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If the editor kept track of the source material, it could support a reload function. However, this has the potential to get really messy the more files and folders it begins to index.
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Can you elaborate on why you decided to have image files import and become another file type?
It's my native 32-bit image format. It also stores the asset size and number of frames of animation. Despite having different extensions, they're all in one unified format.
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I was only ever interested in RPG+Subgenre games. RPG 20XX's worth lies in the event processor system and the database system. It's much heavier than you would need for lots of other genres. Pixel movement has been brought much closer because of the newer camera model and my realizations, so it'll be possible to make all sorts of games through event scripting.
The variables will all be floating points instead of integers too, and you'll get lots of built-in math functions. Things like ring menus and advanced movement+collision will be easy.
I liked the original Mark Overmars Game Maker. Mark Overmars also invented the PRM (Probabilistic Roadmap Method) of robotic pathfinding, and co-authored one of the best textbooks on computational geometry I've ever seen. (Computational Geometry is a critical subject if you want a fast game engine). The original author of Game Maker really knew his shit, but alas it was made for the developer in mind.
RPG 20XX is actually designed for the artist AND programmer. I can actually approach the task as though I were graphic arts oriented and the things I would understand and want RPG 20XX to do. The existing event scripting in RPG Maker 2003 won't do, I need to improve the design somehow. Such more artistically inclined users will suggest features, but it is still my task to truly understand how exactly to provide them.
RPG 20XX appeals to the programmer too. It lets you write your own RPG engine (fun!) and use the existing editor without having to write your own editor. The .2xg file format was made simple on purpose: https://subversion.assembla.com/svn/rpg20xx/doc/2xg-spec.txt
The variables will all be floating points instead of integers too, and you'll get lots of built-in math functions. Things like ring menus and advanced movement+collision will be easy.
I liked the original Mark Overmars Game Maker. Mark Overmars also invented the PRM (Probabilistic Roadmap Method) of robotic pathfinding, and co-authored one of the best textbooks on computational geometry I've ever seen. (Computational Geometry is a critical subject if you want a fast game engine). The original author of Game Maker really knew his shit, but alas it was made for the developer in mind.
RPG 20XX is actually designed for the artist AND programmer. I can actually approach the task as though I were graphic arts oriented and the things I would understand and want RPG 20XX to do. The existing event scripting in RPG Maker 2003 won't do, I need to improve the design somehow. Such more artistically inclined users will suggest features, but it is still my task to truly understand how exactly to provide them.
RPG 20XX appeals to the programmer too. It lets you write your own RPG engine (fun!) and use the existing editor without having to write your own editor. The .2xg file format was made simple on purpose: https://subversion.assembla.com/svn/rpg20xx/doc/2xg-spec.txt
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I missed RPG games with actual level design. Now they're all procedurally generated open world games where most of the places all look the same. I'd rather have a world map full of dungeons I'll remember after playing the game, like Lufia II (SNES).














