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0.11 Released

What!? I know it's only been 4 days, but look at all the things I've done (including the new derived statistics). The download button is also updated, you can download again for version 0.11.

- Added a Get Derived command to directly evaluate these derived statistics

- Can now edit derived statistics which control all the battle and status calculations
- Added a Get State command to get level, health, or mana of players
- Added a comment "command" so you can write comments in event scripts
- Added icon preview in places that let you select an icon
- Menu selection cursors now wrap-around back to the first or last option when selecting past the ends of menu
- Fixed a bug when right click dragging out of the map editor to the top left and back in makes a weird selection
- Fixed a bug with weird selections if dragging down from the rightmost pixel of tile palette
- Added the log10, natural log, power, square root, and natural power commands
- Added the subtract, multiply, divide, and modulus commands
- Added the while command for making loops
- Can set specific font sizes for system graphics now
- Can now assign initial level, max level, and EXP curves to players
- Your current party is now listed in the in-game menu
- Fixed a serious bug with the edit boxes in the editor that could result in an overflow
- Fixed a bug with tilesets that don't have all their tiles set
- Fixed a bug where the character composite editor wasn't initializing itself properly
- Fixed a bug where entering a new data maximum thats lower than 4 causes a range warning (when it shouldn't)
- In-game menu now added. Default TAB or ESC to open
- Can now assign face pictures to playable characters
- Fixed a bug where after changing a character part color, closing, reponing and clicking palette again crashes editor
- Can now import face graphics

Posts

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Awesome! But getting some weird results. I'm not sure if these updates are backwards compatible, but I went ahead and just continued using the same project and ran across some errors.

I placed the graphics I wanted to use in the "test.bin" folder of the project, then imported it. Then I set the graphics to be used, and when I ran the game I got this error: "Unknown file extension for XXX". It would appear that if you have the same file names (with a different format) in the import area-- it makes the program yell at you.

Also, this

Lastly, inputting a ridiculously large number for derived stats makes the project crash when opening the menu.

I would suggest that the database memorizes the last opened tab, it's somewhat annoying constantly switching tabs anytime I reopen it.

Project file

I think that's it...for now.
Bugs or things that need changing:
- Putting too high of a number for width or height in map settings can create a crash and break the project.
- Characters can be copied and pasted into text boxes where they shouldn't be allowed. (I.E. letters in a numbers-only box, or invalid ASCII characters)
- Deleting a map's child map seems to make it so that when you open the map settings it crashes. Upon opening the project again, there is a "(null)" map where the child map used to be.
I placed the graphics I wanted to use in the "test.bin" folder of the project, then imported it. Then I set the graphics to be used, and when I ran the game it told me "Unknown file extension for XXX". It would appear that if you have the same file names (with a different format) in the import area, it makes the program yell at you.

Yeah, don't mess with the inside of those folders. It's like you're pranking RPG20XX when you do that, hee hee.

Awesome! But getting some weird results. I'm not sure if these updates are backwards compatible, but I went ahead and just continued using the same project and ran across some errors.

Yeah, it'll complain about maxhp and maxmp missing and the like since your old project doesn't have any derived defined.

Also, this

I can't get that to happen. Did you type something funky in the labels and force a line break?

Lastly, inputting a ridiculously large number for derived stats makes the project crash when opening the menu.

You probably ran out of memory.

I would suggest that the database memorizes the last opened tab, it's somewhat annoying constantly switching tabs anytime I reopen it.

I can see that, I'll go ahead and write that one down for the next release.

Project file

The HP display freak out with that game (but not with a new project I just made). I'm not sure why. I'll try and find out.

I did notice the player.2xx file is outdated. The default character there should be Sarah with brown hair and have her face and stuff already defined.

- Putting too high of a number for width or height in map settings can create a crash and break the project.

This limit will be different for everyone.

Characters can be copied and pasted into text boxes where they shouldn't be allowed. (I.E. letters in a numbers-only box, or invalid ASCII characters)

Some do filter into digits. Those that don't filter to digits correct this error automatically.

Deleting a map's child map seems to make it so that when you open the map settings it crashes. Upon opening the project again, there is a "(null)" map where the child map used to be.

I may add that you did this from the file menu and not right click to get it to crash. I'll add it to the list.

Thanks again.
I updated the download really quick with updated .2XX files. You may re-download. See if that funky formatting happens to you again (if you make a new project).

Or try editing the labels under project settings.
Yeah, it'll complain about maxhp and maxmp missing and the like since your old project doesn't have any derived defined.


