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Weapon Editor
Making a CBS in RPG20XX is the optimal use case and you can do almost anything already. In the next release, it'll have the action RPG features required.
If you were talking about the default battle system, different layout modes is already planned. It is in a really basic GRID layout for now. Different default battle HUDs too.
Using a "Parallel During Battle" common event, you can draw on top of the battle for displaying additional stuff if you added a custom system or something. No more copying pages and pages of battle events, it's all quick an easy here and it uses the event scripting you're already used to.
If you were talking about the default battle system, different layout modes is already planned. It is in a really basic GRID layout for now. Different default battle HUDs too.
Using a "Parallel During Battle" common event, you can draw on top of the battle for displaying additional stuff if you added a custom system or something. No more copying pages and pages of battle events, it's all quick an easy here and it uses the event scripting you're already used to.
Basic Sprite
Speaking of which, sometimes you want to make an NPC that is actually whatever player character. I don't know, perhaps its where you talk to them and they eventually join your party or whatever.
So I've also added this button as a shortcut so you don't have to back up and look up each little part you set.

So I've also added this button as a shortcut so you don't have to back up and look up each little part you set.
Basic Sprite
but to be able to make my own custom full sprites for important characters is great for me.
You can manually set composites for all your player characters and such. If the character has something on them (special cape, crown, etc.) that nobody else would, the character picker has 4 acc. slots for that.
If you use basic sprites, you can't have features like equipped armor showing up on your character, etc.
RPG 20XX Engine
It's common for people to want to import the sheet and use right away like they used to, so in the future RPG20XX will do something with those. Probably list all unassigned images under full sprite or something, I haven't decided yet.
Bitmapped Fonts
When it's this, its ASCII. There's a lot of blank spaces where you can put more funny symbols in.
Bitmapped Fonts
There we go, I uploaded the one from LandTraveller too. Using either throws RPG20XX into compact mode. Most of the menus should work but some might have quirky glitches. Compact mode is whenever your font is 8 pixels or less tall.
RPG 20XX Engine
Did you create a entry for it under "composite" first and make it a full sprite? You have to, first. It's annoying for me too right now, RPG20XX will be able to detect this in the future and make one for you.
RPG 20XX Engine
I can't seem to figure out how to give images transparent backgrounds?
Right now its either using the alpha channel (and saving as 32-bit .BMP or .TGA) or using the color (R=255,G=0,B=255). For some reason, FreeImage doesn't load the alpha channel in .PNG files.
Hi Wolfcoder, um, opening it in Wine seems to work fine.
For Linux or for Mac?
RPG 20XX Engine
Ah, it's not a problem. RPG20XX just happens to be something I need, too.
Perform the "factory reset" I mentioned above first before doing anything. You mentioned you tried RPG20XX a long time ago. If you skip too many upgrades, I've found the editor freaks out. The rpg20xx folder in your AppData contains your game settings (for playing games) editor settings, and game saves. Deleting it doesn't delete anything from your actual game projects.
The actual format for the project data, maps, map tree, etc. is kept in a flexible format designed to resist changes to the spec. Having your project corrupted from an upgrade is one thing I went out of my way to prevent, but you should still back up your projects before you do anything.
EDIT:
You're used to being lucky if a program works in WINE. RPG20XX is different. It MUST work in WINE. If it doesn't, report it as a bug. I'll MAKE it work in WINE. This is what I meant by a valid platform.
Perform the "factory reset" I mentioned above first before doing anything. You mentioned you tried RPG20XX a long time ago. If you skip too many upgrades, I've found the editor freaks out. The rpg20xx folder in your AppData contains your game settings (for playing games) editor settings, and game saves. Deleting it doesn't delete anything from your actual game projects.
The actual format for the project data, maps, map tree, etc. is kept in a flexible format designed to resist changes to the spec. Having your project corrupted from an upgrade is one thing I went out of my way to prevent, but you should still back up your projects before you do anything.
EDIT:
You're used to being lucky if a program works in WINE. RPG20XX is different. It MUST work in WINE. If it doesn't, report it as a bug. I'll MAKE it work in WINE. This is what I meant by a valid platform.
RPG 20XX Engine
Interestingly, what solved this problem for me was changing the scaling percentage to 150% or 200%. 20XX works with these options, but not 125%. In that case, this would just be a small issue that may affect ~1% of users?
I just tried that and it's glitching out for me at any DPI setting. In 1.5 years of development with 1398 downloads, it might really effect only ~1% of users. It's interfering with my program's ability to update itself. The methods I link to only allow my program to detect odd DPI settings. Because it can, there might be some obscure method or workaround I can throw in that only activates when odd DPI is detected. Despite people having rare problems, I like to still address and resolve them whenever I can. I try my hardest never to blame the end user's machine, rather, that RPG20XX should detect and adapt.
I'm running 20XX on a Mac
Also try it with the Mac version of WINE. I'm just curious if it works. Running RPG20XX using WINE on Linux is a valid platform (I'm testing against it), so you can submit bugs about the program if you're using WINE.
First thing that happens when I click on the exe is I get an error warning reading 'Could not draw GDI bitmap'.
Something may be preventing the AlphaBlit from working. Can you give me a rundown of how you're running Windows 7, exactly? And what the basic operating system display settings are?
All this occurs as of version .28, though as far as I know I've got this message through all the versions you've released. I haven't tried testing 20XX on my PC lately (cause it's broken) but as of a few versions ago I don't recall having most of these problems. So who know? Maybe you do, but in any case I hope this is helpful.
All your problems sound like something is denying RPG20XX access to a lot of things. I'm not entirely sure. All the details about your environment would be helpful.
Just to be sure, this is a new install? Try deleting the C:\Users\<Your Name>\AppData\Roaming\rpg20xx folder and starting a new project to see if it still crashes.
does it support pixel by pixel movement?
That's a future feature, and it's going to be coming more recently than I previously planned since I need pixel movement for LandTraveller.
"Poses" as you can see in the default character sprites imply you can create the 4-directional animations for jumping and attacking you would in a top-down isometric action RPG. The pose feature is just a way to force a specific frame in a character sprite so you can make custom animations for events. The pose commands are already in. Weapon handling is going to be in the next release for sure, I might as well do pixel movement too. Weapon handling lets you specify grip points, angles and frames with weapon sprites for both the default battle system, custom battle systems, and it would be handy for an action RPG system.














