WOLFCODER'S PROFILE

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/

What's new?

Actually, lots of people are willing to talk about 20XX, but few actually want to do anything about it. I don't think this tutorial summary is going to do anything more than Feld's announcement on the engine page did.

..That and people don't like reading manuals in any form and things without a ton of pictures.

I get what your saying, though. And I don't disagree, but under the circumstances THIS IS HELPING...

This remains to be seen.

What's new?

But I would be willing to bet there are a few users who have attempted to use this and couldn't figure it out; this is aimed at them. All your manuals and text files are raw data dumps.

Those people need to be talking to me. Then I re-write the manual. The manual being hard to read is a bug.

I indicated in the first tutorial that this is "A beginner's guide to 20XX". My reference to putting things in "simpler terms" isn't specific to this tutorialpage and I didn't mean that you were using complicated words. Just the way the idea is presented will be a bit more simple.

Alright. Assume manual.pdf will never be written to be simpler. Assume you will update this tutorial so the information matches. Even with these two givens, this document is still relatively useless.

Why? This article is an explanation, not a tutorial. Read articles about 2003, you'll notice the trend for what constitutes a tutorial is a walk-through the construction of a specific case for either practice or the demonstration of some theory.

An actual getting started tutorial would have people getting started with their hands dirty and their clothes ruined. I don't just stand in front of my lab class and explain C to them, they have the book- I have them actually doing specific things on their computers, have them writing the code, asking me questions, and them turning in their product as homework.



Take a look at this document which is actually a tutorial. I walk you through actually writing an application that makes little dots spin around your video panel under Linux. I tell you exactly what to do and what to assemble, and explain why you are doing these things. The result is a product you have assembled yourself, and because of this, you understand more about the idea of how to write games under Linux.



A tutorial for 20XX would be something like "How to make a custom menu using the draw commands" where the tutorial walks you through actually making a custom menu with the draw commands, complete with pictures, screencaps, explanations and the like. You would have built an actual product that you could further modify to your curiosity and learn. THAT is what a tutorial is.

And hopefully now you understand why I have enough time to write a manual, an explanation, but not a tutorial and why I feel it is better for the community to do so.

Using the special commands

It's not implemented yet but probably referenced on the second tab of the spreadsheet showing the commands that work or don't work yet.

What's new?

This is actually longer than the relevant section in the manual, and don't forget the manual itself will be going through revisions. What will happen is that this article will become outdated very fast. It doesn't actually use any "simpler" words either and my engine already checks to see if you have at least shader model 2.0 and if not it switches to software fallbacks, so the shader compatibility thing is useless.

I know you mean well, but this article will create a point of confusion.


To all users, I recommend you simply read manual.pdf and e-mail me errata or confusion.

Using the special commands

F also becomes the value if the command returns something, so reading from F afterwards is what you do for the load list commands (and later, the get system clock commands).

What's new?

I know it's great and all, but 90% of this is just a copy and paste from the manual I wrote.

Beta Bread

The previous versions would save to the project folder, which I would prefer.

They never have, and this idea is a relic of the early 2000s.

Also, in that folder under Application Data the files are .sav, but the old save type of .lsd isn't being created any more(or so it seems).

You can't use the ancient RPG_RT save files anymore, 20XX makes .savs in your app data folder so it works with UAC better.

Beta Bread

Try deleting your save folder. See what folder this is by pressing F7 during test play.

Beta Bread

Lower layer tiles that have been set as above hero in the database are not treated as such in-game. They just function as regular passable tiles.


Oops. Don't worry, this is a tiny fix- the data and stuff is all loaded I just forgot to move upper lower tiles onto the plate above the hero. DERP :3

Using a 32-bit chipset resource with the '-2x' suffix works, but only the upper layer tiles are rendered in the game.


I'll have to check this one out again, it did work fine back when I tested double res and single res with alpha.

Change condition: Seems to work. I'm guessing that poison damage hasn't been implemented yet.


No, and different from RPG_RT (possibly), you can have multiple conditions with the same priority and they should cycle through showing you all of them on the menu.

Let's say you have an upper layer tile (for example a rock) is set as unpassble in the database. If you have an event using the rock graphic and set it as above hero, you will notice that you still can't pass under the rock even if it is set as above hero.


I think this junk actually happens in RPG_RT so I have to emulate it even though it doesn't make sense.

Tint screen still doesn't work for me u_u


It has something to do with your video card. I'll add a software option which works (but is much slower than the shader method).

I noticed that the spreadsheet has been updated for commands like (shake screen and change map tileset) but are not mentioned in the changelog. I'm guessing they are not ready yet, but I gave these commands a go anyway:


The changelog thingy was recent, these commands are supposed to work and get tested.

Had an event with the change map tileset command that worked smooth the first time. Talked to event again and got this message, "Could not find resource . (in ChipSet)"


I probably forgot to reallocate something

Shake once for x seconds work, but the shake begin/shake cease combo ends up with the screen not returning to the correct position (black bars visible). Love the new shake effect!


I simply forgot to make the shake reset also reset the offset vars, simple fix this will be

Memorise works fine. Recall has bugs. If you have an event that recalls position, it works fine the first time. On the second go your character graphic will be blank until you move the character, then the sprite will appear as normal.


Weird.


I'll get to these later tonight, thanks for the stuff. You can always check the status and history of recorded bugs along with the credited bug hunter:

https://subversion.assembla.com/svn/rm20xx/rpgm20xx/web/20xx-bug-list.txt

RPG Maker 20XX Engine