I figured that, so I tried to fix it up as best as I could.

I can't get that to happen. Did you type something funky in the labels and force a line break?


Noooooooooo.

You probably ran out of memory.


Oh hmmm, maybe I wasn't specific enough. I meant when I opened the main menu in the game (during testplay) not the actual dialog box in the editor. The editor handles the large numbers just fine...well sort of. The numbers seemed to overflow because although the script editor shows 1000000000, when I attempt to edit the value it's a negative number.

I also found one other bug: hit the testplay button, then try to go up on the title screen: you'll get the awesome "Arraylist out of bounds" error.
I also found one other bug: hit the testplay button, then try to go up on the title screen: you'll get the awesome "Arraylist out of bounds" error.

Yeah weird. The title menu crashes but the in-game menu wraps around properly. I'll write that one down.

Oh hmmm, maybe I wasn't specific enough. I meant when I opened the main menu in the game (during testplay) not the actual dialog box in the editor. The editor handles the large numbers just fine...well sort of. The numbers seemed to overflow because although the script editor shows 1000000000, when I attempt to edit the value it's a negative number.

When I do that the editor complains at me when I try setting the maximum number of derived stats and then clamps them for me.

Noooooooooo.

As I've said, try a new project or edit the labels and see if it works. Labels are edited on the right side of project settings.
Bugs or things that need changing: (continued)
- Downloaded the new version to a different folder than an older version, and the new version now uses the projects folder from the older version so I have to keep going back and forth between them...
When I do that the editor complains at me when I try setting the maximum number of derived stats and then clamps them for me.


Haha, I see the confusion-- were speaking of different things. Let me start from the beginning, as I was rather tired and failed explaining last night. So, when I go to edit the return value of a derived stat, inside of it's scripted events, I can set ridiculously large values (100000000) and after a certain point they start overflowing and going negative. Also, if the value is doesn't overflow and is at something like 1000000, everything compiles fine, but upon testing and opening the menu it crashes.

As I've said, try a new project or edit the labels and see if it works. Labels are edited on the right side of project settings.


I started a new project and whenever my maxhp stat goes into 4+ digits, then this problem occurs. However, if there are 3 of less digits the max hp looks as it should. I would say that whatever function you use for wrapping text is adding a new line.

Minor Bugs:
Can open menu while textbox messages are still displayed on screen.
Can continue events while menu is displayed on screen (I was able to read and close all textboxes while the menu was open).

Also cut, copy and paste don't seem to work in the script editor (I assume those are placeholders, but figured to mention it just in case). Of course drag and dropping the events would be convenient, but might be a bit harder to setup.
Not really a bug per se, but when you do this and select "New Event", for much bigger events the top left corner of the newly created event won't coincide with the top left corner of the selection box. pic (I added the snow so the event was easier to see)

I'm pretty sure it's doing this because when I ask it to make a new event my mouse isn't in the top left corner of the selection box, so it just puts the top left corner wherever my mouse is. Ultimately this is fine and it doesn't really matter since I know what's causing this to happen, but it is kinda misleading at first.
- Downloaded the new version to a different folder than an older version, and the new version now uses the projects folder from the older version so I have to keep going back and forth between them...


That's expected behavior, or an expected side effect. Always use the latest version.

Haha, I see the confusion-- were speaking of different things. Let me start from the beginning, as I was rather tired and failed explaining last night. So, when I go to edit the return value of a derived stat, inside of it's scripted events, I can set ridiculously large values (100000000) and after a certain point they start overflowing and going negative. Also, if the value is doesn't overflow and is at something like 1000000, everything compiles fine, but upon testing and opening the menu it crashes.


Oh I understand! I've confirmed it. This occurs if the total character count of the HP label, the current HP, the /, and the maximum HP exceeds 15 characters. Obviously the resulting string will be far too huge to fit in the menu, but I'll increase the buffer anyways so it looks messed up instead of crashing.

I started a new project and whenever my maxhp stat goes into 4+ digits, then this problem occurs. However, if there are 3 of less digits the max hp looks as it should. I would say that whatever function you use for wrapping text is adding a new line.


This is true. I've just realized the font size might default to 16. Set it to 14 (project settings, system graphic).

Also cut, copy and paste don't seem to work in the script editor (I assume those are placeholders, but figured to mention it just in case). Of course drag and dropping the events would be convenient, but might be a bit harder to setup.


Those are all planned, the copying and the cutting of blocks of script around as well as all the other polish specifically for the script editor.

