WOLFCODER'S PROFILE
WolfCoder
1519
Everything you ever wanted to know about me, or care. If you're looking for free-to-play MMORPG reviews, Linux Game Programming tutorials, old school game reviews, and general programmer talk then you should take a look.
http://www.dreamincode.net/forums/blog/17-wolfcoders-kawaii-column/
http://www.dreamincode.net/forums/blog/17-wolfcoders-kawaii-column/
+++ DynRPG - The RM2k3 Plugin SDK +++
Thanks for reminding me why I left (the same ten people interpret criticism as personal attacks). Well, I didn't really come back this time anyways and I only meant to post for a little bit. You know where to find me, see you all. Lots of you already contact me that way so there's no reason for me to be here.
+++ DynRPG - The RM2k3 Plugin SDK +++
You still have to be a cracker to be able to make anything useful with this hook toolkit and thus the task of adding new features falls upon people who bleed C/C++ and how is this any different from now? You'll actually have a harder time implementing half of the above magik features than I will (or had, since I've already implemented many of those), hope you've got at least three years of C/C++ under your belt.
You need enough knowledge to basically just write your own engine to be able to use this hack kit and even then it reduces the stability of the underlying software rather than just writing a new engine where you go from an unstable state to a stable one.
Not to mention you're piling duct tape on top of 10 year old software.
If you're all gung ho about modifying or writing a new engine in C/C++ you are better off just getting VX or XP. It's much easier than C/C++ and those engines already have alpha and such. Yes, the author of 20XX basically told you to spend a night in Ruby/VX/XP to basically do the same thing. Heck, they even have pre-made Ruby kits with all the features you were looking for.
You'll have more fun that way.
edit:
I know most of you are going to ignore me and try it out anyways- go ahead. Experience will be a better teacher.
You need enough knowledge to basically just write your own engine to be able to use this hack kit and even then it reduces the stability of the underlying software rather than just writing a new engine where you go from an unstable state to a stable one.
Not to mention you're piling duct tape on top of 10 year old software.
If you're all gung ho about modifying or writing a new engine in C/C++ you are better off just getting VX or XP. It's much easier than C/C++ and those engines already have alpha and such. Yes, the author of 20XX basically told you to spend a night in Ruby/VX/XP to basically do the same thing. Heck, they even have pre-made Ruby kits with all the features you were looking for.
You'll have more fun that way.
edit:
I know most of you are going to ignore me and try it out anyways- go ahead. Experience will be a better teacher.
First Fix
The problems I have with my own project are certain incompatibilities with Cherry's partches, so I'm not surprised. But the only thing that I would like is the possibility to use the RM2k9Ultimate capabilities.
You should not be using RPG Maker 2009 for now- I won't test against esoteric cracks until it's been matched up with the official stuff.
I will, however, emulate patches for games using patches. Some features like the increased max pictures and insane stats patches already should just work with 20XX. If you're making a new game, you don't need patches since there's far more powerful features already working in 20XX.
RPG Maker 20XX Engine
Why don't RM20XX read the RTP path from Windows registry?
Even though Windows has lots of guards in place, I'd rather not mess with the registry. Like I said, RTP was a horrible idea (and you see one of the reasons why), if you don't want to copy the RTP so it matches one of the default paths, then simply paste it over the target game to make it portable.
Most sane game companies just give you the resources and you import only what you actually use instead of expecting everyone to install the stupid thing.
I may remove the RTP path system from 20XX since my implementation is a duct-tape hack anyway and is causing problems. There's tools out there that more neatly make any game portable. If I find a good one, I'll link it here.
Please note that my game is not an actual game, it's just a test of the engine.
Even better since it was a project folder made specifically to cause some sort of bug to happen.
Be sure your test sample works just fine under RPG_RT- it could be that your game is simply bugged and not me!
RPG Maker 20XX Engine
Damn... RM20XX can't run on my computer. It shows up a message about missing d3dx9_42.dll file upon starting. I already have DX9 installed so why this is happening?
My engine uses D3DX9_43.DLL which comes with the download regardless of your DirectX version, so I don't know. Try renaming it to D3DX9_42.DLL
You probably have an old version of DirectX 9 installed, most likely.
There is a problem with fading, as well as timing with events i think, i'm not sure, i know is i tried it with this one game i have, and at this one part of the intro where people walk in this door, the door does not animate as it should, and the NPCs get caught, and nothing moves forward things just kinda freeze up.
You should send me "this one game", then I can check.
Files that are supposed to come from the RTP and not the folder the game is in, does not seem to work, unless were supposed to make sure the file is in the folder with the game, and that's just how it's supposed to work.
If you installed the RTP to a different location than the default on your C drive, it won't work. I strongly recommend you not use the RTP ever again, it was a bad idea on Enterbrain's part. My engine attempts to find all RTP locations on 32/64 bit machines as well as the English/Japanese variants.
I'm playing an old game called Kindred Saga, seeing how it would fare, and there are some bugs, but it was an old RM2K game, not a 2K3 game, is this engine only meant to work with 2K3 games?
The two game data specs are nearly identical, but you'll have to wait longer since the CTB battle system will be implemented long after the ATB one. Otherwise, the game should simply run.
One final question, will this engine come with it's own editor eventually, or is it just supposed to be something that you use to add enhancements to the game?
I don't have enough time for the editor, I barely had time for this.
First Fix
XYZ Loading
Both bugs are gone now, they'll be with the next release.
edit:
I checked it out on NPCs too. They vanish if walking too far south as well. HOWEVER! You can get blocked as though they were still there, so the collision still works for some reason. Any event out of bounds can't be examined though, that's another bug.
XYZ Loading
Great stuff! Now you can do fire and lights properly. I'm uploading a screen.
I need to remove the screenshot label from the actual screenshot >.<
I need to remove the screenshot label from the actual screenshot >.<
What's new?
You sure are.
Now the rest of ya mosey on and e-mail me any errata you have with the manual, that way the casual user doesn't have time to go spelunking around on every forum reading every hissy fit now do they?
Now the rest of ya mosey on and e-mail me any errata you have with the manual, that way the casual user doesn't have time to go spelunking around on every forum reading every hissy fit now do they?










