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0.10 Released

Well I ran out of critical known bugs, time to get some more. The download button up there is now updated. I've released the following changes:

- Test play will now play the correct game when there exist other .2XG files in the same project folder

- Overhauled the event mode. Can now marquee select and drag move the events. Right click brings up menu instead now
- Editor will now only warn the first few files that can't be located for edit tracking, no more warning spam
- Editor will no longer ask for multiple replacement when using Import Folder, no more warning spam
- Editor will warn you if you try having a massive amount of database entries (but won't stop you until a point)
- Command information is now shown in the script editor when you select commands to remind you of their function
- Added the Recall Location command now that you can't set the values of Teleport directly anymore
- Teleport command now has its own special argument editor window- the familiar "select location" window
- Added a command to call the title menu at any time
- A very basic title menu that can start a new game or shut down was added, and this title menu can be skipped if option is set
- Can now assign menu commands to players
- Fixed a bug where engine crashes when running a game that is missing a title

Posts

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Some notes/questions:

1. Were you planning on allowing the selector to loop back when it's reached the end of a command list? It would help navigation quite a bit.

2. When I select the icon of a command from the database, the currently selected graphic isn't shown in the preview box. This is awkward when trying to remember which icon I have selected currently.

3. It would be nice if your editor (unlike other RPG Makers) allowed multiple variables/switches to be met in order for an event to be trigger. Perhaps by opening another dialog box that would allow you to assign multiple requirements? However, I'm not sure if that would affect performance in any meaningful way.

4. Implementing popup tooltip texts for the shortcut icons below the menu bar would be nice, sometimes I forget what the icons represent :).

5. Did you plan on adding a "middle layer" for maps? That would be nice to see.
author=MakoInfused
3. It would be nice if your editor (unlike other RPG Makers) allowed multiple variables/switches to be met in order for an event to be trigger. Perhaps by opening another dialog box that would allow you to assign multiple requirements? However, I'm not sure if that would affect performance in any meaningful way.


In RM2k3 you could have it so there was two switch conditions to be met :V but yeah this is a good thing to have.
1. Were you planning on allowing the selector to loop back when it's reached the end of a command list? It would help navigation quite a bit.


Forgot, most likely. Its a quick change. Thanks for reminding me.

2. When I select the icon of a command from the database, the currently selected graphic isn't shown in the preview box. This is awkward when trying to remember which icon I have selected currently.


This isn't as quick a change, but it still makes sense.

3. It would be nice if your editor (unlike other RPG Makers) allowed multiple variables/switches to be met in order for an event to be trigger. Perhaps by opening another dialog box that would allow you to assign multiple requirements? However, I'm not sure if that would affect performance in any meaningful way.


If you need something more specific or detailed beyond the page triggers, add if statements at the beginning of the page that Return if conditions are not met. For really complex conditions, you can write a common event that modifies one variable or better yet, with the new quest system that will be added.

It will be most easy to have events page trigger themselves upon quest stages (with an added bonus of the event page reminding you what quest and quest stage its supposed to be for).

4. Implementing popup tooltip texts for the shortcut icons below the menu bar would be nice, sometimes I forget what the icons represent :).


I was going to do tooltips much later, but just for that menu bar button thing I should add them for the next release.

5. Did you plan on adding a "middle layer" for maps? That would be nice to see.


The lower layer is actually an automatic two layer (see the terrain setting in the tileset editor). It was a deliberate decision to make it still feel like only two layers yet to actually have three. This was done to make the editor much simpler to use and more RPG Maker 2003 like. One of the (many) reasons I never moved to XP was too many layers, but the autotile terrains going on top of stuff was something I thought was really needed in 2003.

Thanks for looking. Try to find things that crash the editor and could potentially ruin projects. The worst thing RPG20XX could do is get something like a map-tree-break.. I can remind people to back their stuff up all the time but it would be nice if the editor has a very high stability rate.
If you need something more specific or detailed beyond the page triggers, add if statements at the beginning of the page that Return if conditions are not met. For really complex conditions, you can write a common event that modifies one variable or better yet, with the new quest system that will be added.

It will be most easy to have events page trigger themselves upon quest stages (with an added bonus of the event page reminding you what quest and quest stage its supposed to be for).

I get that, variables are pretty versatile. However, I was just thinking in terms of making it more friendly to use (and readable). To me that's one thing that made 2k3 pretty awesome, it was the ease of use, this concept would expand upon that. Having to assign a variable just for the purpose of keeping track of other switches and variables is a hassle; not to mention that it makes it harder to follow the chain of events. Using if statements inside of the events actions, however, wouldn't prevent the event from displaying on screen.

The quest system sounds intriguing though, I look forward to seeing how that will work!

The lower layer is actually an automatic two layer (see the terrain setting in the tileset editor). It was a deliberate decision to make it still feel like only two layers yet to actually have three. This was done to make the editor much simpler to use and more RPG Maker 2003 like. One of the (many) reasons I never moved to XP was too many layers, but the autotile terrains going on top of stuff was something I thought was really needed in 2003.
Oh, you mean since the autotiles can have a transparent background? Yeah, that definitely does add some versatility. Simplicity is definitely a great thing, I'll keep that in mind with any future suggestions I have.