Can open menu while textbox messages are still displayed on screen.


I can confirm that one too.

Can continue events while menu is displayed on screen (I was able to read and close all textboxes while the menu was open).


I think the in game manager menu should fully pause the game. I was actually thinking of letting events continue before, I had changed my mind.

Not really a bug per se, but when you do this and select "New Event", for much bigger events the top left corner of the newly created event won't coincide with the top left corner of the selection box. pic (I added the snow so the event was easier to see)


That is intentional so you can make an event where you want, or even multiple copies. Events are always spawned where you right click. I'll add a crosshair or something.


Thank you again.
Nice, looks like you got everything then!

One small note though: when using the editor the workflow is interrupted at certain points due to the "OK" and "Cancel" buttons being in reverse order. For example: in the derived stat edit box it's: [Cancel}, while in the script editor it's . Not a big deal, but flipping those will make editing much more efficient.

Keep up the great work!
You can just hit Enter for OK if you want. There's much more than that I have to do in order to accelerate the editor than just re-arrange buttons (keyboard accelerators for instance!)
Suggestions time~
- A command to center the view on the player start position?
- Undo
- Show event's name while mouse is hovering over it
- Recent projects list under File
- Command to open RPG 20XX's page in browser
- Built-in release notes (maybe pull them from https://subversion.assembla.com/svn/rpg20xx/doc/list.txt automatically?)
- Show selection area size next to cursor position at the bottom left
- Might be a good idea to start adding preferences for RPG 20XX itself, though on the other hand it's pretty simple and there isn't a ton that would need to be changeable.
- A command to center the view on the player start position?


You mean a jump-to? I'm not sure. That will be handled by a future "search for a specific event in the entire project" function.

- Undo


I've already got undo planned.

- Show event's name while mouse is hovering over it


I'm also planning this one.

- Recent projects list under File


This was something I wasn't going to add. Though RPG Maker 2003 sort of did it, so I can add this in.

- Command to open RPG 20XX's page in browser


You mean folder and you mentioned this one already. It's written down in the list, I just haven't done it yet.

- Built-in release notes (maybe pull them from https://subversion.assembla.com/svn/rpg20xx/doc/list.txt automatically?)


I'm going to avoid network coms in the editor.

- Show selection area size next to cursor position at the bottom left


That's a good idea. Especially if it is a large selection and you can't eyeball it anymore.

- Might be a good idea to start adding preferences for RPG 20XX itself, though on the other hand it's pretty simple and there isn't a ton that would need to be changeable.


There are some already. Notice how it remembers how big you had it sized and where it was? Or the last project edited?


Thanks again.
You mean folder and you mentioned this one already. It's written down in the list, I just haven't done it yet.

No, I mean on the internet.

There are some already. Notice how it remembers how big you had it sized and where it was? Or the last project edited?

I mean like a settings window.
I'm going to avoid hyperlinks too. And a settings window is planned.
A bug I found in the event editor: If you add a teleport command, and click on "set" to select the destination, if you choose a map with a different tileset, the preview will use the tileset from the currently selected map instead of the destination map.
I don't even have to open the editor, heh, I know I forgot to give the atlas preview its own tileset (it currently draws from the palette loaded in map view). Thanks for pointing it out.
Bugs or things that need changing:
- If you right click and select Paste Event without anything copied then it says "Need to copy event first." like it should but then it crashes.

Suggestions:
- It would be nice if there were a way to put an event on the player start, or maybe if the player start could be scripted itself.
- Maybe a command to highlight all the solid tiles on the map?
- Option to hide/show layers selectively
- A command to randomly populate a selected area with selected tiles would be cool for natural areas.
- "Duplicate map" option when right-clicking a map, this would be useful when making things like buildings with many similar floors and stuff like that.
- If you right click and select Paste Event without anything copied then it says "Need to copy event first." like it should but then it crashes.


Yeah it crashes when I do this too.

- It would be nice if there were a way to put an event on the player start, or maybe if the player start could be scripted itself.


People have done that over the ages of RPG Maker by putting an auto start event on the same map the player starts.

- Maybe a command to highlight all the solid tiles on the map?


Define "solid"

- Option to hide/show layers selectively


Actually I was going to do some sort of fading like 2003 did.

- A command to randomly populate a selected area with selected tiles would be cool for natural areas.


I can implement some form of that.

- "Duplicate map" option when right-clicking a map, this would be useful when making things like buildings with many similar floors and stuff like that.


Ok.

Thanks again.
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