MAKOINFUSED'S PROFILE
MakoInfused
210
Search
Filter
Frenemy Foe
I think if you set an object's parent again, it resets to parent. I think there's even a dialog box warning you of this. If not, delete and then set the parent and then the object should be a copy.
Yeah, I know it can be done-- but an automated method would be nice. That's what I meant by "ease of use". Also, sometimes this method doesn't work, instead of the warning box I get an error saying: "Could not set parent because this entry is already a parent of another entry.", when in actuality this is not the case.
It's called "Delete" in the window. Delete erases all info so that when you open that entry it will be set to default.
Oh cool, I didn't even test that! I just assumed it would remove the entry from the stack (shrinking the maximum entries along with it).
I did the same thing with the players, but I couldn't get it to crash and it worked fine. Is there anything special about the parent?
Yes, it seems I was wrong as this can occur on any tab in the database, but only when there is a "null" or "empty" field (on the parent). Additionally, it would appear this is specifically related to empty graphics.
Np, d00d.
Frenemy Foe
I see... then I guess I found another bug :p. I don't know if I should confine my bug reports to the release blogs; but this relevant to the conversation.
Bug 1:
I tried to set the parent of a player, seemingly this worked fine. However, when I edited some stuff in the child and clicked "OK" the program hangs (no crash occurs). I tested all of the other database pages and they all work when parenting, the problem is specific to the player tab.
Bug 2:
When setting up a parent that has a higher id than the child (ie: parent is element 7, while child is id 6) and then changing the maximum to remove the parent is problematic. At first it will probably behave as intended, informing the user that the database value cannot be retrieved, but if you simply ignore the problem by clicking away, and then back again-- it will crash. I would imagine that resetting the parent to "empty" would fix this issue.
Suggestions
There is some "ease of use" stuff that I would like to see. The first being a "reset to parent" button, removing any changes on the child node. Another one is "reset to default", which would set each field to it's default value, essentially removing all changes.
Bug 1:
I tried to set the parent of a player, seemingly this worked fine. However, when I edited some stuff in the child and clicked "OK" the program hangs (no crash occurs). I tested all of the other database pages and they all work when parenting, the problem is specific to the player tab.
Bug 2:
When setting up a parent that has a higher id than the child (ie: parent is element 7, while child is id 6) and then changing the maximum to remove the parent is problematic. At first it will probably behave as intended, informing the user that the database value cannot be retrieved, but if you simply ignore the problem by clicking away, and then back again-- it will crash. I would imagine that resetting the parent to "empty" would fix this issue.
Suggestions
There is some "ease of use" stuff that I would like to see. The first being a "reset to parent" button, removing any changes on the child node. Another one is "reset to default", which would set each field to it's default value, essentially removing all changes.
Frenemy Foe
Really nice, it sounds pretty robust. Although, the "Player" tab should probably be renamed to something else like: "Characters" or "Actors" so that it's not misleading.
I assume, because you can set the face and character sprite for enemies, that you can somehow place "players" on the map using the database values. That would be a great feature for reducing redundancy. This would essentially allow you to setup a singular database entry from which you could affect the sprite of multiple events.
Is that something you were planning on incorporating? If not, I hope you'll consider it.
I assume, because you can set the face and character sprite for enemies, that you can somehow place "players" on the map using the database values. That would be a great feature for reducing redundancy. This would essentially allow you to setup a singular database entry from which you could affect the sprite of multiple events.
Is that something you were planning on incorporating? If not, I hope you'll consider it.
0.11 Released
Nice, looks like you got everything then!
One small note though: when using the editor the workflow is interrupted at certain points due to the "OK" and "Cancel" buttons being in reverse order. For example: in the derived stat edit box it's: [Cancel}, while in the script editor it's . Not a big deal, but flipping those will make editing much more efficient.
Keep up the great work!
One small note though: when using the editor the workflow is interrupted at certain points due to the "OK" and "Cancel" buttons being in reverse order. For example: in the derived stat edit box it's: [Cancel}, while in the script editor it's . Not a big deal, but flipping those will make editing much more efficient.
Keep up the great work!
0.11 Released
When I do that the editor complains at me when I try setting the maximum number of derived stats and then clamps them for me.
Haha, I see the confusion-- were speaking of different things. Let me start from the beginning, as I was rather tired and failed explaining last night. So, when I go to edit the return value of a derived stat, inside of it's scripted events, I can set ridiculously large values (100000000) and after a certain point they start overflowing and going negative. Also, if the value is doesn't overflow and is at something like 1000000, everything compiles fine, but upon testing and opening the menu it crashes.
As I've said, try a new project or edit the labels and see if it works. Labels are edited on the right side of project settings.
I started a new project and whenever my maxhp stat goes into 4+ digits, then this problem occurs. However, if there are 3 of less digits the max hp looks as it should. I would say that whatever function you use for wrapping text is adding a new line.
Minor Bugs:
Can open menu while textbox messages are still displayed on screen.
Can continue events while menu is displayed on screen (I was able to read and close all textboxes while the menu was open).
Also cut, copy and paste don't seem to work in the script editor (I assume those are placeholders, but figured to mention it just in case). Of course drag and dropping the events would be convenient, but might be a bit harder to setup.
