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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Love and War: Act I Complete!
Love and War: Act I OUT!
Th-Tha-Th-Tha-Th-That's All, Folks!
Thank you very much Liberty! Will post my thoughts after I finish the game, some of these puzzles are tough.
*Looks at alterego's coding*
Mind blown.
author=Liberty
you wouldn't believe how differently some people code things!
*Looks at alterego's coding*
Mind blown.
Release Date: August
Title Screen Vote NOW~
We have a Tie!
XYZ Loading
Found a map wrapping bug.
I created a 20 x 15 map with different tiles at each corner of the map to serve as landmarks. The bug happens when the map wraps vertically and it triggers when you move your character south. As you pass the bottom edge of the map and loop back to the top of your map, your character's graphic will be blank. The graphic will return to normal if you go north again. If you loop through the map 3 times going south, you need to go north 3 times to get your graphic back to normal.
Going north in a vertical-wrapped map doesn't seem to trigger this. Horizontal wrapping seems to be fine.
I created a 20 x 15 map with different tiles at each corner of the map to serve as landmarks. The bug happens when the map wraps vertically and it triggers when you move your character south. As you pass the bottom edge of the map and loop back to the top of your map, your character's graphic will be blank. The graphic will return to normal if you go north again. If you loop through the map 3 times going south, you need to go north 3 times to get your graphic back to normal.
Going north in a vertical-wrapped map doesn't seem to trigger this. Horizontal wrapping seems to be fine.
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.













