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Game Design

Player Movement

Next step is of course the player movement. This means in the next update, you should be able to set the player's starting location and the starting party. In the event later- while you won't be able to make any events yet- it will be possible to place a special event that is the player start marker. Then walking around maps will be possible.

Because it will be possible to make a single event of multiple tiles, you would be able to right click marquee select a whole row and make a special teleport event out of them so you have 1 event to handle the entire pathway's width of teleporting (in case you need to add commands in between teleporting, for example).

Loose pixel movement became a priority a short while back, so both kinds of movement will be written in, basically defining the collision system. A logical interface for making events move around the map will be in place so they can later be used by events.

Announcement

0.03 Released

Now you can try the character compositor. RPG 20XX 0.03 has been released and you can click the button up there again to re-download. Something new you might notice, you can start new projects with all the test resources and database items already imported so you don't have to recreate tilesets or anything just to test the editor. You can edit player character sprites (when editing a player character in the database) to access the character assembler.

Also, resources are now tracked so you can edit the file you imported from and the editor will update its copy automatically. This only occurs for new projects. If you open a project from before, it will only happen for resources you re-import manually one more time.

You can use the Export All button in the database to export the .2xx files. This is handy when you do something like create lots of composite character parts and give them to other people as a resource they can import. I recommend you have a folder for the actual character sprite images (in .png or a normal format) and the .2xx next to the image folder.


- Added a retro "8-bit" filter to the asset filters
- Can create some basic player character data (name and charset, etc.)
- Can export/import entire lists in the database. Handy for giving people composite character sets
- Engine now logs diagnostic information which will help debugging
- Can now create character composite parts and assemble characters
- From now own, resources imported will automatically be updated if the source was edited and saved (auto re-import)
- New projects can now be started with all the default resources and database items already imported

Progress Report

Character Assembler



There we go. This will be the dialog where you assign characters to things, like players. It's a pretty basic part and color selector.



The player editor dialog is kind of.. empty for now. This is only here so you can have a party with names and characters sets. With a party of characters, then you can set the player start position. From a player start position, you're now able to actually walk around maps. Once a character is able to walk around a map, you can have events also walk around the map and be scripted. You see where I'm going with this?

But for now the next release will only have some basic convenience features and this character editor for now.

Progress Report

Many Characters



I took only four or so each of hair, clothes, etc. to test the character compositor using completely random configurations. It takes a long while to adapt the parts, so I'm only doing a few. Once the next version is released, someone else can create character parts in the same spirit as these RPG Maker 2003 RTP style characters for RPG 20XX official resources. The real beauty of the compositor is that you only need to draw a few things to produce thousands of different characters, so you can draw the few parts very well and let the engine do all the tedious composting (whereas before in pixel art, you would assemble and draw onto your RPG character template yourself).

256 character sheets can be found here: https://subversion.assembla.com/svn/rpg20xx/etc/testchars.zip
Some of the characters look really weird, or are in cross-dress, or have quirks like the ear color being a different color than their skin. Of course, you're going to assign the parts yourself (or via script) and not absolutely randomly.



The parent body setting was ultimately pointless since you will be assigning parts yourself. You'll be able to assign body types to clothes in the equipment in the database, and that's how armor will show up on characters correctly. The send to back thing is mostly for back-mounted parts (like wings, backpacks, etc.) that sometimes need to be behind the sprite in specific directions.

Progress Report

Composite Engine



I've been converting the existing character sprites for RPG Maker 2003 into composite parts. Just a few for testing. "Composite" was a section in the database where you assign the roles for the character sheets you import. You set the type of material there.

You can then add a colormap which applies the color ramps to the character set, and every pure monochrome color (R, G, and B are all equal) gets map to one of 16 selected colors in the map. This method of setting color is the fastest and most accurate where LandTraveller instead used series of functions and only a single color.

The parent body setting then associates parts to a particular body shape. If you use similar body types, you can clear the parent and use none which allows this part to be used by any body type. For the RPG Maker 2003 character sprites, there's just male and female body types.

With this information, the engine can just generate a character on the fly. You can do many things, like allow the player to make their character, make equipped armor and acc. show up on the player, generate many unique NPCs on the fly, etc. There are two slots for optional acc. that show up on top of a composite character.

Of course, sometimes you want a simple single character sheet. The "Full Sprite" type just uses the source sprite as is, which is useful for monsters. Color maps can still be used for full sprites in case you want to palette swap monster sprites.

The system isn't live yet, but I'll have sample characters to show soon.

Announcement

Download Again

I've released 0.02 with all these changes:


- Added the ability to change the zoom level in map view
- Added the ability to SPACE+CLICK and drag the view around
- Holding SHIFT now temporarily disables autotiling while drawing
- 1,2,3 keys now change editing layer and -,+ now zoom in/out
- Added the flood fill tool and can now switch tools between pencil and fill
- Added a toolbar with buttons as shortcuts to commands and other things
- Can now double click through selection resource dialog and autotile/animated tile setting for much faster tileset creation
- If an autotile could be used well as a feature, the flag is automatically set (you can change it later)
- Can take screenshots with the F12 key and they will go into the game save folder


Should be much smoother and easier to edit stuff now, especially the ability to hold space and mouse drag to move the map view around.

Progress Report

Button Toolbar



There will be a lot of the basic features that were missing in the initial release in the next release. I just put the button toolbar there for some shortcuts. There will also be some keyboard shortcuts, the shift click disable auto tiling, the space clickdrag to move view, etc.

Announcement

Alpha Test

You may download the latest version of the editor and engine using the download button up there.

This first release contains all the features I talked about in previous log entries. For now, you can download the folder of test graphics and resources here:

http://landtraveller.com/rtp.zip

When an official RTP is started, it will become a repository link and get updated automatically along with the editor.

99% of the features aren't in yet and what is here might be unstable. Use at your own risk, although I tested the release a lot before creating a download.

(PS: Hitting C or Backslash toggles between normal view and perspective view in the map view test)

Here come the bugs!

Progress Report

Mode Seven



I had to implement a different camera model if there was ever going to be perspective video modes in the game. I know people call it Mode 7, but my engine only has two modes so far- mode 0 and mode 1. Perspective mapping is mode 1.

Progress Report

Game Filter



I was bored so I implemented the filters I mentioned from before. Game filters are applied to images when they are loaded, increasing the resource load times (different filters increase load time different amounts) but with absolutely zero impact on runtime performance.

You'll be able to change the filter under project settings in the editor.