Thanks for looking. Try to find things that crash the editor and could potentially ruin projects. The worst thing RPG20XX could do is get something like a map-tree-break.. I can remind people to back their stuff up all the time but it would be nice if the editor has a very high stability rate.
You're most welcome. I'll be on guard for any major problems. High stability would be nice, the map-tree-break has happened to me before. One way to combat that (in addition to avoiding bugs) is to have an auto-backup option.

Here is a report for you:

Minor Issues:
1. I created an event and assigned it a "Full Sprite" graphic. After going back in to "Update" it, the "Full Sprite" radio button was selected; however, the "Parts" and "Composite" list box weren't behaving as expected. I had to click on the "Full Sprite" radio button for it update the dialog box.

2. Attempting to change the maximum of the "Tileset" tab in the database from 1 to certain numbers (2/3) just gives me a "That new maximum limit is too large or small, it will be adjusted". However, nothing is adjusted and the operation is just canceled.

Major Issues:

1. If I create a new tileset and leave it blank, then apply it to the map I get a "could not draw GDI" error. Which is fine, however, trying to change the tileset back to one that works, will crash the editor.

That's it for now!
2. Attempting to change the maximum of the "Tileset" tab in the database from 1 to certain numbers (2/3) just gives me a "That new maximum limit is too large or small, it will be adjusted". However, nothing is adjusted and the operation is just canceled.


I just checked, I had a typo in the range check. This will occur if you try for 2 or 3, but 4 or more is OK.

1. I created an event and assigned it a "Full Sprite" graphic. After going back in to "Update" it, the "Full Sprite" radio button was selected; however, the "Parts" and "Composite" list box weren't behaving as expected. I had to click on the "Full Sprite" radio button for it update the dialog box.


Found and fixed this one for the next release, it wasn't initializing all the way.

1. If I create a new tileset and leave it blank, then apply it to the map I get a "could not draw GDI" error. Which is fine, however, trying to change the tileset back to one that works, will crash the editor.


I checked and fixed this one too. This kind of error is what I was talking about, it'll nuke your project sometimes if it happens.

All these changes will be in the next release. Thanks for checking, I think you lead the list in finds now with 7.
-Click on the rightmost pixel in the tile selection and drag down and you get this http://i.gyazo.com/8be573a05ffe7d0d4337fb20f7bebca3.png

-Right click and drag left out of the map editor then drag back in then release the mouse http://i.gyazo.com/753f682e1c87e0a4f1531911dc7e5280.png

-If you do the above with the fill tool then click with the inverted cursor, the application crashes

-If you create a new project and put too long of a title, it crashes

-When I created a new project, the map started like this (I don't know the cause) http://i.gyazo.com/e1b6c9bd7dd08cdf348ab22a7630b6b5.png Also I was unable to place any tiles.

-Putting too long of a name for something in the database crashes the application and permanently breaks the project! Loading this broken project seems to break something in the application so that editing other projects is now impossible. http://i.gyazo.com/01fcac57fbcc921b2f619577bbf040bd.png
-Click on the rightmost pixel in the tile selection and drag down and you get this http://i.gyazo.com/8be573a05ffe7d0d4337fb20f7bebca3.png


I can get it to do that now. I couldn't reproduce this before.

-Right click and drag left out of the map editor then drag back in then release the mouse http://i.gyazo.com/753f682e1c87e0a4f1531911dc7e5280.png


I see this one too.

-If you create a new project and put too long of a title, it crashes

-Putting too long of a name for something in the database crashes the application and permanently breaks the project! http://i.gyazo.com/01fcac57fbcc921b2f619577bbf040bd.png


These two are the same bug. You actually began typing into the program's memory causing any behavior possible. It's the WIN32 editable text boxes themselves- when I get their content to format and update, it overflows.

-When I created a new project, the map started like this (I don't know the cause) http://i.gyazo.com/e1b6c9bd7dd08cdf348ab22a7630b6b5.png Also I was unable to place any tiles.


You forgot to delete the .dat folder of the crashed project.
-Not much of a bug but you can draw tiles while resizing the selection http://i.gyazo.com/b99644021abc32b9e522dc65836fe45d.gif

Suggestions:
-When copying a selection, show a ghost overlay of the tiles being copied inside the rectangle.

-A button to open the Projects folder in Explorer.

-Middle mouse button down, or alt+right mouse button, to drag the view around.

-Allow arranging the maps in the list.

-Clear layer button.
-When copying a selection, show a ghost overlay of the tiles being copied inside the rectangle.


That might cause some dizzying effects. Its nice to have a clear view of what is under your drawing rectangle, too.

-A button to open the Projects folder in Explorer.


Every editor of anything has one of those, I'll add it in for a future release.

-Middle mouse button down, or alt+right mouse button, to drag the view around.


Holding space and click dragging does this (ala Photoshop style). It's incredibly awkward to rely on the middle mouse button for anything as I keep scrolling at the same time trying to press it. Plus this laptop doesn't even have a middle mouse button.

-Allow arranging the maps in the list.


That's a tricky one, but its something the original 2003 could do so I'll have to implement it at some point.

-Clear layer button.


I'm not so sure about this one.


Thanks again.
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