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New Menu

I'm going to see how I can get this engine to start from the editor with all the options intact. There are four modes of play available in the original RPG_RT.exe:

- Play Test mode where you can access the variables and switches, and there's a way to interrupt and shut down the game.
- Battle Test mode where the engine takes player settings and plays a battle only.
- A method of starting in window or fullscreen mode
- A method of hiding the title screen (why!? you still have to select new game)

If I can get the engine to work with these modes, then it will work better with the editor and you don't have to keep clicking on wcrpg2kxe.exe

The new menu system will be completely redone. Right now, I'm implementing the inventory system. This will implement item management commands, and even allow you to use items whose function is turning on switches. The items will be listed in a single list (not a table of 2 columns and N rows) and sorted in alphabetical order. Pressing left and right instead lets you select a tab that filters items by type. I love defining items in design order in the database, but this messes up any sorting you could be going for. This way, you can quickly find the item you want for those games with lots of different items.

Posts

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a sorting function for items (in-game) would be brilliant for people like me who didn't think ahead when databasing :P
author=NewBlack
a sorting function for items (in-game) would be brilliant for people like me who didn't think ahead when databasing :P


Me too.
I don't know if I mentioned this before, but, speaking of items, would it be possible to have a way to show an item's name in a messagebox? Something like

Hi Bob the Hero!  Here is a \I[45] for your quest.

...where it would return the name of item #45 in the database?
author=kentona
I don't know if I mentioned this before, but, speaking of items, would it be possible to have a way to show an item's name in a messagebox? Something like

Hi Bob the Hero!  Here is a \I[45] for your quest.

...where it would return the name of item #45 in the database?

on that note, could it be possible to nest variables within the messagebox commands?

like, if I wanted to show Hero #(var)'s name, I would type
\n[\v[0001]]
or something... possible?
author=narcodis
author=kentona
I don't know if I mentioned this before, but, speaking of items, would it be possible to have a way to show an item's name in a messagebox? Something like

Hi Bob the Hero!  Here is a \I[45] for your quest.


...where it would return the name of item #45 in the database?
on that note, could it be possible to nest variables within the messagebox commands?

like, if I wanted to show Hero #(var)'s name, I would type
\n[\v[0001]]
or something... possible?
I think that already is possible! I've done it in HR for example (I'm pretty sure)
You can nest variables in my engine and I'll implement more escape characters later. These work even if you typed them in for item names and descriptions.
So I could name an item

\N[1]'s Magic Boots

and in game it'd show as "Zack's Magic Boots"?
Yeah, in the menu and everything. You could also have item names change all sorts of different colors based on variables. Or if you had an item that was a battery or something, you could display how much power is left in it right there in the description. No need for crazy common events.

And it's all implemented and currently working, try doing this stuff in Alpha 3 with the menu option names for the main menu. I would like you to in case something is buggy.

If it's text on screen you entered, it will execute the codes with no exceptions.
Sweeeet. So you can make something similar to FF9's learning system now. :3

With some extra coding on our end of course. 8D Hehehehe... this is getting exciting.
I never thought of that, but I guess you could. You can nest variables as space permits, you can have a variable inside a variable inside a variable inside a variable inside a variable inside a variable- but you'll run out of text room shortly.

But yeah. Sounds pretty much right. If you have a ton of ideas though, you could get someone to modify the engine to fit your game idea specifically- it's got source code and even the Visual Studio project so you just need to press compile.
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