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Map Tree
WolfCoder- 02/19/2014 12:57 AM
- 1852 views

Before maps are made, they are created and assigned somewhere on the map tree. It's pretty familiar except that areas in RPG 20XX are maps but without the tiles- when the player is within the area, its map settings apply. This means the music, bg, etc. can change within the area and revert to map once having left the area.
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Interesting... having more settings being affected when inside areas. I like that. I suppose leaving something blank makes the default setting apply.
I want to mention another thing involving areas. When you need to make several identical areas to fill a space that is not rectangular. For now I like RMVXAce's way of letting you to paint areas over tiles. I don't know if you have something planned for that.
I want to mention another thing involving areas. When you need to make several identical areas to fill a space that is not rectangular. For now I like RMVXAce's way of letting you to paint areas over tiles. I don't know if you have something planned for that.
Not just more settings, all settings. It's easier for my engine to barely know the difference between a map and area- an area is a map with no tileset.
I already was wondering how to handle biome-like areas. You usually use areas to define the enemies that will occur, which are also sorted per terrain (area masks enemy level while terrain masks enemy type).
When you open an object in the tree, the map should then actually load and let you edit it. If you open an area, it can simply load the map and the rectangle on screen and let you paint tiles. You will need a "magic wand" tool to set/unset all areas in rectangle over specific tiles to make it very quick to- for example- mask a continent from its ocean (by erasing all tiles over ocean and deep ocean).
I already have a different way event scripts will be used, there will be slots all over the place for them so you could have a parallel script set for each map/area.
I already was wondering how to handle biome-like areas. You usually use areas to define the enemies that will occur, which are also sorted per terrain (area masks enemy level while terrain masks enemy type).
When you open an object in the tree, the map should then actually load and let you edit it. If you open an area, it can simply load the map and the rectangle on screen and let you paint tiles. You will need a "magic wand" tool to set/unset all areas in rectangle over specific tiles to make it very quick to- for example- mask a continent from its ocean (by erasing all tiles over ocean and deep ocean).
I already have a different way event scripts will be used, there will be slots all over the place for them so you could have a parallel script set for each map/area.
So glad to see you came back, WolfCoder, you were missed (at least I did, anyway).
I haven't posted on this site in years, but when I saw this update, I knew I needed to come out of lurker status once again to ask this important question: will the options in the map tree section of the engine allow game developers to have the area music continue right where it left off after battles and maybe events?
I can't begin to tell you how annoying it is to have battles CONSTANTLY restart the area music over and over again. This problem is so bad in some games, both professional and amateur, that for years, YEARS!, since they've been out, you're now only able to hear what they sound like in full, especially if the songs are only played once. Now, what I just said usually isn't a problem in RPG Maker games because you can just listen to song by opening the music folder, but it would be great if RPG 20XX could fix a problem that's plagued the video game industry for too many years.
Anyway, thanks again for coming back, and also, thanks for all the hard work you've done, and I'm sure will continue to do. I wait in excited anticipation to see what you'll come up with next!
I haven't posted on this site in years, but when I saw this update, I knew I needed to come out of lurker status once again to ask this important question: will the options in the map tree section of the engine allow game developers to have the area music continue right where it left off after battles and maybe events?
I can't begin to tell you how annoying it is to have battles CONSTANTLY restart the area music over and over again. This problem is so bad in some games, both professional and amateur, that for years, YEARS!, since they've been out, you're now only able to hear what they sound like in full, especially if the songs are only played once. Now, what I just said usually isn't a problem in RPG Maker games because you can just listen to song by opening the music folder, but it would be great if RPG 20XX could fix a problem that's plagued the video game industry for too many years.
Anyway, thanks again for coming back, and also, thanks for all the hard work you've done, and I'm sure will continue to do. I wait in excited anticipation to see what you'll come up with next!
I'm ahead of you on that one- the engine will always resume original music after battle music or a music effect was played. I spent extra time way back when I was working on the engine foundation to make sure of the libraries I used that it was possible to play and resume all music, including MIDI. It will fade back in when resuming so it isn't jarring (and to cover up the artifact where the sustain notes before on a MIDI track are silent).
I was just as annoyed, especially when you have a long well-made epic music track for the level but the player only hears the same 10 notes at the beginning.
I'm also thinking if you enter a battle again very shortly from the last one, the battle music too will resume (unless its different from last like a boss fight).
I was just as annoyed, especially when you have a long well-made epic music track for the level but the player only hears the same 10 notes at the beginning.
I'm also thinking if you enter a battle again very shortly from the last one, the battle music too will resume (unless its different from last like a boss fight).
Thanks for being so be ahead of the game. I'm, also, so glad to hear the feature will apply to MIDIs, as well. RPG Maker has some surprisingly good MIDI that deserve to be heard as much as possible. A lot of my favorites are from RPGM2K3; they include: _battle_boss, 001-Battle01, 002-Battle02, 011-LastBoss03 (especially when it's sped up), 2003CyberCity, 043-Positive01, and 057-Negative06. Also, I'm glad to hear that it might also work for battles cuz that's practically unheard of; this one would be a pleasant surprise because everyone expects to have the battle music start over.
I'm great minds think alike when it comes to that annoyance. The Suikoden Series often has that problem but mostly with battles; this is due to the battles being so easy, there over in a few seconds.
I have one more quick question before I end this post: I don't know if the map tree has anything to do with question, but is it possible in RPG 20XX to have shopkeepers accessible from any tile that counts as their counter if the developer has shopkeepers roaming? I don't think I need to tell you how aggravating it is when you just want get something quick, but the shopkeeper roams so randomly, it takes forever for them to get to the counter.
Well anyway, thanks for answering my question, and keep up the great work!
I'm great minds think alike when it comes to that annoyance. The Suikoden Series often has that problem but mostly with battles; this is due to the battles being so easy, there over in a few seconds.
I have one more quick question before I end this post: I don't know if the map tree has anything to do with question, but is it possible in RPG 20XX to have shopkeepers accessible from any tile that counts as their counter if the developer has shopkeepers roaming? I don't think I need to tell you how aggravating it is when you just want get something quick, but the shopkeeper roams so randomly, it takes forever for them to get to the counter.
Well anyway, thanks for answering my question, and keep up the great work!
Well I can't remember a game like that, usually the shopkeepers stay in one place.
I can't prevent people from making poor game design decisions.
I can't prevent people from making poor game design decisions.
I'm ahead of you on that one- the engine will always resume original music after battle music or a music effect was played.
So it's not optional?
author=HolyPaladin1237
I have one more quick question before I end this post: I don't know if the map tree has anything to do with question, but is it possible in RPG 20XX to have shopkeepers accessible from any tile that counts as their counter if the developer has shopkeepers roaming? I don't think I need to tell you how aggravating it is when you just want get something quick, but the shopkeeper roams so randomly, it takes forever for them to get to the counter.
Put the action key event on the counter, instead of the shopkeeper.
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