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0.07 Released

It's already here, the events work now. Only the first set of functions work yet, not the map, shake, or shutdown function. I got rid of a few of the bugs on the list too. Writing programs and events is pretty difficult.. not because of the lack of functions but because the editors lack Cut/Copy/Paste/Undo or any polish. Don't worry, I'll improve those over time.

Otherwise, it's technically a game engine, but not really. I'll be bringing more commands and features shortly though. The faster bugs are reported the faster I'll be able to make releases. Why is this? I want a good chunk of every release to include a minimum number of bug fixes and polish.

The importing and selection of custom fonts isn't in yet, but you can replace the font.ttf file and see what happens to the dialog boxes.

- Can now hold F11 to see some basic debugger information (FPS, etc.)

- Flood fill when using multiple tiles will no longer act weird or crash
- Map layer mode, map zoom level, and tool buttons remain pressed down for the currently selected values
- Message box, movement steps, variable set and add, if and return, and party commands added
- The counter (examine-through) setting for tiles is handled when trying to examine events
- Events are now executed as they were written, this is a landmark step
- Fixed a bug where, when creating an event using a character set sprite, it gets set the same for all pages using character sets

Posts

Pages: 1
I haven't been keeping up with the bug list, but a few things I found were:

- If you set a map's dimensions below the minimum required (I set it to 1 in Rm2k and 2k3 so it resets automatically), the editor brings up a message saying it will adjust the dimensions to the correct size, then freezes

- When I reloaded my project after the crash, all the maps were deleted and the database was emptied out (everything was listed as either "null" or "<empty>")

- The selection tool for the tileset stays selected on those tiles, even when you right click on a tile on the map editor (I selected a castle, placed it on the map, right clicked the "empty" tile next to it to erase what I did, and the castle was still selected in the tile list)

- Maybe you already know this, but some of the tiles don't play nice - the water tiles overlap, and the ocean tiles just... I can't explain so here's a picture.

Ah, thanks.

If you set a map's dimensions below the minimum required (I set it to 1 in Rm2k and 2k3 so it resets automatically), the editor brings up a message saying it will adjust the dimensions to the correct size, then freezes

Did you change the game size under project settings to something else? You're not the only one telling me this nukes the project. This is strange because this warning and handling was inserted to prevent this sort of thing from occurring.

When I reloaded my project after the crash, all the maps were deleted and the database was emptied out (everything was listed as either "null" or "<empty>")

This will happen if the editor crashes in the middle of a save or map change. I recommend backing up for a less annoying testing. I might have the editor create a backup of the project file automatically on boot you can manually recover to.

The selection tool for the tileset stays selected on those tiles, even when you right click on a tile on the map editor (I selected a castle, placed it on the map, right clicked the "empty" tile next to it to erase what I did, and the castle was still selected in the tile list)

This is only visual. This is because its possible to select tiles that aren't adjacent in the tile palette, so the editor won't know what to show selected there. I think RPG Maker 2003 makes the tile selector vanish if you do this there, or matches the tile if it is singly copied.

Maybe you already know this, but some of the tiles don't play nice - the water tiles overlap, and the ocean tiles just... I can't explain so here's a picture.

This is because the deep ocean tiles are made to leave adjacent tiles alone yet pattern itself with itself. I am planning to handle the "parent background" setting eventually, Orochi suggested that quite some time ago. All autotiles are in the same format, so deep ocean expects to be near ocean.
Did you change the game size under project settings to something else? You're not the only one telling me this nukes the project. This is strange because this warning and handling was inserted to prevent this sort of thing from occurring.

I left all of the default settings when I started a new project, so it was at 320x240 I believe.

This will happen if the editor crashes in the middle of a save or map change. I recommend backing up for a less annoying testing.

Right, I figured that was the case.

This is only visual. This is because its possible to select tiles that aren't adjacent in the tile palette, so the editor won't know what to show selected there. I think RPG Maker 2003 makes the tile selector vanish if you do this there, or matches the tile if it is singly copied.

Alright, that makes sense.

This is because the deep ocean tiles are made to leave adjacent tiles alone yet pattern itself with itself. I am planning to handle the "parent background" setting eventually, Orochi suggested that quite some time ago. All autotiles are in the same format, so deep ocean expects to be near ocean.

I assumed that was the case at first, and my first thought was something like that. That's too bad, there are a few instances where mixing up ocean and deep ocean tilesets near land tiles can make some cool looking architecture, like the illusion of a shoreline, or a steep dropoff.

Shoot, well I'll keep messing around and see if I can find any original issues, or none at all if you're lucky!
If you set a map's dimensions below the minimum required (I set it to 1 in Rm2k and 2k3 so it resets automatically), the editor brings up a message saying it will adjust the dimensions to the correct size, then freezes


I found that it didn't crash when making a new map and making it too small, but when you resize an existing one too small. I changed it so that it shows this warning, and then forces the values in the dialog box to minimum and it remains open. It'll be fixed in the next release.

I assumed that was the case at first, and my first thought was something like that. That's too bad, there are a few instances where mixing up ocean and deep ocean tilesets near land tiles can make some cool looking architecture, like the illusion of a shoreline, or a steep dropoff.


RPG Maker 2003 freaked out when you drew deep ocean next to the land too, just in a different way.
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