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The Here and Now of Yesterday

I'm lost so I think I'll just wait for the walkthrough lol. Surprised how everything flowed together so well.

Title Screen Vote NOW~

The Here and Now of Yesterday

How much of the game is completed? Looking at Liberty's latest post, it sounds like it just needs to be uploaded no?

I'm also willing to lend a hand if you need it.

We have a Tie!

Props to Tau and all the other contestants. Hyped for the next one.

RPG 20XX Engine

No transparency issues on my end. Should report this to WolfCoder.

RPG 20XX Engine

Sounds like the hide/show screen command is the cause of this fuzz. You could create a test project and see if you can replicate this.

RPG 20XX Engine

@Link: Yeah, I edited the poses and the battle animations. Credit to MrBubble for the original VX animations (http://mrbubblewand.wordpress.com/download/)

The screen shaking thing looks weird because of the panorama. It's actually like that in vanilla 2k3 too. Perhaps WolfCoder can put in some black bars on the edge of the panorama during shaking? Just before the battle ends during the hide screen, the battlers appear for like a split second. Not sure why though, it may be the combination of hide screen and recall memorised position that's the problem.

I'd also like battle animations to appear above battlers too.

Mapping Contest #1

That sucks. The map was made using v.071B so perhaps you can try to download the newest version (v0.72B) here: http://rpgmaker.net/games/2664/

Just copy the contents of the zip file into the project the directory and overwrite the old files and run the widescreen version (wcrpg2kxe.wide.exe). Hopefully it works.

RPG 20XX Engine

@Skie: Chana got a similar "d3dx9.dll is missing" error. WolfCoder's response was to update directx9. I actually got the "Could not create effect buffer" message the first time I ran v0.72B and it crashed. I ran it a second time and it worked. It's probably a hardware thing but I can't even get the tint screen command to work and I have a decent graphics card =/

EDIT: A guy with the same problem: http://rpgmaker.net/games/2664/?post=334893#post334893

@Miracle: Any error messages pop up, or does it crash as soon as you run it?

EDIT: Shoutouts to Senna. That sounds like the worst error you can get. Maybe if you're using Windows you have to run it as an admin? WolfCoder can get it to run on a netbook so I'm not sure what's going on...

RPG 20XX Engine



http://www.mediafire.com/download.php?t8bcofn3x193nrk

And it's done. It's just a simple battle demo to show what 20XX is capable of. I love how I can just output names of skills and items instead of creating hundreds of individual pictures. The load data and load list functions are also incredibly useful if you're looking to make a CBS. The load data function lets you get properties of database objects such as monster stats, skill info etc. and store them into variables.

Even though the new 20XX functions make things easier, making a CBS still takes a LOT of effort so hopefully WolfCoder's beefed up DBS will be enough.

Haven't really tested it out much so it might be a bit buggy. I'm interested to see how many people can get this to work.

Back to testing:

I guess the first thing to do is make sure people can actually run the engine. There are at least 3 people who had problems getting my map contest entry to work, someone needed to update their directx, some said it was laggy and someone had a bizarre text box pop out of nowhere. Make sure the testers describe exactly what happens if it fails to run and tell them to include screencaps.

I don't really have a testing process. I just pick something to test and just roll with it. Sometimes I find shit by accident. I know that Kentona found an error where the hero could still move during an enter hero name command while in a parrallel event, so you could get people to test other stuff in parallel processes.

I'd like people to test out the move event commands more thoroughly, especially the jump commands. You could tell them to make a cutscene with complex movement patterns and see if it flows through smoothly.

I think Link posted a similar idea somewhere about getting different people to code the same thing, like a fishing mini-game for example. Hope this helps.