SGCN'S PROFILE
SGCN
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Go home and be a family man.
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Not under new management, more like a new landlord.
What do the function keys do now? F12 isn't returning me to the title screen, and there's a blog that says F5 6 7 do something new. No F9 to see variables/switches??? So lame. This was important for debugging.
From the pdf:
- F5 – Opens the save menu so that the tester can save anywhere.
- F6 – Takes a picture and saves it with the game save data.
- F7 – Opens the game save folder in the file browser.
- F12 – Toggles FPS and information overlay (useful for taking
clean screenshots).
This only works in test play mode if you renamed wcrpg2kxe.exe to RPG_RT.exe. Also remember to open up your RPG_RT.ini file in a text editor and add the following line: Year=20XX
If you want the F9 debug menu back, I think you just remove the "Year=20XX" line.
1 System Clock :
This doesn't appear to do anything. Returns the value where? is it supposed be drawn on screen? is it stored in a variable somewhere. I see nothing.
9 Message Sound : ()
This doesn't work. I put the varE to 9, followed by varF to 1, followed by playsound-cursor1, followed by a message command. The sound only plays once as normal.
17 Play "3D" Sound :
Doesn't work. This needs a good explanation of how to implement. Does the event need to be on parallel process for it to work? Where is the origin of the sound; the event that is using this command?
Weird, these special commands are listed on this blog, however in the 20xx-command-reference.txt file they are not listed. Perhaps they are not implemented yet?
6 Draw Number 8 Draw Window
Drawn windows appear above the other draw commands. It might be nice to be able to draw things in the drawn window. I can still use pictures behind the other draw commands, but it makes me wonder what I could even use draw window for if it's on top of everything else
Yeah the drawn window will always be on top of your pictures. You want to use the Draw Window command with the other Draw commands (Number, Health bar etc.) to make a custom HUD for example.
12 Draw Health Bar 13 Draw MP Bar
I can draw them both on screen at the same time, but I can't alter them independantly. I'd like to be able to control how full and the max size of each of them with their own unique variables. Instead of the commons.
One of my favorite commands! Can we alter how the bar looks?
The Draw Health/Mana Bar function takes in 4 parameters: x-coord, y-coord, pixels full and width. The "pixels full" parameter can be set to someone's current HP or set to another variable. The "width" parameter controls the max size. I think the appearance of the health and mana bar is dependant on your system graphic.
14 Draw ATB Bar
This doesn't work. I used the exact same event that I did for the previous 2 bars changing varE to 14, but nothing is drawn.
I think I skipped over this command.
Self Variables:
Take a look at this sample game: rpgmaker.net/users/SGCN/locker/SelfVarTest.rar
The important thing to remember is to teleport to a new map after setting your self variables.
How come the docs folder was removed in the latest download? It's got the pdf, the spreadsheet listing supported commands and other important references.
RM20XX-Cracking the Code
author=Link_2112
That's my main concern, right there. If one person does a super thorough job, what else can I add? I think seeing exactly what that person did would help. That way I can look at their results, see what they already found, and try to think up situations that they didn't test.
http://rpgmaker.net/engines/rm20xx/bulletins/5/?post=311685#post311685
I posted my findings a while back on the 20xx engine page along with my test project testing all implemented commands. I've even set up events with commands that have not been implemented yet for future testing. If you guys are feeling lazy you can download my test project and build on from there.
RM20XX-Cracking the Code
Yep, still interested in this.
That's exactly what I did. It's more efficient just making a brand new project and testing every implemented command. I feel like I've done my part and exhausted every working command possible for the current version of 20xx, so I think I'll wait for the next big update before testing again.
This was my main concern, but now that Feldschlacht is a developer, perhaps he can fill us in on the latest bug fixes and updates.
author=Link_2112
To really do a thorough job I would make pointless maps with pointless events that test each command in every way I can think of. I wouldn't test the engine by making a game with it, that seems like a waste of time.
That's exactly what I did. It's more efficient just making a brand new project and testing every implemented command. I feel like I've done my part and exhausted every working command possible for the current version of 20xx, so I think I'll wait for the next big update before testing again.
author=Link_2112
Also, there's no real central place to find out what is supposed to work, what isn't implmented, what has already been tested/bugs found, etc.
This was my main concern, but now that Feldschlacht is a developer, perhaps he can fill us in on the latest bug fixes and updates.
The Here and Now of Yesterday
Resource Museum
Hot Toke is gone!? I don't have the newer battlers made for XP, but I have most of the older sets for rm2k/3 if anyone is interested.
rpgmaker.net/users/SGCN/locker/WildPudding.rar
Here's a nice site which has monster graphics that are similar in style and weirdness: http://lud.sakura.ne.jp/index.html
rpgmaker.net/users/SGCN/locker/WildPudding.rar
Here's a nice site which has monster graphics that are similar in style and weirdness: http://lud.sakura.ne.jp/index.html
Testing - Doing Our Part
author=Feldschlacht IV
Great! The most reliable point of contact with him is email, however; wolfcoder@dreamincode.net
It's listed above too. Has anyone else made progress on this?
