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0.12 Released

This release mainly introduces the conditions I've been talking about, but it also has several fixes and adjustments. As usual, the download button up there is updated. You can try it out and report bugs.

- Conditions are now listed in the menu as icons under the character's face graphic

- Fixed a bug in HP/MP display that caused the text to wrap unecessarily
- Added a Get Condition command to get condition of players (also gets traits)
- Added a Modify Condition command to change the conditions on players
- Can assign specific conditions to players to be used as pernament traits
- Can now create and edit conditions
- Added the Damage or Heal command to.. damage or heal players
- Added the ability to import weapon sets
- Added a recent projects list to open a project you have already opened before
- Fixed a bug where pasting an event without copying one first does warn, but then crashes editor
- Fixed a bug where the editor crashes when editing a data entry with a parent that no longer exists
- Toolbar buttons now have tooltips
- Event mode now has a placement cursor to hint where a new event would actually go
- In game menu now fully pauses the game
- Can no longer open the in game menu during a dialog box or other time when you aren't supposed to
- Teleport location preview map now uses the correct tileset if the destination map has a different one than source
- Database editor now rememebers what the last edited type was, it no longer always resets to tileset
- Can now assign battler sprites to the players, also enabling you to define enemies
- Can now add battle character sprites to the composites
- Asset size is now set manually from project settings. This had to be done due to auto-detect design problems in battler images/charsets
- Can now import battler sets and single battler images
- Map sizes now limit to a value in editor to prevent overflow crashing. I picked the largest value before the GDI started to fail
- Fixed the bug where immediatly pressing up at the title menu crashes the engine
- Fixed the bug where deleting a child map and then immediatly editing map settings from file menu crashes editor
- Fixed the bug where resulting HP/MP displays over 15 characters long would crash the engine

Posts

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- If you leave a message command blank ('') then the game crashes on compile.
- When choosing a teleport location, if you double click the folder icon the maps are in then the application crashes
- If you leave a message command blank ('') then the game crashes on compile.


Yup. This one was a quick fix for the next update.

- When choosing a teleport location, if you double click the folder icon the maps are in then the application crashes


I couldn't get this to happen.
Bugs
1. Deleting a resource that is in use somewhere in the database will guarantee a crash the next time you edit the entry which references that resource.

2. I couldn't get the crash on double clicking the folder either. However, when I have the folder selected I am able to change the teleport location of the map currently visible; the arrow doesn't update until I actually click back on the map itself.

3. The user can click back on the "Edit Event" dialog while they're editing the script for that event. By iself not a big problem, but closing the event and then updating the script will cause no changes to be saved. No crash though, YAY!

4. The same problem above can actually be witnessed in the "Derived" and the "Condition" database tab.

Suggestions
1. In addition to add/remove, how about a "toggle" condition setting?

2. Hold button down to repeat movement through command menus.

3. I understand you probably want to keep similar functioning entries in the same tabs, but perhaps adding a filter for certain entries would be helpful (like if I just want to see enemies in the player tab)

4. Wouldn't it work better if the "single sprite" option was moved to the "composite" tab entries (under "Battler sprite" option)?

5. Modify Condition defaults to 0 stacks, which kind of useless-- unless when it's at 0 it would entirely add/remove all stacks.

That's it for now.
1. Deleting a resource that is in use somewhere in the database will guarantee a crash the next time you edit the entry which references that resource.

I couldn't get this to happen. It just shows up blank and missing. Can you tell me specifically what database type and reference crashes the editor if it is missing?

2. I couldn't get the crash on double clicking the folder either. However, when I have the folder selected I am able to change the teleport location of the map currently visible; the arrow doesn't update until I actually click back on the map itself.

I see this one.

3. The user can click back on the "Edit Event" dialog while they're editing the script for that event. By iself not a big problem, but closing the event and then updating the script will cause no changes to be saved. No crash though, YAY!

This one is actually more serious as the script editor should be modal.

1. In addition to add/remove, how about a "toggle" condition setting?

Conditions support stacks. You can see a numerical parameter to add and remove stacks. So "toggle" doesn't make sense here.

2. Hold button down to repeat movement through command menus.

I'm not sure what you mean by this one.

