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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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0.05 Released

I've found the two problems where it crashes if the last map is deleted and a new one made, and how it keeps changing the parent map to an existing map. Weird, it didn't used to do that before.

Both will be fixed for the next update.

0.05 Released

So, it is not possible to create child from "<Project name>" folder right now.


Right click it from the map tree, don't use the editor menu one.

Almost all the files in the project are deleted including the asset files in the project.


They weren't deleted, as long as the test.bin folder is there, it'll be OK. test.dat is the folder with all the maps in it. See if there is anything weird going on inside that folder.

How about custom scripting? :)


Nope. If you want to trudge through a scripting tarpit, there's always VXP. You never had to do any that in RPG Maker 2003. Most users have told me it would be great if it was just as easy to script events like it was in RPG Maker 2003, but not as tedious. RPG 20XX is supposed to be a one-upped RPG Maker 2003, the old name of RPG Maker 20XX was a parody of it.

It'll be easy enough to do just about anything in RPG 20XX, even things that weren't easy with RGSS Ruby scripting before, yet with an easy click-together script editor.

It's going to be much more visual and less ugly than RPG Maker 2003. To this day, I still have to flip the pages to find the command I want in RPG Maker 2003. Visual cues will be used in RPG 20XX so you can immediately know where to look for the thing you want.

Also, short documentation displayed at all times for the current command you're working with would be nice (so you're not like "is Event Removal pernament or does it respawn on map load?").

0.05 Released

When creating a new map, the new map is under "World" map instead of "<Project name>" folder event if I selected the "<Project name>" to create the new map.

Try right clicking the project folder in the map tree and doing it from there. When doing a new map from the program menu, it will become a child of the currently open map (the default blank "World" map in this case).

The "E" icon for event is overlapped below shrunk tile event (like the magma tile in the screenshot)

This was intentional.

Btw, a question what programming language will be used for scripting?

One I invent. It's important for it to be an easy click-together one just like RPG Maker 2000 / RPG Maker 2003. Requiring no typing or messing with actual scripting languages is a very important requirement for RPG 20XX.


Also, you can draw using the upper tiles, enter event mode, and right click marquee select those tiles to make a multiple tile event out of them.

Dynamic World

It should be identical to if you painted the tile in the editor (includes autotile behavior).

Dynamic World

So with archetypes could there be different "AI" for various on-map-style characters/enemies which are generalized by "type"?

You could do something like that, I think.

so there's not much basis for extrapolating how that may work in 20xx.

The commands would let you paint over the map to modify it.

Such Event

That volcano will fill the four tiles ingame. It's just shown at half size to make it clash on purpose with the tiles so you know it's an event (and for the event marquee to be more apparent). The marquee shows you how big it is ingame.

Such Event

I don't know what you mean.

Event Box

I dunno about ram, but I let it run on all 4 of my laptop's cores. There is still an advantage to running cudaminer with -a scrypt-jane of about 4x 5x faster measured after an overnight mine (GPU mining) but it's not as insane as the difference for LiteCoin and DogeCoin. The minerd_scrypt_jane_x64_ssse3.exe program seems to yield correctly when you use the machine (I can browse this website and develop my program without noticing much).

There is an option to set threads. It's probably either -t # or --threads #

It's difficult to know how fast you'll actually gain shares- it's very random. Within a 2 hour session I once gained 0 shares and once I gained 4. It's best to just leave the YAC miner running and ignore it.

If you're going to GPU mine though, you should mine DogeCoins (that same website has a section for them, you'll have to make another account though) since they'll still be efficient to mine for three or so more months. Cudaminer out of the box will do this if you have an nVidia card since DogeCoin uses scrypt. I just added an address.

DogeCoin also has a hilarious music video:


I also got it confused: DogeCoin was invented to tip/donate to developers of desirable content while LiteCoin was just made to be a 'silver' standard.

I just realized that the YAC wallet screenshot has gone.

It was unnecessary, and all the wallet programs look the same anyways.


What's attractive about the idea is it allows you to donate money to RPG 20XX without spending any. It's one thing to donate cash and then a project sinks.. with your cash, it's another to donate currency that wasn't initially worth anything at all.

If my project survives, then it will last long enough to earn the future value of the currency- whatever it becomes. In a sense, you're giving me money that eventually gains worth but only if I can continue to deliver on my promises for the project, at no cost to you other than computer power you weren't using anyway.


A failure state of the currency is where it never gains worth, but if enough people actually mine and use it, it will gain worth. So to use you (NeithR) as an example, if you find YACoin is the easiest to obtain over DogeCoin, then you're supporting YACoin by increasing its popularity and circulation and therefore its value might rise.

Light Coin

Update on something very important I forgot to mention: what some of the accumulated funds will be used for. I've been keeping track on who has contributed what to the project material-wise (when I accept feature requests, find bugs, etc.). Material-wise also means those official "RTP" materials (tilesets, character parts, etc.) that would also really help. Accepting infinitely divisible and directly transferable coins makes it easy for me to redistribute some of the accumulated coins to contributors.

Light Coin

Another update: it does seem like YAC is what you try to mine for. It's weird, it reports an incredibly slow khash/s rate and took overnight to gain 5 units of work, but I've already nearly reached the amount needed for a withdrawal (vs. a week and a half for LTC mining).

Thanks for the information, so they are around 5 to 7 cent (with 1 LTC=$11).

YAC and LTC (especially YAC) are worthless right now but are possible for the ordinary computer to mine. Suppose the RPG 20XX accounts have some amount accumulated. Then later the coins value rises or even jumps (usually when they're implausible to mine anymore). Everyone's pocket change or computer slave driving could suddenly grant RPG 20XX several grand. That's how speculation works, I just recommend you don't put real money into it.

The number that matters more is the amount of coins you need to accumulate with a pool before it lets you withdraw to your personal wallet program thingy because then you can posses those coins and have control over them to keep or send.

Although shady, you could just exchange 5/10/20 bucks into however LTC it's currently worth at BTC-E (that's a website name) and send those. They might accept one of those grocery store prepaid money things if you want to hide your bank/credit card info. Don't forget it takes average 10 minutes for a BTC transaction to actually confirm, and 2.5 minutes for LTC. You can currently only exchange USD for BTC or LTC there. And then you would have given that amount directly to the RPG 20XX project.