WOLFCODER'S PROFILE
Search
Filter
Steam Group
I did just add the link though- its the same one as the Steam group and I thought I might as well add it here because its hosted offsite anyways (I remember that requirement being in rpgmaker.net's ToS for commercial games).
Steam Group
RPG 20XX Engine
and if there's one thing I really miss having is something on the toolbar that makes squares. Any chances we'll see one of those in a later version?
You mean the line, square, circle drawing things? Yes.
Also, I'm a little confused about the 'revert to last save' button. Do I need to remember to save every time I think I'm making a mistake, or is it going to save automatically every so often.
I was working on undo/history. Until I've got one that is fast and stable, I put that in for now. It reverts to the last time you saved.
Draw something with autotiles, and then put down something from the L sheet in the middle of it without it putting the 'outer' tiles around it. Hope that makes sense
You mean click while holding SHIFT? That was how it was done in RPG Maker 2003, too.
If I were to be really, really realsies with you, if I ever were to dump money on MV, it would be for that extra space, and maybe the extra layer.
The lower layer is already in two layers, like how you can draw features on top of terrain. The tile sheets here are the biggest, and it doesn't count the autotiles or the animated tiles. It was designed to be the easiest, like a larger, fully automatic version of RPG Maker 2003.
It is a distant yet planned feature that you can just use multiple tilesets in the same map. This would give you what you need.
Any chance that down the road we'll be seeing some tutorials? I'm getting more comfortable with the software, and starting to actually figure things out, but I still have that 'where do I start' problem.
I'm thinking about that, but I don't know where I want to start with the tutorials! I want to see how people attempt to use the editor first, then I'll know how to explain things the best, and trying to explain them from their perspective.
Although I'll probably start writing them soon.
but right now there's no reference of any sort (or maybe I can't just find it?) which makes things tedious.
Apart from the description of what each command does built into the editor, some important notes I put in some of the dialogs, and the link I put for some basic cheat sheets (on the game's description page), I haven't written tutorials yet.
Thought that a single sprite character set (instead of a composite) would be easier to set up but I was only able to set it up for events, but not for player/hero.
It is the same editor, should work. Sounds like a bug? Can you give me more details?
I'm also super curious about the possibility of creating a CBS in 20XX - The battle commands look very interesting and you've said everything is there to make a CBS. Looking at the event list - I believe you. But how do you do it?
I think the tutorial is what you'll be needing, as I've mentioned above.
1. Are we able to use standard graphic formats (like .PNG) for assets?
Import the file. Edit the original source file and the editor automatically updates it. No need to repeatedly delete and re import stuff anymore. *Do not delete/copy/move any of the .2x files*
"Replace inventory" command might be useful.
What do you mean by "Replace Inventory"?
In the event scripts, there are commands which function as "checks" if something happened and/or is true or not. I think it would be clearer if they were marked some way ("?" next to the icon or something?)
I'm not sure what you mean by this?
Ability to shift commands via drag and drop or move up/down button would would be great
You mean in the commands section of the database where you make the menu commands?
Something I missed in RpgMaker, ability to manage/rename the switches and or variables (outside of the actual variable/switch related comments). I guess this would also apply to strings, since RPG20XX adds those iirc?
RPG20XX can do this, just edit the name in the dialog when you're picking variable/string/whatever.
Thanks for the feedback.
RPG 20XX Engine
I see it, I've fixed the problem. Thanks for reporting it.
If you can't wait, you can replace the EXE in the /engine folder with the new one and test play will use it:
https://subversion.assembla.com/svn/rpg20xx/bin/engine/rpg20xx.exe
If you can't wait, you can replace the EXE in the /engine folder with the new one and test play will use it:
https://subversion.assembla.com/svn/rpg20xx/bin/engine/rpg20xx.exe
RPG 20XX Engine
You can press "back" which is currently X, or Backspace. This suggestion makes sense though, so I'll add it to the list.
Remappable keys are actually already implemented, but what is missing is the menu that lets you change those.
Remappable keys are actually already implemented, but what is missing is the menu that lets you change those.
RPG 20XX Engine
Big whatever to MV right now, 20XX all the way!
I think it not costing 70 bucks is a big plus. It's also entirely my job to make sure RPG20XX gives you the features you actually wanted as opposed to me throwing in a script engine and relying on the community to do my job for me.
Although a professional would still want to edit the source code to their liking. The license in future versions of RPG20XX will have to change to something open source yet compatible with things like Steamworks, etc. At the moment it is LGPL.
Thanks for the bit about the armor thing, I forgot how wacky things can get with those spaces.
The BBS ate all my square brackets and the content inside them, but I think you know what I meant.
If any of this helped with the bug-smashing then I am extremely pleased.
Oh yes, it does. The speed of the project is determined by the amount of incoming bug reports I get. Thanks for your feedback~
BTW, I donated a little bit on PayPal a while ago, I hope it got to you.
