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I would love a good "play video" command!
This project intrigues me.
n00b q: are these commands to be entered in a script system like the ruby system?
This project intrigues me.
n00b q: are these commands to be entered in a script system like the ruby system?
You specify the six variables, then assign the last and sixth one to the value "1" with your standard variable operation and it will execute.
Of course you also must tell it WHICH function by assigning the second to last variable something, and the other four are used for input parameters (or numbers that command needs) to those functions.
Hope that helps.
EDIT:
Another way to look at it, this project cannot change the way RPG Maker, the editor, works. It just changes how your project is interpreted, essentially overwriting your old player (RPG_RT.exe)
Of course you also must tell it WHICH function by assigning the second to last variable something, and the other four are used for input parameters (or numbers that command needs) to those functions.
Hope that helps.
EDIT:
Another way to look at it, this project cannot change the way RPG Maker, the editor, works. It just changes how your project is interpreted, essentially overwriting your old player (RPG_RT.exe)
There will be no video playing commands, and the existing video playing command won't work.
In order to add commands, I did a syscall style method to call all these extra functions.
In order to add commands, I did a syscall style method to call all these extra functions.
Could you have local switches? That's a major problem, especially with the runaway chest needs. I figured out a workaround, but it involved names and skills.
...Scrapping video is bad. I like video.
Also, font support that just allows files from Windows/Font (or you can change the location, if you don't have Windows) would be great.
Please don't talk about removing features. That's the reason I don't use XP or VX, they outsourced their functions while 2003 added stuff.
...Scrapping video is bad. I like video.
Also, font support that just allows files from Windows/Font (or you can change the location, if you don't have Windows) would be great.
Please don't talk about removing features. That's the reason I don't use XP or VX, they outsourced their functions while 2003 added stuff.
Could you have local switches? That's a major problem, especially with the runaway chest needs. I figured out a workaround, but it involved names and skills.
You can use local variables for the same purpose, but right at this moment they cannot be saved yet. Don't worry, there will be a simple command that takes no arguments that you use once inside an event to make it save itself.
...Scrapping video is bad. I like video.
The reason why I'm not implementing movie file playback is because it would be very difficult to get working quite right, and only one or two people have specifically wanted movie playback to be in the engine.
Also, font support that just allows files from Windows/Font (or you can change the location, if you don't have Windows) would be great.
This will be added once I figure out how to get the SDL Image loading library to read Japanese file names in a Japanese local. Once a way around this is found, system fonts can be used to display Japanese text (or any text). Bitmapped fonts are the safest and easiest for anyone to use, so that's why they are the default. However, some languages use more complicated glyphs and I'd think some Japanese-speaking users would like this engine.
Please don't talk about removing features. That's the reason I don't use XP or VX, they outsourced their functions while 2003 added stuff.
Movie playback is the only thing that won't be implemented, everything else should be there eventually and with the addition of all of the above plus some other simple features (like skipping the title screen). You can see my exact progress on implementing all the existing RPG Maker 2003 commands inside the spreadsheet included with the download.
Will you be adding an option to change resolutions? Instead of only seeing 20x15 tiles we can change it to 40x30 or 15x10, basically any resolution we might want or at least be able to change it to a different resolution. I would love a feature like that.
A few things I'd like to see in this engine:
I would like for the ability to call specific item lists from within the menu, allowing for customization of the default menu.
For example, calling the "show item list" with the variable type =1 and equipable =1 might show all the items equipable in the current slot by the current character. but changing those numbers would change it (to all items and all characters, for example.
It'd also be rad if the "memorize hero location" had a secondary function of remembering every event on the current map's current status, coordinates, current point in specific move cycles, etc. that way events that put you on a different map (like the ones that people used to use to make custom menus that teleported you to a different map, then back again).
Battle system-wise, I'd like the function that track number of turns to actually track a global value of turns (IE: once everyone has gone once or something) with higher agility mobs going multiple times, this may prove tricky though.
I'd like status effects that dissipate after a set number of turns to not count the person afflicted by the status' turns, paralysis is basically game over if all your characters get it.
I'd like the option to screenshot the current map, including events, with the ability to exclude certain events if desired (like the hero), and be able to set it as the background to a different map. I think I remember you saying something about wanting to be able to do this for backgrounds in towers of the previous floor, or something, which is cool too, of course.
I saw that you were going to make all monsters capable of having battle charactersheet animations. That's awesome. If using battle charactersheets, would you be able to make it so that instead of a monster disappearing, it has a "dead" animation? Building on that, would it also be possible to allow enemies to cast resurrection magic on their own dead allies (much the way the player can)? Better still, if there a way to make it so that the AI won't choose to spam useless resurrection magic on non dead allies?
