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Announcement

ATTN: Security Breach

No, I'm not back, but this is a matter of security.

Someone attacked the SVN repository for the download in order to make it direct to a drive-by link. I very quickly swapped out the links before too much damage was done, so the button up there now points to its new location on Assembla. Meridian Dance is also down even though it appeared the attacker was only after 20XX's download link.

Please inform anyone with the old link that the new link is:
https://subversion.assembla.com/svn/rm20xx/rpgm20xx/rm20xx.zip

Miscellaneous

The fire always burns

Well, there hasn't been many posts here in a while. I find myself telling the members of Meridian Dance directly in the IRC channel recently. I've been thinking about it for a while, and I've decided to move all my projects to Meridian Dance and Dream.in.code. News won't be as often but the project won't slow down too much. Actually, having school and everything increases the speed slightly.

I suggest you subscribe to my Youtube account since I will also be posting videos of my other projects along with 20XX. Joining Dream.in.code is nice but not necessary, you can just read my project log there for updates (I think it has an RSS feed). You have choices~ Dream.in.code will often be the destination of my front-end and technical posts while Meridian Dance will contain more artistic and design posts.

Dream.in.code: http://www.dreamincode.net/
Meridian Dance: http://meridiandance.org/

My projects will slowly continue on. They will progress fast when I'm not playing Minecraft. Of course if you want to play Minecraft along with me you can IM me for me to start the server and give you the IP. IM is also a good way to ask me direct questions as well as the IRC channel for 20XX and Meridian Dance.

AIM: wolfcoder
Yahoo: umbracoder
MSN: wolfcoder (at) dreamincode.net

20XX Irc: irc.esper.net #20xx
Meridian Dance irc.esper.net #meridiandance

If you want to know the details of this decision, feel free to ask me directly personally (not here of course, I won't be here to read my inbox).

Miscellaneous

IRC Channel

Hello everyone, I think I might take a short break from RPG Maker 20XX as far as normal progress goes (which is pretty much just the battle system). However, I will still be working on it regularly to fix bugs and implement the smaller features that are really needed. What features? What bugs? That’s why I made this IRC channel so you can tell me what you need. Even if I don’t happen to be there, I’m recording the channel so I can look back and review any bug reports. Use of pastebin is encourage for the really lengthy reports you might have.

Here is the login info:

Server: irc.esper.net Channel: #20xx

I hope to see you there sometime.. Because then that would mean I get bugs to fix! This channel will of course still be here even when I continue work on the battle system.

Miscellaneous

Streamline Battle

I'm not sure many of you understand how much faster battles are, I did much more than fix the agility. You can enter commands really fast and mow down enemies too weak to even put up a fight with you. Just take a look here~ ^^



I also made another release fixing some bizarre problems:

- Fixed a bug where saving right after a command pays BGM music will crash the game
- Event handling and drawing is a bit faster now
- Fixed tile substitution and tile drawing errors (some tiles were drawn incorrectly)
- Fixed a problem with upper tiles as events where some tiles were showing up wrong
- Implemented the ability to lose a battle
- Fixed the problem where sometimes the player's sprite vanishes
- Implemented game over screen
- Implemented game over command

So go ahead and download again if you want~!

Miscellaneous

Save Fix

There's a really important missing save implementation in the older versions that I had to work on. Event states, common event states, and event movement commands must all be saved with game saves. You'll notice the problem if you made an event that does things after allowing the player to save.

This is a pretty important release for those of you making games with 20XX early.

I just implemented it along with this little fix as well:
- Fixed a bug where the engine can sometimes crash using memorize and recall BGM commands

Now this is important,
When you load a game save made with an older version of the engine, the map might be really screwy and bizarre things are happening all over the place. If this happens to you, leave the map to teleport to another map (and come back if you want) and then make sure you save. Then from now on everything should be fine again.

Miscellaneous

Demo Video

I just fixed some more bugs that were causing some games to load the database strangely, this update should actually make lots of more games work with the engine as well. Along with these fixes comes a demo video I made to show progress on various sample games as well as the test game I was using:



Just download again to get the latest version.

- Added the abillity to toggle debug information in test play mode on/off using F12 key which is useful if you're taking clean screenshots with the F6 key
- Fixed a bug where an event would not face directions after jumping sometimes
- Fixed a bug where loading a saved game did not play the music that was playing before
- Fixed a bug where the engine would crash sometimes when exiting if a game save was not loaded to start the game
- Finally fixed the battle command parsing which was causing the rest of the database to load incorrectly
- Fixed an exceptional bug when getting Terrain ID of a tile off the map
- Get Event ID now has correct behavior if an event was not found

Miscellaneous

Test Play

I released a new version with some test play features enabled. These are only available when you start the engine from the editor. Here's the list (also included in the manual) of function keys that currently work:

F5 - Open save menu from anywhere
F6 - Take a screenshot and save it in game save folder
F7 - Open the game save data folder (where the screenshots will also be found)

And the following changes/fixes are also included:

- Switched the drafts of documentation to open formats, so the manual might be slightly different in appearance
- Fixed some white-box problems with the show picture command
- Fixed an engine-crashing error if end jump is called when the event is not jumping

Miscellaneous

Important Update

I was going to wait until I did more on the battle system but I fixed too many important problems to wait, so I released some changes.

- Fixed the bug where sometimes text colors would be weird (especially when using no text shadow)
- Changed how the engine responds to games not found, the engine should now exit gracefully
- Fixed a bug where having no face set for a hero will crash the game save catalog (no damage is actually caused to any of the save data)
- Fixed a bug in loading battle commands that crashes some games
- Fixed a bug that allowed the player to walk completely over touch events if their event ID is higher than a separate auto event to be triggered by switch (This happens often in games, actually)
- Fixed white boxes around single pictures that can sometimes appear due to the new power-of-two expansion method of images

Go ahead and download again if you need to.

Miscellaneous

Bug Fixes

I've made another release full of critical and minor bug fixes.

- Fixed a bug where text speed didn't really change much with the escape sequence in showing messages.
- Fixed a bug where getting some misc. values using the variable command were returning incorrect values (number of saves, party size, etc.).
- Fixed the behavior of the WAIT move inside the move event command, this one is kind of critical.
- Re-adjusted the move speed. This faster speed actually fixes lots of game-crashing cutscene bugs where events move too slow and collide with other commands unexpectedly in some games.
- Fixed show message timing when a common event shows dialog.
- Fixed a bug preventing the player from examining both an event under the feet AND in front. This actually prevented some events from functioning at all!
- Fixed the loss of game state when teleporting on the same map. This one is very important since lots of things were being reset when the player was simply moved to a different spot on the current map.
- Changed the HLSL tint shader so some scenes aren't so dark, they weren't that dark in the RPG_RT version of the engine.

This might have gotten rid of extreme bugging out in some games too, I have to test them all to know for sure.

Miscellaneous

Move Complete

Here's a short release of much needed things. The most noticeable differences are that all move event commands now work and both timers were implemented.

- Tints and shaders now effect the battle scene itself so the battle scene is closer to the map.
- Implemented both timers, including the commands, the page triggers, and branch conditions.
- Implemented almost every test to the branch conditions command.
- Variables can now be set to more things including the second counts of both timers.
- Fixed a bug where events could walk through the player.
- Implemented all move commands and re-adjusted the move frequency times.
- Fixed a bug where the last used game save is always the first one.

Your cutscenes should more or less look a little more correct for events moving around.