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Not under new management, more like a new landlord.
Feldschlacht IV- 01/28/2012 05:32 PM
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.
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 

Okay, so! I used that handy tutorial to finally try to run my games!
I noticed that when I am Entering Hero Name, my cursor controls are not limited to just the Enter Hero Name dialog. So when I am entering letters, it is also controlling my character on the map.
I noticed that when I am Entering Hero Name, my cursor controls are not limited to just the Enter Hero Name dialog. So when I am entering letters, it is also controlling my character on the map.
author=SGCN
What I mean is, when you play your game, do you load up a previous save file or do you start up a new game file? Just wondering becuase it may be why some commands don't work for you sometimes. This is just a guess though, could have nothing to do with it.
Oh, nope. I don't load a save file.
author=Link_2112
I do everything in the same project. What do you mean by loading a file? A game? I use an existing game I started working on that doesn't have much to it yet. I don't make small games for testing 1 thing, I'm trying to put things together as a whole game now. Which is hard to do because some of the more useful stuff isn't working yet.
What I mean is, when you play your game, do you load up a previous save file or do you start up a new game file? Just wondering becuase it may be why some commands don't work for you sometimes. This is just a guess though, could have nothing to do with it.
author=Link_2112
Well, anyways, that means the information on the game page is wrong.
Yup.
author=SGCN
Question, are you loading a file or starting a new game every time?
I do everything in the same project. What do you mean by loading a file? A game? I use an existing game I started working on that doesn't have much to it yet. I don't make small games for testing 1 thing, I'm trying to put things together as a whole game now. Which is hard to do because some of the more useful stuff isn't working yet.
I'm pretty sure it's (x,y,pixels-full,width), here's proof:
rpgmaker.net/users/SGCN/locker/BarTest.rar
haha Guess what?...it's my system graphic again. D'oh! That thing is really screwing me around. I gotta remember to check my graphics next time something doesn't work. Well, anyways, that means the information on the game page is wrong.
12 Draw Health Bar : (A=x,B=y,C=size of bar,D=value inside bar)
author=Link_2112
*Every time I try to do something, it doesn't work. Then 20 minutes later I try it again in what seems like the same way, and it works :/
Question, are you loading a file or starting a new game every time?
author=Link_2112
In the document called "20xx-command-reference.txt" which I downloaded from that link WC gave me.
It says "12: Draw Health Bar (x,y,pixels-full,width)"
but it's actually 12: Draw Health Bar (x,y,width,pixels-full)
(sent an email on this)
I'm pretty sure it's (x,y,pixels-full,width), here's proof:
rpgmaker.net/users/SGCN/locker/BarTest.rar
author=SGCN
Try to open your battle charset file in an image editor and shift it a few pixels and see how it looks.
I bet that's it.
It's probably drawing the top-left corner of the image at those coordinates...hmm, maybe I'm better off finding a way to center it in game rather than start editing the files. Even if I do edit the file to move the image to the top-left, it won't be centered on the charset.
*Every time I try to do something, it doesn't work. Then 20 minutes later I try it again in what seems like the same way, and it works :/
As a side note: I keep wasting time on misinformation in the documentation. First it was lack of documentation and now what's there is wrong. There needs to be a serious effort to proof-read stuff and make sure it's correct. We've got the same information spread out in several places and it's all different and each piece seems to be wrong in different ways. Then when something is updated it's not updated in each spot.
In the document called "20xx-command-reference.txt" which I downloaded from that link WC gave me.
It says "12: Draw Health Bar (x,y,pixels-full,width)"
but it's actually 12: Draw Health Bar (x,y,width,pixels-full)
(sent an email on this)
Argh! I'm trying to figure out why my health bar isn't working and duhhhh
Special command 20 eh? Well if the position is off, then you've either got to fiddle around with your coordinates some more, but it's most likely the battle charset image file itself that may be the problem.
Try to open your battle charset file in an image editor and shift it a few pixels and see how it looks.
Try to open your battle charset file in an image editor and shift it a few pixels and see how it looks.
@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
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
Yellow Magic
I'm the Dawg, so that's what you call me. Or maybe His Dawgness, or Dawger, or El Dawgerino if you're not into the whole brevity thing.
1363
Bridgin' the gap again are we
*shot*
*shot*
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 battleanimationscharsets 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.

See if you can get battle
It's the guy sprite.
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.
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
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.
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=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.
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.
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.










