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0.11 Released
- If you right click and select Paste Event without anything copied then it says "Need to copy event first." like it should but then it crashes.
Yeah it crashes when I do this too.
- It would be nice if there were a way to put an event on the player start, or maybe if the player start could be scripted itself.
People have done that over the ages of RPG Maker by putting an auto start event on the same map the player starts.
- Maybe a command to highlight all the solid tiles on the map?
Define "solid"
- Option to hide/show layers selectively
Actually I was going to do some sort of fading like 2003 did.
- A command to randomly populate a selected area with selected tiles would be cool for natural areas.
I can implement some form of that.
- "Duplicate map" option when right-clicking a map, this would be useful when making things like buildings with many similar floors and stuff like that.
Ok.
Thanks again.
Frenemy Foe
The first being a "reset to parent" button, removing any changes on the child node.
I think if you set an object's parent again, it resets to parent. I think there's even a dialog box warning you of this. If not, delete and then set the parent and then the object should be a copy.
Another one is "reset to default", which would set each field to it's default value, essentially removing all changes.
It's called "Delete" in the window. Delete erases all info so that when you open that entry it will be set to default.
I tried to set the parent of a player, seemingly this worked fine. However, when I edited some stuff in the child and clicked "OK" the program hangs (no crash occurs). I tested all of the other database pages and they all work when parenting, the problem is specific to the player tab.
I did the same thing with the players, but I couldn't get it to crash and it worked fine. Is there anything special about the parent?
* Or something I did in my developer version eradicated this problem inadvertently in which case it might be gone in the next version?
When setting up a parent that has a higher id than the child (ie: parent is element 7, while child is id 6) and then changing the maximum to remove the parent is problematic. At first it will probably behave as intended, informing the user that the database value cannot be retrieved, but if you simply ignore the problem by clicking away, and then back again-- it will crash. I would imagine that resetting the parent to "empty" would fix this issue.
This one I could do, but for me it just completely crashes down. I'll have to develop an orphan case.
Thanks again.
Frenemy Foe
I guess you could do that. There's a ton of ways you can use these features. Don't forget you can set create children database entries too- had that feature in for quite some time. Children will be identical to their parent except every field you change. Changing the parent will update all children.
Battle Sets
Battle Sets
This applies to all the art. You want something at RPG Maker 2003 resolution or VXP resolution? The size of a single tile is a good metric.
That note about a multiple of 8 just means the image's size must be a multiple of eight for VRAM reasons. 8%8 = 0, 16%8 = 0, 24%8 = 0, 32%8 = 0 and so on. This only comes up if you try importing single enemy pictures since RPG Maker 2003's RTP has them all at odd sizes. It might later do multiple-of-eight expansion automatically if a lot of people complain anyways.
That note about a multiple of 8 just means the image's size must be a multiple of eight for VRAM reasons. 8%8 = 0, 16%8 = 0, 24%8 = 0, 32%8 = 0 and so on. This only comes up if you try importing single enemy pictures since RPG Maker 2003's RTP has them all at odd sizes. It might later do multiple-of-eight expansion automatically if a lot of people complain anyways.
Font Size
Yes and no. You no longer have to worry about that line cutoff nonsense, just type everything you mean to write without hitting return in the string editor. RPG20XX word-wraps everything for you so you only have to worry about the entire text fitting in the dialog window.. and even then, I might make it automatically scroll the text to the next part if it runs out of room ala. A Link to the Past so it will be impossible to make it not fit until you go over 512 characters.
EXP Table
That would be interesting, but at that point you would be taking over how characters level up (which is made easy in 20XX to hijack any of the calculations).
This Insane World We All Live In
Linux has improved a LOT as of late, and is on par with today's Windows OS's, but unlike the latest Windows and all this touch screen what not..the GUI and DeskTop pretty much works like WinXP, of course that's easy to change as Linux Distros can have any sort of desktop environment you could want.
I haven't had any good Linux experiences these days, it breaks itself all the time and I have to go fix it. Contrast with all 5 of the Windows 7 machines I ever had- the OS has not once ever done anything like that on me.
Now back between 2008 and 2011, I have had good experiences with Linux. And you can find recent instances of me criticizing Microsoft's new direction.
One thing I have invariably hated though are the Linux zealots (see: Bad Linux Advocacy). They're often riddled with confirmation bias and myopia. Even in person, they make obnoxious gagging noises and stuff when I mention Windows. It's annoying. Such people lose their credibility instantly.
Our experiences are entirely anecdotal which is why neither of them reflect reality. Gamers using Windows is still the thing. Now, classic RPGs are the sort of thing that can be found on other platforms, but that would pretty much just be Android. I don't really count Android as Linux, just Linux in name.
This leaves me at the final plan I made back in January for RPG20XX. The editor will be written to work natively with windows (WIN32) just like 2003 did. It should also work in WINE, so it renders the whole platform thing moot. The engine is the one thing I will port later once completed, but probably only an attempt to port to Android. I am not even sure I will port at all.
RPG20XX has to be completed and a good thing for people to care about it being ported in the first place.
0.11 Released
I don't even have to open the editor, heh, I know I forgot to give the atlas preview its own tileset (it currently draws from the palette loaded in map view). Thanks for pointing it out.














