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0.16 Released

You can click that button up there to download.

With this version comes the ability to save and load games. This marks the point where technically an RPG can be made (though one lacking all the special effects or a default battle system). A handful of commands were also added, notably the Destroy command which temporarily removes an event.

The default font has changed and this new font seems to fit better overall.

The sound engine was updated, so there may be hidden bugs with it.

Also, many of you were asking about pointer cursors since you didn't like the rectangle selection like before. Well, get rid of it! When you make the selection rectangles in your system graphic the transparent color, the engine now automatically uses the pointer cursor. If you make a new default project and switch to "sysgreen" you can see an example of this.

You may notice some prototyping going on. If you set the font size to 8 or lower, you'll notice the menus become compact like they're on a tiny GameBoy. There's also an operational animation editor that lacks clicking on the preview to move cells or the feature labeled "Child". You'll also notice the animation editor behaves somewhat strangely, different than before. These are all unfinished features to be implemented and presented later, but you can play with them to satisfy your curiosity.

- If you make the rectangle selection box in a system graphic blank, engine now uses the pointer instead

- Fixed a problem where the sound effect preview in the editor wasn't working, and some sound not working in engine
- Added the Change Title command to change character titles
- Added the Change Name command to change character names
- Added the Destroy command to destroy events temporarily (until map is reloaded)
- Added the Break command to break out of loops, ifs, and other blocks
- Added the Open Menu command to force the in-game menu to open
- Added the Enable Menu command that enables and disables the in-game menu
- Added the Open Save Menu to force the save menu open (save points, anyone?)
- Added the Enable Saving command that enables and disables the ability to save from menu
- Can now save and load the game, you'll have to add the loading and saving archtype commands like the rest
- Added the Full Healing command
- When you make a character event, the layer is now initialized to "Same as Characters" properly
- Fixed a small problem with the step command and editing the direction not defaulting correctly in editor
- Fixed a problem where the shake command was not returning the screen to normal after a timed effect
- Added a \d text command for printing decimals of a variable (.250 .175 .300 etc.)
- Fixed a bug where traits were being applied twice to your attributes and elements

Posts

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For the Destroy command: When you say, "until the map is reloaded", what does that mean exactly? If I Destroy some item laying on the floor after the player picks it up, will the item be there again if they walk in and out of the room?
Yes, it's just like the old Erase Event command. Teleporting out of the map and back will have it reset. This is best used for visible enemy encounters, destructible objects and the like.

For item pick ups that you'd like saved to the game, use the local variables (you can specify if a specific variable is local or not when you're setting variable). This means the variable belongs to the event. You can have any of these and the save file size only increases for each used local variable. This also lets you just clone item pick ups and for all of them to be individual item pick ups.

RPG Maker 2003 had none of this so you always had to re-assign a new variable/switch every time. The later RPG Makers had "self switches" that did the above.. I think. Mine are local variables (not just switches) and you can have any of them you'd like.
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