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0.22 Released

Well here it is. You can now create and edit the backgrounds to be used on maps. Transitions were also added in. You can call them using script commands or assign them to the typical map teleport, battle start and battle end events from project settings.

Next up, the first part of the terrain were added. For now, you can only assign them to the tiles and use a script command to detect terrain type. You can still edit the options for the terrain (background, call event, etc.). These will become active as RPG20XX moves closer to the default battle engine.

Language detection was added. The 2XG file remembers what locale it was compiled under. The engine performs AppLocale's job automatically. I had to put a self-contained character set conversion library inside to ensure the text comes out right. FreeType doesn't seem to be affected much by locale settings, so I had to go this route.

Finally, you can press F1/F2/F3/F4 keys to change the pixel scale. There will be a proper settings window at some point, but for now you can use these keys to adjust the screen size to your liking. The setting is saved, you won't have to keep doing it every time you start a 20XX game.

The button up there is updated, go ahead and try.

- Can change the video scale with F1 F2 F3 and F4, this setting is saved for the user so it'll open next time at the chosen setting

- Increased compatibility with older video cards or video cards with drivers that don't support OpenGL 2.0 or higher
- Language information is now compiled into the 2XG (ex: Japanese will automatically work on English System if game was written on a Japanese System)
- Added the Detect Terrain command to detect the terrain from the map
- Can now create and edit terrain types, their backgrounds, and on call events
- When using the teleport command, the transitions are now active so it isnt a jarring instant cut
- Can now assign the common transitions under project settings (map change, battle start, battle end)
- Added the Show Screen command to show the screen with a transition
- Added the Hide Screen command to hide the screen with a transition
- Can now assign backgrounds to map and for them to be used in the engine
- Can now create and edit backgrounds, these were added to the compile format too
- Fixed a problem when using a tileset without a lower layer tile sheet defined crashes the engine
- Fixed a problem where deleting a skill a player had by default and then editing the player crashes the editor

Posts

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Got around to this, finally. My first thoughts

shake screen, when at the edge of the map you will see black as the screen shakes inward. can we set a color or tile to show in that space?


when i double click a command to add to the right side, I have to click on it(on the right side) in order for things to show in the arguments box. that seems like it should be automatic to some degree


created an if branch and the name of my variable spills into the next info column and makes it real hard to read


am i supposed to be able to create a new commands in the database?


what are the rules for importing files? I'm having trouble importing charsets


double clicking events, would be nice if that did the edit event command

in event editor, if i use a tile, the layer is greyed out. but if i change the event to Use Charst, i can change the layer, remove Use Charset, and it changed the layer. but it doesn't affect the tile in game. id like to be able to change that. is it supposed to use whatever layer the tile is in the database?
can we set a color or tile to show in that space?

It's whatever is the background. If you really just want a single tile to tessellate infinite, import the single tile as a background and then set 0,0 for factor and leave wrap on. It'll then tessellate.. Or you can make a more complex background.

when i double click a command to add to the right side, I have to click on it(on the right side) in order for things to show in the arguments box. that seems like it should be automatic to some degree

created an if branch and the name of my variable spills into the next info column and makes it real hard to read

It should, lots of things should. As far as the script editor is concerned, I already have a plan to accelerate and polish it once most of the functionality is in.

am i supposed to be able to create a new commands in the database?

Menu commands and yes.

what are the rules for importing files? I'm having trouble importing charsets

I only have made the specs for system set. It's kind of outdated. Now that more files are in, I'll have to add custom pages for the material spec. They'll be uploaded when I find time for them.

Character sprites have frames of 2x2 tiles (in the default small size its 32x32) each frame. 3 frames wide and 4 frames tall, up right down left order same as RPG Maker 2003. This time, the character sets are imported individually.

double clicking events, would be nice if that did the edit event command

Single click selects upper tiles to make events out of, but I think I can actually put double click since its easy to mean two different things with these similar motions.

is it supposed to use whatever layer the tile is in the database?

Yes, if an event is a tile it will be the layer it is supposed to be in the tileset. This is because you can have a single event made out of multiple tiles and that each tile could be in arbitrary layers at the same time so technically tile events have undefined layers.
I can create a new command in the database, but I can only choose from a set of pre-existing functions. I could create a command called self-destruct and use the quit game function. Can I create a command called...Cook that loads a custom cooking system?

I noticed that if the code box on the right side has no code, when I input something it doesn't auto select it. But if I already had something on the right side, and selected, when I add something else that new item does get selected.
Can I create a command called...Cook that loads a custom cooking system?


You do that like this:



Alright that box labeled Event should be a common event, but it isn't doing anything when I click it. Odd. I don't know if I can credit you with the bug or not, but I'll have to fix it all the same.

I noticed that if the code box on the right side has no code, when I input something it doesn't auto select it. But if I already had something on the right side, and selected, when I add something else that new item does get selected.


I'm not sure what you mean. Do you have a series of pictures or a video clip to show me what you mean?
Ah, ok so everything custom would use that Event type. I would have tried to use that function and realized it didn't work. So it's up to you if you want to give me imaginary tester points :P

What I mean is that when I create a new event. Then edit it. And the first thing I do is double click the message command to add to the right side. It's not highlighted on the right side and the arguments box is empty. I have to click that message event code line on the right side, for the arguments box to have the items in it.

So at this point, I have a line of code on the right side and it's currently highlighted. It's arguments are in the box. If I then double click a second command, it adds it to the right side and auto highlights it and shows the new commands arguments in the box.

So it only auto highlights the new line of code if you already clicked inside the box on the right once.
So it's up to you if you want to give me imaginary tester points :P


They aren't imaginary and I want to make them worth some kind of thing in the future. Also, I asked KentonA If people start gaining enough of them (in excess of 50) that they win achievements and they said OK.

So at this point, I have a line of code on the right side and it's currently highlighted. It's arguments are in the box. If I then double click a second command, it adds it to the right side and auto highlights it and shows the new commands arguments in the box.

So it only auto highlights the new line of code if you already clicked inside the box on the right once.


I kind of understand? But I'm a visual learner.
haha Ok, well then I'll take those points more seriously from now on.

I'll show you what I mean, when I get a chance.
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