopefully he will put back any missing files.


Yeah, the Draw ATB command is supposed to work according to the reference file. I must have missed this command.

author=kentona
Can you increase the font size?


This.
Link_2112
rush rush rush
3605
author=SGCN
Hmmm, have a look at this: rpgmaker.net/users/SGCN/locker/DrawTest.rar


Well, that test project doesn't exactly produce the effect I'm looking for but it's making me think it's possible or I did something wrong. I didn't spend too much time on it, but I will try some things out now.

It is mentioned in the pdf, "Changes will not take effect until a new map is loaded". Don't worry, I skimmed over this line too and struggled to get it to work the first time.


Actually, it's not in any of the documents included with the download. It wasn't there for me to skim over u.u I was looking at the game page tab for special commands and oddly enough it's not listed there either! That will have to be updated.

It's ok, I didn't waste too much time on that one.

Yeah, the Draw ATB command is supposed to work according to the reference file. I must have missed this command.


You gonna try it out? I can't imagine why it didn't work. I did them in order so I had an event created for the MP bar. I would imagine that it should work by just changing the E variable to the new command and voila. Again, I didn't spend too much time fiddling with it. I just moved on to the next one.

With all the commands to draw battle sprites on maps I really want to try making a CBS :D

author=kentona
Can you increase the font size?


I don't recall that being a feature or anybody asking for it. The fonts are going to handled with different types of files, but 2k3 has a pretty specific way of handling fonts. It would be nice to have some more customization in this area.
kentona
I Doth Pity Thine Fool
13164
I meant the font size of the game profile :x (sorry, I wasn't very specific!)
Link_2112
rush rush rush
3605
author=kentona
I meant the font size of the game profile :x (sorry, I wasn't very specific!)


HAHA Oh! xD That sounds like a good idea. Feld should do that, unless WC has some strange objection.
author=Link_2112
You gonna try it out? I can't imagine why it didn't work. I did them in order so I had an event created for the MP bar. I would imagine that it should work by just changing the E variable to the new command and voila. Again, I didn't spend too much time fiddling with it. I just moved on to the next one.

With all the commands to draw battle sprites on maps I really want to try making a CBS :D


Just tested the ATB bar command. Works fine for me.
Link_2112
rush rush rush
3605
author=SGCN
Just tested the ATB bar command. Works fine for me.

OMG *facepalm* My system graphic has blank space where the ATB should be.

And I was able to do what I wanted to with the HP/MP bars. I must have made a mistake last time cause I did pretty much the same thing and it works.
author=Link_2112
2. Maybe you could spearhead a movement to gather all testing information so that testing becomes a more calculated effort instead of an unorganized free-for-all.

We're looking at the first step here. What I meant by this is to guide people to test certain aspect of the engine. For example, we could hold mini events where people all try and do the same thing; like make a fishing mini game, or implement a run system. Since we all go about it in different ways, it will fully test a single area. It would serve to test the engine and we would be helping each other figure out how to use it(if it includes the new features).

I would totally do this.
Link_2112
rush rush rush
3605
Ok, so I'm trying to do something and it's not working. Could someone else try? SGCN? Since you seem to be the only other person using it who posts.

See if you can get battle animationscharsets to be drawn over the hero's charset. Like, track the hero X,Y and get the battle animationcharset to draw there. When I do it, the battle animationcharset keeps drawing off to the side. It tracks just fine, but I can't get it in the right place.

It's the guy sprite.

Yellow Magic
*jazzhands*
1363
Bridgin' the gap again are we

*shot*
@Link_2112

Just to clarify, do you want to show a battle animation or a battle charset over the charset? If you're using a battle animation, take a look at this:

rpgmaker.net/users/SGCN/locker/BattleAniTest.rar

When creating my battle animations, I like to turn the grid off and use the arrow keys to position the animation frames as it offers more precision.

Shoutouts to Abobo's Big Adventure :D
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