I would also appreciate the ability to have skills that can hit a number of times, on random enemies, but not hitting the same enemy more than once. For example, using the skill would cause the hero to disappear, then a set of staggered animations (one after the other has completed) will hit three random enemies on screen. if three don't exist it'll only hit 2, or one, whatever is there. I realize this is already possible in the rm2k3 default system, but it's quite a pain to do.
Built in stealing, from more than just a steal command, like an added effect you can stick onto another skill to cause it to also steal with a set chance. and of course, the ability to set what item can be stolen from what enemy from within the editor somehow.
thanks in advance, you are a god among us.
I would like for the ability to call specific item lists from within the menu, allowing for customization of the default menu.
For example, calling the "show item list" with the variable type =1 and equipable =1 might show all the items equipable in the current slot by the current character. but changing those numbers would change it (to all items and all characters, for example.
It'd also be rad if the "memorize hero location" had a secondary function of remembering every event on the current map's current status, coordinates, current point in specific move cycles, etc. that way events that put you on a different map (like the ones that people used to use to make custom menus that teleported you to a different map, then back again).
Battle system-wise, I'd like the function that track number of turns to actually track a global value of turns (IE: once everyone has gone once or something) with higher agility mobs going multiple times, this may prove tricky though.
I'd like status effects that dissipate after a set number of turns to not count the person afflicted by the status' turns, paralysis is basically game over if all your characters get it.
I'd like the option to screenshot the current map, including events, with the ability to exclude certain events if desired (like the hero), and be able to set it as the background to a different map. I think I remember you saying something about wanting to be able to do this for backgrounds in towers of the previous floor, or something, which is cool too, of course.
I saw that you were going to make all monsters capable of having battle charactersheet animations. That's awesome. If using battle charactersheets, would you be able to make it so that instead of a monster disappearing, it has a "dead" animation? Building on that, would it also be possible to allow enemies to cast resurrection magic on their own dead allies (much the way the player can)? Better still, if there a way to make it so that the AI won't choose to spam useless resurrection magic on non dead allies?
I would also appreciate the ability to have skills that can hit a number of times, on random enemies, but not hitting the same enemy more than once. For example, using the skill would cause the hero to disappear, then a set of staggered animations (one after the other has completed) will hit three random enemies on screen. if three don't exist it'll only hit 2, or one, whatever is there. I realize this is already possible in the rm2k3 default system, but it's quite a pain to do.
Built in stealing, from more than just a steal command, like an added effect you can stick onto another skill to cause it to also steal with a set chance. and of course, the ability to set what item can be stolen from what enemy from within the editor somehow.
thanks in advance, you are a god among us.
author=McBick
Will you be adding an option to change resolutions? Instead of only seeing 20x15 tiles we can change it to 40x30 or 15x10, basically any resolution we might want or at least be able to change it to a different resolution. I would love a feature like that.
yes, and you can see that feature in action here: http://rpgmaker.net/games/2664/images/16959/
It would be useful to be able to change resolutions in game, on the fly. Like a double resolution on world maps for that zoomed out look. Although, I'm not sure how good it would look to play an entire game at any higher custom resolution. It should probably keep its proportions, x1 or x2(or x3)
Yeah, changing resolutions kind of makes the engine act a little strange. Right now you can switch between widescreen and normal, and change the scaling factor (make the pixels twice or three times as big).
@Ramza
Almost all of these you'll be capable of adding yourself, I want to have a few very powerful features that let you make everything instead of having every one-purpose feature made already.
@Ramza
Almost all of these you'll be capable of adding yourself, I want to have a few very powerful features that let you make everything instead of having every one-purpose feature made already.
author=WolfCoder
Almost all of these you'll be capable of adding yourself, I want to have a few very powerful features that let you make everything instead of having every one-purpose feature made already.
fair enough.
author=Link_2112
It would be useful to be able to change resolutions in game, on the fly. Like a double resolution on world maps for that zoomed out look. Although, I'm not sure how good it would look to play an entire game at any higher custom resolution. It should probably keep its proportions, x1 or x2(or x3)
I think this sounds great in practice, but would make for some awkward gameplay. Remember if you are playing fullscreen the monitor must change resolutions, so suddenly the screen would appear to shut off as it adjusts resolutions. Some monitors even give off a high-frequency noise to notify there is no signal to display.
I don't know, it sounds good to you but it also brings about a huge problem of fragmentation and a generally inconsistent graphical feel (and the real reason why I love RM2k3).
I know WC has heard my stance to death but above all it would be useful if this emulated RPG Maker 2003's player. All the neat features aren't going to help you make your game any faster, especially if you're twiddling your thumbs waiting for this to be complete before you work on your project. *grin*
You could really only draw names of things (enemies, characters, etc.) so there currently isn't one yet.
author=WolfCoder
You could really only draw names of things (enemies, characters, etc.)so there currently isn't one yet.
Which command does that?
I meant you would, I haven't written those functions yet but I will. I'm writing a special command for every element I draw in the default battle system so it becomes easier to write your own.














