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Download Again

I've released 0.02 with all these changes:


- Added the ability to change the zoom level in map view
- Added the ability to SPACE+CLICK and drag the view around
- Holding SHIFT now temporarily disables autotiling while drawing
- 1,2,3 keys now change editing layer and -,+ now zoom in/out
- Added the flood fill tool and can now switch tools between pencil and fill
- Added a toolbar with buttons as shortcuts to commands and other things
- Can now double click through selection resource dialog and autotile/animated tile setting for much faster tileset creation
- If an autotile could be used well as a feature, the flag is automatically set (you can change it later)
- Can take screenshots with the F12 key and they will go into the game save folder


Should be much smoother and easier to edit stuff now, especially the ability to hold space and mouse drag to move the map view around.

Posts

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Well... that sucks..
I been trying everything suggested to get test play to work, and it just does not want to work, and i have no idea why.
I give up, my only hope is that someone else running win 7 runs into the same issue and is smarted than I, and is able to help figure this out.
Would the fact that i'm running 64 bit win7 have anything to do with it?
This version prints an error message out. Show it to me.
How does it print it out?
Is it that one dialog i showed you last time you said was useless?
When it can't compile, it opens a dialog box now telling you why (can't copy file.. etc.).
It's not doing that.. it compiles but then the thing just crashes and i get this.

I don't get anything else.
So that part is actually working now. Try giving me a ZIP of the .2xg file, then.
I by no means consider myself a computer expert, but I'm wondering, could MarkusT be having issues due to outdated drivers?

I'm wondering this because I had problems with one of my RPG Maker games that never gave my problems on my old computer, started giving me Blue Screens of Death on my new computer after I transferred my hard drive from my old computer to the new computer. Turns out the drivers in my old computer were some how more up-to-date than the ones on my new computer even though they both computers run Windows XP.
I hope this is correct.
https://dl.dropboxusercontent.com/u/45469947/Test.zip
And yes my drivers are all up to date.
I just checked to make sure, the system in general is up to date.
I dual boot win 7 and win XP.. and even in XP it's doing the same thing.
Drivers and XP aren't the problem, huh? Yeah, looks like you'll have to wait for WolfCoder, then. Sorry that didn't help.


It's nothing about the .2xg file although your color key color is probably off (it didn't color key here).

Where is the .2xp game project? Make sure it's not next to the editor and that you made your project elsewhere.

The next update will have an engine with more advanced information collecting which could try and narrow it down.
Yeah i know.. i'm working to correct the color thing, though i have found that if you use photo shop and use alpha and just have it as nothing in PS it shows up fine in the editor that way as well.
And no, it's in it's own folder.. i created a "Projects" folder and then each game has it's own folder, but they are sub directories in the same folder as the engine... like so..
C:\Users\Administrator\Desktop\RPG 20XX\Projects\Test
So you're using it exactly as designed and your game wouldn't crash, so that means.. Yeah, you'll have to wait for the next release which can gather more information about the environment it runs in. Don't worry, you'll see exactly what sort of information it collects (video card info, etc.), it's not some creepy corporate stuff.

If you put an alpha channel in an image, it will not color key your image and use the alpha channel. The color key color must be exactly R255 G0 B255 (magenta) too.

Don't worry about the engine for now, it doesn't do much other than view the maps. In the next update, you'll get to play with the character compositor. That's right, I'm putting a character compositor just like the one in LandTraveller (RPG 20XX's compositor is actually going to be more robust than LandTraveller's since you'll want to configure the color ramps).

It can vastly increase the output efficiency of your artwork and it enables the possibility of procedurally generating characters to support features like custom character creation and the like.
So.. do i HAVE to use the color key color magenta?
Does it matter?
Since i use photoshop, i find it easier to just use an alpha or what ever it's called.. the thing where it's basically nothing.
I'm used to doing it that way in RMAce and RMXP, since i use photoshop anyways.
But it looks like this when i edit images in photoshop.

It shows up as it should in the editor.. i figured it was alright to do it that way.
Don't kill me.

but... What if somebody wanted to make a game with the palette of a 16k-era microcomputer (essentially RGB/CMY/White - sometimes with half-toning via voltage variation to double the effective palette haha) :D It has to be pure magenta to be legit, yo :<




/me is shot

(no it's not that big a deal, I take it magenta is usually used for keying as it's not very commonly used or something, however it seems a poor choice when very early palettes could ONLY use colours made from max/null values of RGB, I guess people don't care about that these days, though)

I actually seriously have a game planned for the future using that palette, though.
I don't think you have to use a color, i think it works fine to just make it as nothing there... if you're using photoshop or gimp i mean.
Since i use photoshop, i find it easier to just use an alpha or what ever it's called..


Yes, if you use an alpha channel, it does not color key (you can use magenta).

but... What if somebody wanted to make a game with the palette of a 16k-era microcomputer (essentially RGB/CMY/White - sometimes with half-toning via voltage variation to double the effective palette haha) :D It has to be pure magenta to be legit, yo :<


Use the alpha channel for now. I actually started programming on a C64, I know that 16-color palette well. I might have a microcomputer filter in later, so that would also become an option.

The reason for the default color key is to speed up and simplify importing.
You could have a project's default colour key be a configurable option in project settings if you really wanted to give people painstaking levels of control :P (rather than editor-wide default) but yeah, kinda pointless.

microcomputeresque filter sounds like an awesome idea, although I'd be tempted to say - make an 8-colour-only (none of the half-bright tones or whatever they were, just RGB/CMY/white) variation of it also (for the purists). Also I thought a grey-only variation of the gameboy/LCD filter might be a nice idea too, the green LCD effect can be a bit bad looking on a "real screen" sometimes.

A thing about filters - I doubt many of them will have game-wide utility, and so the fact they're a global effect kinda puts some limitations on which sorts of filters can have any real utility, imo at least - so was wondering if there was any planned filter use thing beyond being a permanent global effect? (like in the older 20xx project where you had non-global shader effects - to use an analogous example) Some of the effects you can get with these filters are probably better suited to temporary special effects or perhaps localized, so yeah, is that even possible/planned?
You could have a project's default colour key be a configurable option in project settings if you really wanted to give people painstaking levels of control :P


Let me refer to the closest existing freedom RPG Maker software, Open RPG Maker. It also aimed at being a standalone RPG Maker 2003-like. However, as the screenshots would suggest, giving options means cramming more complexity into the editor and then you end up with an RPG Maker that's harder to operate than the Saturn V.

A thing about filters - I doubt many of them will have game-wide utility, and so the fact they're a global effect kinda puts some limitations on which sorts of filters can have any real utility, imo at least - so was wondering if there was any planned filter use thing beyond being a permanent global effect?


Such as being able to temporary changing the filter (like to add a Moonside-like dream sequence) or to add simpler filters (like well-map and flare-map) to specific objects? I'm ahead of you on this one. Also, these are asset load filters, there are no shaders involved. Yet.
I'm still looking forward to the HQX2 filter myself.. it's something i wish 2003 had had.
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