It probably did, and thank you.
RPG 20XX Engine
It seems like the font.2xv is not the same font bitmap you've sent me. I renamed the font you uploaded to font.png, deleted font.2xv in the resource menu, and re-imported it and it seems to work.
However, as you can see, the font is a little off center on the y axis. This isn't the font's problem, the engine wasn't centering it properly. I'll go ahead and fix this.
When you import a resource, RPG20XX will track changes for you. If you go back to the original file and edit it, and then go back to the editor, it was already updated for you and you can just hit play test.
It only says something to you if the original file is missing or moved. If you put a different file in its place, it will import from there instead.
The font inside the .2xg you gave me was some 8x8 character font instead of the one you sent me which was 16x16, but I can't be sure that this how it happened.
Now for the missing armor.2xn thing on the status screen, it is actually using your new icon. It is having a problem because there's a space in the file name.
Instead of EXFONT, you can insert icons into text anywhere (names, labels, anywhere) with \i so it becomes \i.
The engine actually uses this functionality itself and does "\i Clothes" when it attempts to show you your status.
You can import an icon that doesn't have spaces in the file name for now, but I did fix this for the next version.
When I turned off the text styles, the engine does mess up the spaces. I went ahead and fixed this for the next version.
If you want the text a solid color, you can edit the patterns in the system graphic.
I've PM'd you the links to the updated EXEs so you can try them out.
However, as you can see, the font is a little off center on the y axis. This isn't the font's problem, the engine wasn't centering it properly. I'll go ahead and fix this.


When you import a resource, RPG20XX will track changes for you. If you go back to the original file and edit it, and then go back to the editor, it was already updated for you and you can just hit play test.
It only says something to you if the original file is missing or moved. If you put a different file in its place, it will import from there instead.
The font inside the .2xg you gave me was some 8x8 character font instead of the one you sent me which was 16x16, but I can't be sure that this how it happened.
Now for the missing armor.2xn thing on the status screen, it is actually using your new icon. It is having a problem because there's a space in the file name.
Instead of EXFONT, you can insert icons into text anywhere (names, labels, anywhere) with \i so it becomes \i.
The engine actually uses this functionality itself and does "\i Clothes" when it attempts to show you your status.
You can import an icon that doesn't have spaces in the file name for now, but I did fix this for the next version.
When I turned off the text styles, the engine does mess up the spaces. I went ahead and fixed this for the next version.
If you want the text a solid color, you can edit the patterns in the system graphic.
I've PM'd you the links to the updated EXEs so you can try them out.
RPG 20XX Engine
Here's a link to my dropbox, let me know if it doesn't work.
I got the file, but I haven't gotten around to debugging yet.
- I'm assuming attributes are where we'll edit player stats for default and custom battle systems, yes?
Both attributes and derived actually. Attributes are like numbers you can store with the character themselves. It has a variety of uses, for example, if you had Skill Points or something, you can store them in there.
Everything is an event script, so are the calculations here.
- For attributes such as "Atk Grow" and "HP Grow", can this amount change exponentially with each level? Like on level 2 the character gets an extra 6 HP, but on level 3 they'll get an extra 9 HP, and so on.
Go to the derived statistics for the stats and it will show you how they're calculated. You can entirely replace this system, I wrote it in to sort of pretend like its RPG Maker 2003 stats.
- I'm not exactly sure where to get started on those. Any advice? Would it be like editting the default systems for the engine or making it from scratch completely? And where exactly should one start either way?
There are two categories, draw and battle. You can draw HUD elements and the like with the draw commands, and do battle things with the battle category.
For doing your own system, like I did in Ruby Wolf, generally you'll want to create a battler. The command that creates the battler sets the ID in a variable (I tend to use local variables for that so it can belong to the event).
When something is to be done to something else, you set the Source and the Target. There are Target ... commands that do this. Then you do a Do Skill command to perform the action. There's one for events and one for the screen. It will make the damage numbers and stuff pop up for you.
There are ways to make custom popups for numbers, icons, etc.
RPG 20XX Engine
Dumb question: What is RPG 20XX's equivalent of the "wait" command from other RPG Makers? How do I halt an event's script for a specific duration?
It is still "wait". You'll find it under the control category (gray arrows). Either do 0 for a yield (it doesn't wait any time but it lets all the other events continue for the frame) or it is in 1/10s of a second.
The last thing I want to ask is about portraits. How big are they supposed to be. The ones I want to use are 40x40, but they don't seem to work. Bigger? Smaller?
Faces are 48x48.
These are all strange problems you're having with the font. Adding space to the font shouldn't really work since it measures the letters automatically, and then spaces it itself.
Go ahead and ZIP up the .2xg and the .2xp and the .dat and the .bin folders, and send them to me. I can take a look and debug all your problems in one go.














