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WolfCoder- 07/04/2011 08:51 AM
- 1750 views
New release ^^ ! This time with an extremely powerful feature (that can be a bit dangerous if used without caution but useful). Here's the details:
- Fixed the self variable set range command so it actually is remembered when games are saved and loaded.
- Added monster list system and added the ability to draw monsters.
- Added the ability to make monsters user battle character sets if the battle character set has the same editor name as the monster, making the monster act and look much more like the players. It also effects the above draw monster command.
- Added an option command that lets you draw specific battle character set frames and lets you draw them facing either way (mirror).
* Added the save self variables command.
Now this command can save the self variables of any event who calls it. If you made an item box, you would add this at the end so the variables are saved and the box is now empty and open from now on. This enables the quick copy and pasting of item boxes so you can factor them down to a call to common event and a single add item command (or something similar) and just copy them around without worrying about variables again.
Or have enemy encounters like this.. Or who knows what else.
Now the dangerous part isn't that scary >.< all you have to keep in mind is that for every event saved like this, the save file gets bigger and a few more bytes are used in memory. The engine tries to compress self variable event data as much as it can, but just be careful since all these tiny bytes can add up if used without restraint.
Don't worry about allocating 16 self variables (or some other large amount), it only saves variables that are not zero. If you only use one self variable in an event, it saves only it for that event and not all 16 or whatever.
Self event data is hashed by map ID, event ID, and event name. If you delete an event and another (if this ever happens) takes the old one's ID, be sure to give it a different name or it will load up the self variable data of the old and long gone event. Other than that, the format should resist stress from development and last much longer (ex: no music bombs in Hero's Realm).
Go ahead and download again if you want all of these (and the previous you may have missed) fixes and additions.
- Fixed the self variable set range command so it actually is remembered when games are saved and loaded.
- Added monster list system and added the ability to draw monsters.
- Added the ability to make monsters user battle character sets if the battle character set has the same editor name as the monster, making the monster act and look much more like the players. It also effects the above draw monster command.
- Added an option command that lets you draw specific battle character set frames and lets you draw them facing either way (mirror).
* Added the save self variables command.
Now this command can save the self variables of any event who calls it. If you made an item box, you would add this at the end so the variables are saved and the box is now empty and open from now on. This enables the quick copy and pasting of item boxes so you can factor them down to a call to common event and a single add item command (or something similar) and just copy them around without worrying about variables again.
Or have enemy encounters like this.. Or who knows what else.
Now the dangerous part isn't that scary >.< all you have to keep in mind is that for every event saved like this, the save file gets bigger and a few more bytes are used in memory. The engine tries to compress self variable event data as much as it can, but just be careful since all these tiny bytes can add up if used without restraint.
Don't worry about allocating 16 self variables (or some other large amount), it only saves variables that are not zero. If you only use one self variable in an event, it saves only it for that event and not all 16 or whatever.
Self event data is hashed by map ID, event ID, and event name. If you delete an event and another (if this ever happens) takes the old one's ID, be sure to give it a different name or it will load up the self variable data of the old and long gone event. Other than that, the format should resist stress from development and last much longer (ex: no music bombs in Hero's Realm).
Go ahead and download again if you want all of these (and the previous you may have missed) fixes and additions.
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It says "Map node index request out of range (71)" and shutdown. Oh well.
I think you should work on compatibility instead of new features.
Thanks for your work anyway, keep it up.
Other things that may be useful to help you (?):
-The "new game", "load game", "exit" is not located in the center of the screen but in the upper left. You can't cycle from "exit" to "new game".
-Also, the font bitmap don't have special characters in it (like éàëç whatever), that will be an issue for foreign games.
Cheers.
I think you should work on compatibility instead of new features.
Thanks for your work anyway, keep it up.
Other things that may be useful to help you (?):
-The "new game", "load game", "exit" is not located in the center of the screen but in the upper left. You can't cycle from "exit" to "new game".
-Also, the font bitmap don't have special characters in it (like éàëç whatever), that will be an issue for foreign games.
Cheers.
It says "Map node index request out of range (71)"
Are you using the original editor with no edits? Are all of your map files present? I checked the error and it could possibly be something like a map that's missing a tree node. Did you recover this project from a map tree break once?
If you're using the latest unmodified editor, then mail me a ZIP of the game and I can check and tell you the exact problem.
I think you should work on compatibility instead of new features.
And it requires all of you testing the engine for me to find these problems. I have to write new features and then they get tested. I kind of have to have the feature to test it, you know.
It's ok, figured it out : I created map 70, then map 71 (where is the player), then deleted map 70.
I guess your engine stop scanning for maps if it don't find "map number+i".
Anyways, it works fine in RPG_RT.exe so it's clearly an incompatibility problem.
"And it requires all of you testing the engine for me to find these problems."
I'll be glad to help, you have a long road ahead. I though you were focusing on getting full compatibility with Hero's Realm, Tiamat Sacrament, Phantasia 5 and Paradise Blue.
Sent you a PM with some stuff.
I guess your engine stop scanning for maps if it don't find "map number+i".
Anyways, it works fine in RPG_RT.exe so it's clearly an incompatibility problem.
"And it requires all of you testing the engine for me to find these problems."
I'll be glad to help, you have a long road ahead. I though you were focusing on getting full compatibility with Hero's Realm, Tiamat Sacrament, Phantasia 5 and Paradise Blue.
Sent you a PM with some stuff.
I'll be glad to help, you have a long road ahead. I though you were focusing on getting full compatibility with Hero's Realm, Tiamat Sacrament, Phantasia 5 and Paradise Blue.
I'm actually getting full compatibility with everything, I just didn't feel like listing ALL the games I've been downloading on the front page (as you can see in some blog posts, I'll test batches of 20 or so to check progress).
I guess your engine stop scanning for maps if it don't find "map number+i".
No, if what you say is true (and it probably is), it's that my engine assumes the number at the beginning of the map tree is also the maximum possible map ID since they're referenced by array position. To fix this, it would have to seek and check ID of each map tree node. It can load the map itself just fine because it hashes by file name on the hard disk (map0071.lmu is in your game folder).
I'd use hash maps instead of array lists if I wasn't concerned about exploding the memory for such a "simple" 2D game engine.
What I'm trying to really fix is the odd invalid hero position error I get with some games (Leo and Leah, etc.).
EDIT: I fixed the map tree node thing to check by recorded ID, so it will be in the next update.
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