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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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0.03 Released

Does it actually work? Let me know if it doesn't. There should now be a log (engine only) under C:\Users\<Your Name>\AppData\Roaming\rpg20xx\log.txt that is useful to me.

Many Characters

I forgot to mention I've already implemented an Export All and Import All button in the database dialog, it will be in the next release. If you built a fan-made Final Fantasy character part set (for example), you can use Export All to save them all as a .2xx though you will also need to provide the folder of source bitmaps along with it. Then other people can quickly import and use it.

Many Characters

They are, I'm just pointing out you can have as many body types as you need and still be able to create composite parts. It's best if one draws parts from scratch if you want to use the compositor, it's actually hard to rip them from existing sources (for example, I had to draw in the parts of the clothes occluded by hair).

Many Characters

The compositor works with varying body types, and as I've mentioned before, you can assign per body for each part to automatically have armor equipment match with the body sprite.

You could also use Full Sprites (where you just import them as is like in VXP) and still use color maps to color parts of them if you want.

Although if you want to use old resources, you'll likely just import them as Full Sprites since there won't be a RPG 20XX resource set for a long time.

(you ninjaedit'd)

Yea, I see three common body types there. I could easily turn those into composite parts if I had time.

Many Characters

i will most likely stick with building my own by hand.. just saying.
Never was a big fan of the sprite designs in 2003.


Or you could draw the character parts by hand and save yourself lots of time.

Many Characters

Just 256 random test sheets:

https://subversion.assembla.com/svn/rpg20xx/etc/testchars.zip

The dialog for character assignment hasn't been built yet, the sheets were generated via test program.

I've still got that and a few things to implement before the next release. I'm going to attempt MarkusT's suggestion that the editor have a quick refresh function that imports altered resources automatically so you can edit the source material and re-open the dialog to see changes- it will make composite creation and testing much less tedious.

Once the release is made, you'll get to try it yourself.

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You could have a project's default colour key be a configurable option in project settings if you really wanted to give people painstaking levels of control :P


Let me refer to the closest existing freedom RPG Maker software, Open RPG Maker. It also aimed at being a standalone RPG Maker 2003-like. However, as the screenshots would suggest, giving options means cramming more complexity into the editor and then you end up with an RPG Maker that's harder to operate than the Saturn V.

A thing about filters - I doubt many of them will have game-wide utility, and so the fact they're a global effect kinda puts some limitations on which sorts of filters can have any real utility, imo at least - so was wondering if there was any planned filter use thing beyond being a permanent global effect?


Such as being able to temporary changing the filter (like to add a Moonside-like dream sequence) or to add simpler filters (like well-map and flare-map) to specific objects? I'm ahead of you on this one. Also, these are asset load filters, there are no shaders involved. Yet.

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Since i use photoshop, i find it easier to just use an alpha or what ever it's called..


Yes, if you use an alpha channel, it does not color key (you can use magenta).

but... What if somebody wanted to make a game with the palette of a 16k-era microcomputer (essentially RGB/CMY/White - sometimes with half-toning via voltage variation to double the effective palette haha) :D It has to be pure magenta to be legit, yo :<


Use the alpha channel for now. I actually started programming on a C64, I know that 16-color palette well. I might have a microcomputer filter in later, so that would also become an option.

The reason for the default color key is to speed up and simplify importing.

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So you're using it exactly as designed and your game wouldn't crash, so that means.. Yeah, you'll have to wait for the next release which can gather more information about the environment it runs in. Don't worry, you'll see exactly what sort of information it collects (video card info, etc.), it's not some creepy corporate stuff.

If you put an alpha channel in an image, it will not color key your image and use the alpha channel. The color key color must be exactly R255 G0 B255 (magenta) too.

Don't worry about the engine for now, it doesn't do much other than view the maps. In the next update, you'll get to play with the character compositor. That's right, I'm putting a character compositor just like the one in LandTraveller (RPG 20XX's compositor is actually going to be more robust than LandTraveller's since you'll want to configure the color ramps).

It can vastly increase the output efficiency of your artwork and it enables the possibility of procedurally generating characters to support features like custom character creation and the like.

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It's nothing about the .2xg file although your color key color is probably off (it didn't color key here).

Where is the .2xp game project? Make sure it's not next to the editor and that you made your project elsewhere.

The next update will have an engine with more advanced information collecting which could try and narrow it down.