0.11 Released
Yeah, it'll complain about maxhp and maxmp missing and the like since your old project doesn't have any derived defined.
I figured that, so I tried to fix it up as best as I could.
I can't get that to happen. Did you type something funky in the labels and force a line break?
Noooooooooo.
You probably ran out of memory.
Oh hmmm, maybe I wasn't specific enough. I meant when I opened the main menu in the game (during testplay) not the actual dialog box in the editor. The editor handles the large numbers just fine...well sort of. The numbers seemed to overflow because although the script editor shows 1000000000, when I attempt to edit the value it's a negative number.
I also found one other bug: hit the testplay button, then try to go up on the title screen: you'll get the awesome "Arraylist out of bounds" error.
0.11 Released
Awesome! But getting some weird results. I'm not sure if these updates are backwards compatible, but I went ahead and just continued using the same project and ran across some errors.
I placed the graphics I wanted to use in the "test.bin" folder of the project, then imported it. Then I set the graphics to be used, and when I ran the game I got this error: "Unknown file extension for XXX". It would appear that if you have the same file names (with a different format) in the import area-- it makes the program yell at you.
Also, this
Lastly, inputting a ridiculously large number for derived stats makes the project crash when opening the menu.
I would suggest that the database memorizes the last opened tab, it's somewhat annoying constantly switching tabs anytime I reopen it.
Project file
I think that's it...for now.
I placed the graphics I wanted to use in the "test.bin" folder of the project, then imported it. Then I set the graphics to be used, and when I ran the game I got this error: "Unknown file extension for XXX". It would appear that if you have the same file names (with a different format) in the import area-- it makes the program yell at you.
Also, this
Lastly, inputting a ridiculously large number for derived stats makes the project crash when opening the menu.
I would suggest that the database memorizes the last opened tab, it's somewhat annoying constantly switching tabs anytime I reopen it.
Project file
I think that's it...for now.
RPG 20XX Engine
It will be easier to use, for another. Since it will require no text-based scripting language, but should potentially be equally (or similarly) as powerful. Also it would be easier to port, since it's open source, to other systems.
The list goes on but that's some of the main highlights.
The list goes on but that's some of the main highlights.
Primary Goals
That's a pretty realistic and reasonable approach. Of course, I'm sure the other thing people (myself included) will be looking for is an editor that doesn't limit us with silly hard-coded values that serve no purpose. I despised the lack of control you had over key elements in 2k3, such as damage formulas and things of that nature. Although those limits can be removed later, especially since it's open source, it would be nice if it was kept in mind throughout production. In other words: I'll most likely edit the source to my needs when you're done :).
I'll be sure to try and keep up with your releases and look for bugs when I can. Thanks for all the hard work!
I'll be sure to try and keep up with your releases and look for bugs when I can. Thanks for all the hard work!
0.10 Released
If you need something more specific or detailed beyond the page triggers, add if statements at the beginning of the page that Return if conditions are not met. For really complex conditions, you can write a common event that modifies one variable or better yet, with the new quest system that will be added.
It will be most easy to have events page trigger themselves upon quest stages (with an added bonus of the event page reminding you what quest and quest stage its supposed to be for).
I get that, variables are pretty versatile. However, I was just thinking in terms of making it more friendly to use (and readable). To me that's one thing that made 2k3 pretty awesome, it was the ease of use, this concept would expand upon that. Having to assign a variable just for the purpose of keeping track of other switches and variables is a hassle; not to mention that it makes it harder to follow the chain of events. Using if statements inside of the events actions, however, wouldn't prevent the event from displaying on screen.
The quest system sounds intriguing though, I look forward to seeing how that will work!
The lower layer is actually an automatic two layer (see the terrain setting in the tileset editor). It was a deliberate decision to make it still feel like only two layers yet to actually have three. This was done to make the editor much simpler to use and more RPG Maker 2003 like. One of the (many) reasons I never moved to XP was too many layers, but the autotile terrains going on top of stuff was something I thought was really needed in 2003.Oh, you mean since the autotiles can have a transparent background? Yeah, that definitely does add some versatility. Simplicity is definitely a great thing, I'll keep that in mind with any future suggestions I have.
Thanks for looking. Try to find things that crash the editor and could potentially ruin projects. The worst thing RPG20XX could do is get something like a map-tree-break.. I can remind people to back their stuff up all the time but it would be nice if the editor has a very high stability rate.You're most welcome. I'll be on guard for any major problems. High stability would be nice, the map-tree-break has happened to me before. One way to combat that (in addition to avoiding bugs) is to have an auto-backup option.
Here is a report for you:
Minor Issues:
1. I created an event and assigned it a "Full Sprite" graphic. After going back in to "Update" it, the "Full Sprite" radio button was selected; however, the "Parts" and "Composite" list box weren't behaving as expected. I had to click on the "Full Sprite" radio button for it update the dialog box.
2. Attempting to change the maximum of the "Tileset" tab in the database from 1 to certain numbers (2/3) just gives me a "That new maximum limit is too large or small, it will be adjusted". However, nothing is adjusted and the operation is just canceled.
Major Issues:
1. If I create a new tileset and leave it blank, then apply it to the map I get a "could not draw GDI" error. Which is fine, however, trying to change the tileset back to one that works, will crash the editor.
That's it for now!













