SGCN'S PROFILE
SGCN
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Go home and be a family man.
You, have no dignity! -->  --¦-{@
You, have no dignity! -->  --¦-{@
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XYZ Loading
Swag.
By the way, I've been converting some VX battle animations for 20XX. Dem alpha channels.
rpgmaker.net/users/SGCN/locker/AnimationTest.rar
Animations are from http://mrbubblewand.wordpress.com/download/
By the way, I've been converting some VX battle animations for 20XX. Dem alpha channels.
rpgmaker.net/users/SGCN/locker/AnimationTest.rar
Animations are from http://mrbubblewand.wordpress.com/download/
Beta Bread
Alright gave the beta a spin and here's what I found (forgive me if any of these have been mentioned before):
Consider this placement of tiles below (O = upper layer tile set as above hero in database, X = upper layer tile set as unpassable in database)
O
X (there is an event on top of X that is set as above hero AND the graphic used is set as above hero in the database)
O
X should not be passable as in vanilla, but is passable in 20xx. Noticed this while using events to create overlapping trees.
I noticed that the spreadsheet has been updated for commands like (shake screen and change map tileset) but are not mentioned in the changelog. I'm guessing they are not ready yet, but I gave these commands a go anyway:
Change map tileset: Had an event with the change map tileset command that worked smooth the first time. Talked to event again and got this message, "Could not find resource . (in ChipSet)"
Shake screen: Shake once for x seconds work, but the shake begin/shake cease combo ends up with the screen not returning to the correct position (black bars visible). Love the new shake effect!
Memorise/recall position: Memorise works fine. Recall has bugs. If you have an event that recalls position, it works fine the first time. On the second go your character graphic will be blank until you move the character, then the sprite will appear as normal.
- Lower layer tiles that have been set as above hero in the database are not treated as such in-game. They just function as regular passable tiles.
- Using a 32-bit chipset resource with the '-2x' suffix works, but only the upper layer tiles are rendered in the game.
- Change condition: Seems to work. I'm guessing that poison damage hasn't been implemented yet.
- Let's say you have an upper layer tile (for example a rock) is set as unpassble in the database. If you have an event using the rock graphic and set it as above hero, you will notice that you still can't pass under the rock even if it is set as above hero.
Consider this placement of tiles below (O = upper layer tile set as above hero in database, X = upper layer tile set as unpassable in database)
O
X (there is an event on top of X that is set as above hero AND the graphic used is set as above hero in the database)
O
X should not be passable as in vanilla, but is passable in 20xx. Noticed this while using events to create overlapping trees.
- Tint screen still doesn't work for me u_u
I noticed that the spreadsheet has been updated for commands like (shake screen and change map tileset) but are not mentioned in the changelog. I'm guessing they are not ready yet, but I gave these commands a go anyway:
Change map tileset: Had an event with the change map tileset command that worked smooth the first time. Talked to event again and got this message, "Could not find resource . (in ChipSet)"
Shake screen: Shake once for x seconds work, but the shake begin/shake cease combo ends up with the screen not returning to the correct position (black bars visible). Love the new shake effect!
Memorise/recall position: Memorise works fine. Recall has bugs. If you have an event that recalls position, it works fine the first time. On the second go your character graphic will be blank until you move the character, then the sprite will appear as normal.
Beta Bread
Mapping Contest #1 - Town(Vote Now!)
Not under new management, more like a new landlord.
author=Link_2112
I do everything in the same project. What do you mean by loading a file? A game? I use an existing game I started working on that doesn't have much to it yet. I don't make small games for testing 1 thing, I'm trying to put things together as a whole game now. Which is hard to do because some of the more useful stuff isn't working yet.
What I mean is, when you play your game, do you load up a previous save file or do you start up a new game file? Just wondering becuase it may be why some commands don't work for you sometimes. This is just a guess though, could have nothing to do with it.
author=Link_2112
Well, anyways, that means the information on the game page is wrong.
Yup.
Not under new management, more like a new landlord.
author=Link_2112
*Every time I try to do something, it doesn't work. Then 20 minutes later I try it again in what seems like the same way, and it works :/
Question, are you loading a file or starting a new game every time?
author=Link_2112
In the document called "20xx-command-reference.txt" which I downloaded from that link WC gave me.
It says "12: Draw Health Bar (x,y,pixels-full,width)"
but it's actually 12: Draw Health Bar (x,y,width,pixels-full)
(sent an email on this)
I'm pretty sure it's (x,y,pixels-full,width), here's proof:
rpgmaker.net/users/SGCN/locker/BarTest.rar
Not under new management, more like a new landlord.
Special command 20 eh? Well if the position is off, then you've either got to fiddle around with your coordinates some more, but it's most likely the battle charset image file itself that may be the problem.
Try to open your battle charset file in an image editor and shift it a few pixels and see how it looks.
Try to open your battle charset file in an image editor and shift it a few pixels and see how it looks.
Not under new management, more like a new landlord.
@Link_2112
Just to clarify, do you want to show a battle animation or a battle charset over the charset? If you're using a battle animation, take a look at this:
rpgmaker.net/users/SGCN/locker/BattleAniTest.rar
When creating my battle animations, I like to turn the grid off and use the arrow keys to position the animation frames as it offers more precision.
Shoutouts to Abobo's Big Adventure :D
Just to clarify, do you want to show a battle animation or a battle charset over the charset? If you're using a battle animation, take a look at this:
rpgmaker.net/users/SGCN/locker/BattleAniTest.rar
When creating my battle animations, I like to turn the grid off and use the arrow keys to position the animation frames as it offers more precision.
Shoutouts to Abobo's Big Adventure :D
Not under new management, more like a new landlord.
author=Link_2112
You gonna try it out? I can't imagine why it didn't work. I did them in order so I had an event created for the MP bar. I would imagine that it should work by just changing the E variable to the new command and voila. Again, I didn't spend too much time fiddling with it. I just moved on to the next one.
With all the commands to draw battle sprites on maps I really want to try making a CBS :D
Just tested the ATB bar command. Works fine for me.
Not under new management, more like a new landlord.
author=Link_2112
What file is that?
It was in the docs folder, but now it's been strangely removed in the latest download. I see you've already posted a link to it though.
author=Link_2112
Hmm, I think you misunderstood what I was saying. I had no issue using it, it's just that since both the HP and MP bars use variable C and D you can't have HP at 10 and MP at 5. That's what I want. To have them both on screen at all times and have them both moving independently.
Hmmm, have a look at this: rpgmaker.net/users/SGCN/locker/DrawTest.rar
author=Link_2112
Oh, ok. It's not listed anywhere that you have to move to a new map, so I didn't know that part. And it really should be listed in the set self variable command that you have to use the save variable command afterwards.
It is mentioned in the pdf, "Changes will not take effect until a new map is loaded". Don't worry, I skimmed over this line too and struggled to get it to work the first time.
author=Link_2112
Since you have the doucments, is this on the list of things that are supposed to work?
I told WC that there is no spreadsheet so hopefully he will put back any missing files.
Yeah, the Draw ATB command is supposed to work according to the reference file. I must have missed this command.
author=kentona
Can you increase the font size?
This.