EDIT: According to WE, SGCN has been the only one to send anything to him. Come on dudes, step it up!
Lame. If you guys are feeling lazy you can download my test project and build on from there.
Testing - Doing Our Part
Yeah I sent a message to WolfCoder's Youtube channel. On the off chance that WolfCoder doesn't get it, can someone pass it on through IRC? I don't use IRC so that would be much appreciated.
I've also noticed that there are problems with some sound effects not playing during battle animations and sometimes they keep looping even after an animation has ended.
I've also noticed that there are problems with some sound effects not playing during battle animations and sometimes they keep looping even after an animation has ended.
Testing - Doing Our Part
Alright here's my bug report thus far:
-Some movement commands after an end jump command behave strangely. See map titled 'Chicken Problem'
-When you talk to a character set, their direction should revert back to its initial facing as in vanilla 2k3
-Sliding floor puzzle works in vanilla 2k3, but doesn't work in 20xx. Please check out the sliding floor puzzle at (87,20) in the map titled 'Main'
-Show pictures appear behind the drawn window special command. This might be intentional though
-Calling a common event that calls a 20xx special command does not work. May be intentional
-Had a problem where the first line of code in a common event would not execute. Seems to be fixed now
-Forbid event overlap does not work
-Can't scroll through menus by holding directional keys anymore. Kinda miss this
-The \. and \| message commands feel 'off' in timing
-Tile substitution for upper layer not working. Lower level works however. Please check out the event located at (7,24) in the map titled 'Village'
-Tint screen command doesn't work for me. Might be a graphics card issue?
-HLSL Shaders also don't work for me. Again could be graphics card related but I don't think I will use this anyway
-Terrain transparency settings don't work yet
-It's possible to be level 0 if you reduce exp enough
-Can open the main menu in battle
-Say you make a picture CMS that calls a sub-menu using 20xx's special commands. Key presses in the sub-menus also effect key presses in the CMS. Check out events (28,16) and (29,16) in the map called 'Main' for examples
-There's a teleport bug that messes up the hero's graphic. Please check out events (33,25) and (34,25) in the map titled 'Main'
-In vanilla 2k3 you are able to chain different battle animations to create one long battle animation. In 20xx you need to add 0.1 sec wait commands between each animation, but it still does not feel 100% fluid
-You can't use large battle animations in 20xx
Here's a download link to my test project: rpgmaker.net/users/SGCN/locker/20xx_test.rar
I wonder if any of you are getting any of the same problems as me. This is my first time actually using this so I've been experimenting with all the 20xx special commands, but I think I've got a basic understanding of self variables and the like. Check out my examples in my test project.
-Some movement commands after an end jump command behave strangely. See map titled 'Chicken Problem'
-When you talk to a character set, their direction should revert back to its initial facing as in vanilla 2k3
-Sliding floor puzzle works in vanilla 2k3, but doesn't work in 20xx. Please check out the sliding floor puzzle at (87,20) in the map titled 'Main'
-Show pictures appear behind the drawn window special command. This might be intentional though
-Calling a common event that calls a 20xx special command does not work. May be intentional
-Had a problem where the first line of code in a common event would not execute. Seems to be fixed now
-Forbid event overlap does not work
-Can't scroll through menus by holding directional keys anymore. Kinda miss this
-The \. and \| message commands feel 'off' in timing
-Tile substitution for upper layer not working. Lower level works however. Please check out the event located at (7,24) in the map titled 'Village'
-Tint screen command doesn't work for me. Might be a graphics card issue?
-HLSL Shaders also don't work for me. Again could be graphics card related but I don't think I will use this anyway
-Terrain transparency settings don't work yet
-It's possible to be level 0 if you reduce exp enough
-Can open the main menu in battle
-Say you make a picture CMS that calls a sub-menu using 20xx's special commands. Key presses in the sub-menus also effect key presses in the CMS. Check out events (28,16) and (29,16) in the map called 'Main' for examples
-There's a teleport bug that messes up the hero's graphic. Please check out events (33,25) and (34,25) in the map titled 'Main'
-In vanilla 2k3 you are able to chain different battle animations to create one long battle animation. In 20xx you need to add 0.1 sec wait commands between each animation, but it still does not feel 100% fluid
-You can't use large battle animations in 20xx
Here's a download link to my test project: rpgmaker.net/users/SGCN/locker/20xx_test.rar
I wonder if any of you are getting any of the same problems as me. This is my first time actually using this so I've been experimenting with all the 20xx special commands, but I think I've got a basic understanding of self variables and the like. Check out my examples in my test project.