3. I understand you probably want to keep similar functioning entries in the same tabs, but perhaps adding a filter for certain entries would be helpful (like if I just want to see enemies in the player tab)

The database editor sorts them by ID which is important, but I actually have a thing planned where you can view into the lists. I anticipated that as RPG projects move along, you'll want to have your big-ass list of items sorted alphabetically. Since you can edit the database symbol to anything you want (you've seen me put (T) prefixes and such on things to remind me of their purpose) you this view would be handy.

Then after this, there will be a search feature to find something in particular. For now, the database editor will be more or less like classic 2003.

4. Wouldn't it work better if the "single sprite" option was moved to the "composite" tab entries (under "Battler sprite" option)?

Single images aren't sprites or have frames of animation.

5. Modify Condition defaults to 0 stacks, which kind of useless-- unless when it's at 0 it would entirely add/remove all stacks.

Yeah, I forgot to set that under last args.

Thanks again.
Bugs:
- That folder crash is still there, I've reproduced it several times now. http://i.gyazo.com/6e7df173912f09062d316ed0d3b7f603.mp4 (It didn't capture my cursor but you can still see what I mean.)
- Player start can be set at x=-1 and x=map width+1

Suggestions:
- Change the process of creating a new project to save everything as if you had click the save button, because the way it is right now, if the application crashes or closes unexpectedly before the first time you save or press the close button, it completely breaks the project.
- Key shortcuts for more things would be nice.
- Rectangle tool?
Like I say, I don't doubt that you're getting it to crash, but I can't reproduce it. Is there anything you're doing that we aren't?

- Player start can be set at x=-1 and x=map width+1


This one I can do.

All of those suggestions I already have plans for. I need to have a backup system to support the reversion function 2003 had (it could revert EVERYTHING back to the last time you hit save).
I couldn't get this to happen. It just shows up blank and missing. Can you tell me specifically what database type and reference crashes the editor if it is missing?

This might be related to the other crash I was getting: where editing the child with a blank graphic inherited from the parent causes a crash.

Specifically the first thing I tried was deleting the sorcerer battler image. Then opening the sorcerer under the player tab crashed the editor.

This one is actually more serious as the script editor should be modal.

Yeah that would be a problem, I had some trouble with that in VS.

I'm not sure what you mean by this one.

Scrolling quickly through commands by holding down a directional arrow (up/down). In other words allowing the selected command to change in between the "wm_keydown" and "wm_keyup" events-- maybe that makes more sense?

The database editor sorts them by ID which is important, but I actually have a thing planned where you can view into the lists. I anticipated that as RPG projects move along, you'll want to have your big-ass list of items sorted alphabetically. Since you can edit the database symbol to anything you want (you've seen me put (T) prefixes and such on things to remind me of their purpose) you this view would be handy.

Then after this, there will be a search feature to find something in particular. For now, the database editor will be more or less like classic 2003.

Makes sense to me and sounds great! I'll save my suggestions on the matter for when I see it in action then.

Single images aren't sprites or have frames of animation.

Exactly that's why the checkbox would be moved, but it would be nice if we could still "composite" single image resources.

Bugs
1. Unchecking and rechecking the "single image" option makes the graphic disappear. However upon clicking "OK" and reentering that particular entry, it will show that the graphic is indeed still selected. So clearly the selection was never cleared (which is good).

2. Removing the "single image" check, clicking "OK", and reentering will cause a "Could not draw GDI" error. However, it doesn't have any serious negative consequences.
In other words allowing the selected command to change in between the "wm_keydown" and "wm_keyup" events-- maybe that makes more sense?


You mean the editor part where you can edit the program entirely with the keyboard? I'd have to add a subcursor for each argument. Sounds interesting, I'll add it to the list.

1. Unchecking and rechecking the "single image" option makes the graphic disappear. However upon clicking "OK" and reentering that particular entry, it will show that the graphic is indeed still selected. So clearly the selection was never cleared (which is good).


And you're reporting that as a.. bug?

2. Removing the "single image" check, clicking "OK", and reentering will cause a "Could not draw GDI" error. However, it doesn't have any serious negative consequences.


See it too. That was giving me trouble before actually, I had thought I patched up the GDI error there. It only seems to occur once per program boot (if you do it again it doesn't happen, you have to reopen the editor and THEN do it for another GDI error).

Thank you both again.
And you're reporting that as a.. bug?

Lol, my typing got ahead of me. When you clear the checkbox and then recheck it, the graphic doesn't get drawn; even though we now have the checkbox selected again there is no graphic visible.
I actually originally meant for it to get cleared.
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