WIDDERUNE'S PROFILE
Widderune
30
Widderune was one of the main collaborators behind the WOLF RPG Editor English Project,
an English translation of WOLF RPGエディター.
He has retired from the translation work,
but he will try answering any questions regarding WOLF RPG Editor English.
Widderune Rumble Channel:
https://rumble.com/c/c-532377
an English translation of WOLF RPGエディター.
He has retired from the translation work,
but he will try answering any questions regarding WOLF RPG Editor English.
Widderune Rumble Channel:
https://rumble.com/c/c-532377
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Bhavacakra Maco
Good. Like I said 1280x720 is big for Windowed mode, so others (like me) would set Config to Full Screen.
Did you test it in Full Screen?
You better try it, just to be sure.
Did you test it in Full Screen?
You better try it, just to be sure.
Bhavacakra Maco
Bhavacakra Maco
You need to reconfigure your tilesets.
You can do quarter-tile setup for passable on some of your tiles. That way the character can be closer to objects and not have a major "invisible wall" look.
You can also give your tiles a Matches Lower Layer property, so you can put flowers in front of a building without altering the building's passable properties.
You might need to adjust your Basic Game Settings.
When you are running your game in Windowed mode, everything looks okay. But because you are using 1280x720 (which is rather big for a window), people like me are more likely to set the Config for Full Screen.
When your game is running in Full Screen, the images on screen look rough and your fonts appear jagged.
I suggest changing your Picture Scale Method.
Change your Picture Scale Method to "Smooth and Fuzzy". It will do anti-aliasing for everything on screen. It will fix your jagged font problem, but you will need to test to see how it treated your other images (From moving characters, tiles, and message images).
And I would also work on your "room" sizes (namely the "shop"), because a lot of the rooms appear big and bare. I would add more decor and NPCs. And if not, I would make the "rooms" smaller.
Coming from a gamer and game-designer perspective, I suggest you try doing all the above if you can.
Like I said earlier, your game does show promise.
You can do quarter-tile setup for passable on some of your tiles. That way the character can be closer to objects and not have a major "invisible wall" look.

You can also give your tiles a Matches Lower Layer property, so you can put flowers in front of a building without altering the building's passable properties.

You might need to adjust your Basic Game Settings.
When you are running your game in Windowed mode, everything looks okay. But because you are using 1280x720 (which is rather big for a window), people like me are more likely to set the Config for Full Screen.
When your game is running in Full Screen, the images on screen look rough and your fonts appear jagged.
I suggest changing your Picture Scale Method.

Change your Picture Scale Method to "Smooth and Fuzzy". It will do anti-aliasing for everything on screen. It will fix your jagged font problem, but you will need to test to see how it treated your other images (From moving characters, tiles, and message images).
And I would also work on your "room" sizes (namely the "shop"), because a lot of the rooms appear big and bare. I would add more decor and NPCs. And if not, I would make the "rooms" smaller.
Coming from a gamer and game-designer perspective, I suggest you try doing all the above if you can.
Like I said earlier, your game does show promise.
Version 0.0.1 Wolf
Version 0.0.1 Wolf
author=sura_tc
I'd rather use proper 8 direction sprite sheets.
Character movements are just so much better with 8 direction. I can't really go back to 4 direction now.
I understand. I'm not trying to be negative.
If your creating 8-Direction Sprites, by all means do so.
Keep up the good work!
Your screenshots show a game with promise!
:)
Version 0.0.1 Wolf
You can still use 4-Directionl Sprites for 8-Directional Movement.
I believe the Editor sets how the Sprites are used by "Up" and "Down" key-press dominance.
So if a player presses the "Left" key and then presses the "Up" key as well, it should show your character moving in a Up-Left direction but using the "Up" Sprite because the "Up" key has dominance over the "side direction" keys.
And because the developers designed it that way, others can save themselves time by simply creating 4-Directional Sprites instead of 8. Leaving more time for creativity.
I believe the Editor sets how the Sprites are used by "Up" and "Down" key-press dominance.
So if a player presses the "Left" key and then presses the "Up" key as well, it should show your character moving in a Up-Left direction but using the "Up" Sprite because the "Up" key has dominance over the "side direction" keys.
And because the developers designed it that way, others can save themselves time by simply creating 4-Directional Sprites instead of 8. Leaving more time for creativity.
WOLF RPG Editor
author=EgyLynx
just LIMITED english version, some can´t change even... just :I .
I agree with this statement when it comes to WOLF RPG Editor English 2.10D.
But we have just released our last and latest translation, WOLF RPG Editor English 2.24Z!
Please visit the engine's website link and see the improvements of 2.24Z!













