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WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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0.13 Released

That might help, more for everyone else who isn't seeing it either. I already have a feeling what might be going on.

EXP Table

Actually for that, it's just C = 100, B = 0, and A = 0. Then the graph is just 100 to next every level.

You would then put in the enemy's projected level as the EXP reward instead of the actual EXP reward so you can calculate how much of 100 EXP the character earns for defeating lv. X enemy.

Skill Editor

Having a skill require a condition on the user before allowing it to be used, and then (optionally) removing that condition after use would also be useful.


You can already do that under derived statistics.

Skill Editor

I might have to add something to this editor so you can have skills that lets the player only select one, and skills that force target all.

Skill Editor

That's already the options..?

Skill Editor

Can you modify targeting conditions easily? Like say Target random enemy or ally, or target EVERYONE? Or target groups (like in Dragon Quest games)?


Do you mean how during the game that you can change whether it targets everyone or a single person?

Would it be possible to make it so some skills require something equipped?


That's what the Link Weapon to Skill option for elements is. Then the skill requires a weapon of matching element applied to be equipped for use.

Targetting three random characters and targeting the same character thrice are different things! >.<
Does this allow for both?
Looks sleek :3


Yes

To add to the rhetoric of the Devil's Advocate Committee, is it possible to, say, remove a condition and replace it with another?


Common event or derived, yes.

Smooth Science

I had already tuned it up a while ago, it'll be in the next release. You might notice something. Link_2112 is the kind of person who just notices these things. He also complained about the tiny "bumps" in the LandTraveller test programs where it was loading and/or generating new chunks.

But for RPG20XX, there's no excuse at all that the video should be anything less than perfectly smooth and rapid on even slow machines. RPG Maker VX/Ace's inexplicably clunky frame rate always bothered me.

Smooth Science

I said some systems and people. It never actually stutters much to me, but obviously the data doesn't lie.

This is all because it's using tile movement and I have to make sure the sprites always align to grid. Pixel movement is much easier to write and to make smooth. When I add pixel movement, you wouldn't ever see this.

0.12 Released

I actually originally meant for it to get cleared.

0.12 Released

In other words allowing the selected command to change in between the "wm_keydown" and "wm_keyup" events-- maybe that makes more sense?


You mean the editor part where you can edit the program entirely with the keyboard? I'd have to add a subcursor for each argument. Sounds interesting, I'll add it to the list.

1. Unchecking and rechecking the "single image" option makes the graphic disappear. However upon clicking "OK" and reentering that particular entry, it will show that the graphic is indeed still selected. So clearly the selection was never cleared (which is good).


And you're reporting that as a.. bug?

2. Removing the "single image" check, clicking "OK", and reentering will cause a "Could not draw GDI" error. However, it doesn't have any serious negative consequences.


See it too. That was giving me trouble before actually, I had thought I patched up the GDI error there. It only seems to occur once per program boot (if you do it again it doesn't happen, you have to reopen the editor and THEN do it for another GDI error).

Thank you both again.