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Screenshot Survival 20XX
@Momeka:
Thanks! I really like the pixel art and colors used in your shots :)
@Blindmind:
The portrait is original, thanks! :) Sorry for the repetition, but currently that's the only character artwork that's finished and I'm more focused on the technical problems at hand - I still have a lot of the UI to customize/adjust, and I haven't even started on the battles ;)
I've also did the ui graphics and icons, and the font is based on Pixel Play ( http://www.dafont.com/pixelplay.font ) with some manual adjustments. I'm using VictorEngine SFont plugin for sprite fonts.
Thanks! I really like the pixel art and colors used in your shots :)
@Blindmind:
The portrait is original, thanks! :) Sorry for the repetition, but currently that's the only character artwork that's finished and I'm more focused on the technical problems at hand - I still have a lot of the UI to customize/adjust, and I haven't even started on the battles ;)
I've also did the ui graphics and icons, and the font is based on Pixel Play ( http://www.dafont.com/pixelplay.font ) with some manual adjustments. I'm using VictorEngine SFont plugin for sprite fonts.
Screenshot Survival 20XX
I wasn't sure how well Rpg Maker MV can be customised for low res/retro graphics when I first started out, but no major hiccups so far. :)
Don't know how much time I will be able to devote to this, since I have other projects, so wish me luck!

Don't know how much time I will be able to devote to this, since I have other projects, so wish me luck!
Screenshot Survival 20XX
RPG 20XX Engine
author=WolfCoder
You can press "back" which is currently X, or Backspace. This suggestion makes sense though, so I'll add it to the list.
Good to know - I don't I found any info about that so I was surprised. That kinda leads to my next point:
Overall, RPG20XX seems like a really nice tool and with already a wide feature set, however my biggest problem at the moment, is the lack of documentation. I'm usually able to figure stuff by trial and error, but right now there's no reference of any sort (or maybe I can't just find it?) which makes things tedious.
At the moment I'm stuck trying to make my own assets - particularly characters. Taking apart example resources works well if you have something simple like system, but I really have no idea how tilesets and characters work. Thought that a single sprite character set (instead of a composite) would be easier to set up but I was only able to set it up for events, but not for player/hero. I've also checked the composite sprites, they seem like a pretty simple concept - different sets for different parts, in index color which use the color map images for color remaps. I can see that the composites can be set up in the database. Seems like I've been able to analyze and find out a lot except I still don't have a good idea how to use it.
I'm also super curious about the possibility of creating a CBS in 20XX - The battle commands look very interesting and you've said everything is there to make a CBS. Looking at the event list - I believe you. But how do you do it?
I'm wondering if I'm the only clueless guy, but if not, I'm sure that some more information and tutorials would help to bring a bigger audience to 20XX. Looks like huge potential is already here, but how to harness it?
Cheers and thanks for the great work!
EDIT:
More things I wanted to write about and forgot :)
1. Are we able to use standard graphic formats (like .PNG) for assets? If you're working on a project and assets change often, it seems a bit tedious to have to re-import them always when you make a change. EDIT: Seems that using .PNG sometimes works, and sometimes gives you an error :/ Importing from the same .PNG file makes it work.
2. I'm not sure if there's an option to make an item behave differently in battle and outside of it, I thought that a "Replace inventory" command might be useful. I know this can already be done with variables and inventory commands, but it would make it less tedious when you have a lot of items to replace.
2b. It might be overkill, but when it comes to managing stuff like items or spells, maybe some kind of a single data type array feature would be useful?
3. In the event scripts, there are commands which function as "checks" if something happened and/or is true or not. I think it would be clearer if they were marked some way ("?" next to the icon or something?)
4. Ability to shift commands via drag and drop or move up/down button would would be great
5. Something I missed in RpgMaker, ability to manage/rename the switches and or variables (outside of the actual variable/switch related comments). I guess this would also apply to strings, since RPG20XX adds those iirc?
6. Double click to create event in event mode
RPG 20XX Engine
Just trying out 0.31
One thing that bothers me so far, is that when I enter a submenu (item, equip, or skill) I can't go back to the main menu with ESC. It happens in a new project with copied defaults.
One thing that bothers me so far, is that when I enter a submenu (item, equip, or skill) I can't go back to the main menu with ESC. It happens in a new project with copied defaults.
+++ DynRPG - The RM2k3 Plugin SDK +++
Is a DynRPG patch allowing multiple battle animations at once (outside combat/dbs) possible? Or any other ways to do it?
The Screenshot Topic Returns
@Itaju Great job on making this detailed yet not too busy - so the player character isn't lost in the environment. :) The golden trees were already mentioned, they contrast nicely with the rest of the tiles but they give a strong autumn atmosphere while the rest is pretty green. Good idea about making the different tree shapes possible, but I think those less spherical trees look weird - it seems that they're shaped that way to show obstacles underneath.
@0range00 The watercolor/watercolor pencil art style looks really nice, good luck with your project! :)
@legacyblade Are you using any textures/overlays? You have a nice, clean tileset and some kind of texture going on that makes it noisy and "lose it's edge" IMO. Also the top text (title?) blends with the background and the menu options lower down could also stand out a little more. Are they scaled dynamically in the game? If not, you should revise them - they're scaled down in such a way that made them lose detail and introduced jaggy edges.
--
The buildings might be bigger inside than outside but at least they have toilets!
@0range00 The watercolor/watercolor pencil art style looks really nice, good luck with your project! :)
@legacyblade Are you using any textures/overlays? You have a nice, clean tileset and some kind of texture going on that makes it noisy and "lose it's edge" IMO. Also the top text (title?) blends with the background and the menu options lower down could also stand out a little more. Are they scaled dynamically in the game? If not, you should revise them - they're scaled down in such a way that made them lose detail and introduced jaggy edges.
--
The buildings might be bigger inside than outside but at least they have toilets!

The Screenshot Topic Returns
The Screenshot Topic Returns

Command selection menu and targeting is done! Ignore the character in the corner and the icons on the edges (those are debug)

















