MITSUHIDE_THE_VAGRANT'S PROFILE

Yo. Name's Mitsuhide_The_Vagrant, but everyone calls me Mitsu for short. Also, I like video games.
Megaman X: Past Rising ...
Mega Man X RPG fan game

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RPG 20XX Engine

author=WolfCoder
Yes, but the player will have this ability, not the developer. The player will configure the controls to their liking.

For complex controls (I do not recommend complex controls, but specific game types require them), I'll later add a system that lets you set aliases and defaults. You give an input a "name" and then a default binding(s). Games that re-use the same names can re-use the same player preferences. Altogether this will let players configure once and play always.

You can also press Z for "okay", TAB for "menu", one of the letter keys also does "menu", X can "cancel".


Gotcha. Allowing the player to re-route the controls is probably one of the coolest things you could do for RPG 20XX. Allowing the developer to set the "default" controls is basically what I was asking, but either way, this is good to know!


author=WolfCoder
PS: The website is very slow, but you only click submit once. It will post every time you click submit. They never fixed this bug, its been this way for years.


Yeah, that was an accident. I've known about it since I joined the site long ago. :P

RPG 20XX Engine

Woops. Dup Message.

RPG 20XX Engine

Wolfcoder, I have a question, and I apologize if you've said this before and I missed it:

Will games made with RPG 20XX allow the developer to reroute the games controls to other buttons on the keyboard? Using Ruby Wolf as an example, can we change the "okay" button to something other than "enter", open the menu with something other than the "esc" button, or cancel with something besides "backspace"?

How to Play

The demo is charming as all hell, Wolfcoder! <3
If this is just a mere taste of what RPG 20XX can do then you'll probably get me back into making RPG Maker games! I can't wait to see more of the project and of Ruby Wolf!

damageeverywhere.png

author=WolfCoder
This is a test, the real thing is a command called Pop Number. It makes these pop out of an event.


Simple and clean, just how I like it. Awesome.

damageeverywhere.png

What exactly is happening script-wise here?

0.17 Released

...When you open the editor using the right-click method...


Wait...maybe I'm not reading everything you've said correctly, but are you saying we won't be able to open the event editor or anything with a right mouse button click? Or have you just not gotten around to fixing that?

EXP Table

Honestly, yeah, there are some game ideas I've had in the past that require the "paper mario" style of experience where you get 100 points, level up, and only need another 100 points to level up again.

Starless Umbra 9.0.0b Released!

BUG: While I was fighting slimes outside of Dorin Castle, the game crashed when Reene attacked. Odd, considering she attacked without upset plenty times before.

[Poll] Western RPGs VS Japanese RPGs

author=kentona
Almost all of the wRPGs I've played (and enjoyed) have pause-able battles where you get to issue commands, while a lot of jRPGs I've played tend to have an Active Time Bar or variation on it, requiring me to issue commands as quickly as possible so as not to be at a disadvantage.

turn-based vs active battles isn't a trait of either flavor of RPGs.


Then perhaps I just haven't played enough recent WRPG's...? I don't know. But, of the ones I've played, other than New Vegas, there weren't any mechanics I can immediately think of that allowed me to stop and think, they always had me saying, "Shit! Where'd that guy go?! I'm gonna f*cking die again, aren't I!"