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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RPG 20XX Engine

That is the permanent solution. I remember Windows always having horrid DPI support. Like I said, Microsoft is pulling the rug out under me and I just tried all the API calls (and .exe manifest settings) that promised me they would disable virtual DPI scaling.

In Windows 8/10 they sort of made it a single font size setting. I'd recommend just doing that so all your applications work as expected but the text is huge enough to read.

In the engine during game play, you can press F1..F4 to change the pixel scale. This setting is memorized across all RPG20XX games.

RPG 20XX Engine

Oh, return your DPI/scale size to normal, but then under the window theme settings, make the font all big. There should be a way to make the title bar and controls all big by doing this.

Luckily, the end user product game engine itself is completely unaffected by this DPI madness.

RPG 20XX Engine

The suggestions aren't working either, program still freaks out. I'll have to add a warning dialog at the start if it sees odd DPI settings.

RPG 20XX Engine

Nevermind, I found the issue.

https://msdn.microsoft.com/en-us/library/windows/desktop/dd464659%28v=vs.85%29.aspx

Windows Vista and above, if you increase the DPI setting, a virtual DPI manager fucks with my program without its knowledge and makes everything glitch out. It looks like there might be a way for my program to disable it for itself. This might make the program revert to its original size ignoring your scaling but at least it would stop glitching and you wouldn't have to change your global scale just to run RPG20XX at all.

RPG 20XX Engine

Unfortunately, 20XX's editor dislikes me because of this! It runs much more slowly and the screen doesn't properly refresh unless I click somewhere in the window and force the screen to update the map trees, check boxes, maps, etc.

Windows is pulling the rug from under me on this one. Everything is specified in pixels (for tiles) and the program asks Windows what size stuff is. Dialog boxes are specified in DLUs (Dialog Units?) so those should scale fine. I don't know what I can do, but I can check and see if this occurs on Windows 7.

Hopefully windows 10 will deal away with scaling options, but until then I either have to test the program with barely any legibility or work while it is relatively unstable...

It seemed fine on my 1080p monitor. Try giving me a 1-1 resolution screenshot of the program. Something else might be the problem and I can use the visual artifacts to trace the issue- wherever it may be- in my editor program.

PS:
You can change the tile zoom size to make those larger, too

RPG 20XX Engine

Beats me, he just talks to me whenever he feels like it.

RPG 20XX Engine

Don't put the game project in the same folder as the editor.

NEVER run any component of RPG20XX as administrator either. It doesn't need it. The only thing keeping malicious data from possibly hijacking RPG20XX and using it to take over your machine is the fact I designed it to work in protected modes. It also prevents RPG20XX from seriously damaging your system when it malfunctions.

This is a very very bad practice I see people do in general for software when something doesn't work. Often when you see a piece of software that does similar things, but the author recommended you run it in administrative mode, either 1. the author doesn't know what they are doing or 2. the author is doing nefarious things to your machine with the software.

RPG 20XX Engine

Some of the windows in the UI are very busy at the current moment.


It's actually pretty barren from what I had in mind.

but I imagined that maybe down the road you would want to streamline it further to improve ease of navigation.


Yes, mostly in the script editor (support of keyboard accelerators, etc.). Once RPG20XX enters BETA, that's really the time to polish everything possible.

If you set up a Patreon or something once the program hits beta I am sure I could throw more than a few extra dollars toward a good cause...


Patreon was designed for people who released videos and things, but I might consider it. It does have a normal donation button and link. The biggest thing I need however are bug fixes. Those are the only things even a single-person-army can't do by themselves.

In the top menu of the editor, some icons are unclear. Why is Import a checkered square, and Database a rounded blue square?


"Database" and "Resource" are somewhat abstract concepts. I'm open to icon designs that convey? these better, though.

with the radio buttons becoming tabs located on top, and enlarging the window so that the edit menu can be integrated into the database menu.


That method makes everything incredibly messy in both code and UI design, although I agree with the feeling. It works the way it does at the moment to make things as simple and bug free as possible, but I have plans for the database editor dialog.

Previews exist for material resources, but not for database entries. An important ability for an author would be to flip through a database list and view all the information about each entry in the preview.

Double-click to edit exists as a shortcut in other dialogs (setting autotiles for a tileset, as an example). It'll be used here later when I can confirm the database editor is solid enough.

The separation between Player and Enemy is getting annoying. It is almost the rule (with few exceptions) that for each enemy Player there is only one matching Enemy entry. I'm considering merging the fields. This would make it so there are only Player with the option for "Is Enemy". If "Is Enemy" is checked, it lets you click a button to edit the enemy properties for AI, drop lists, and the like. This also eliminates the possibility the author forgets to check "Is Enemy" for each player that is being used to define an enemy. I can recycle the Enemy data type into something else more useful.

Probably an entire data type dedicated to weapon handling.

Authors will also need the ability to EDIT another database entry mentioned by the current one they are editing. Say the author is giving a Player default equipment. They need to both PREVIEW each equipment from the selection dialog, and maybe they will want to EDIT it real quick without having to close out of the Player editor. Caution has to be exercised that the author doesn't accidentally create specific chains of editor dialog boxes that may cause catastrophic damage to the database.

On top of all this, don't forget I gave you inheritance. This makes every field of each child database entry you didn't edit match the parent. If you later edit the parent, all children are also updated. Use this well to shave 80% of your time spent editing database items.


I have a lot of plans to polish, accelerate and make more robust the editor once BETA is reached. Right now its very explicit in everything you do. It has a lot of accelerators and automata already, but those are just to make testing less tedious.

RPG 20XX Engine

I got vibes of older Game Maker 7 mixed with RPG Maker 2003 when I was messing around.


Exactly what I was going for. The engine design is heavily influenced by concepts introduced by the computer scientists Andre LaMothe and Mark Overmars. Most strongly the former and their 1999 book Tricks of the Windows Game Programming Gurus. It taught you a lot about very low level game engine design, although you have to look at the book anachronistically since nobody uses DirectDraw anymore.

Are you planning on tackling the program's UI later, or possibly find a UI designer? Maybe you mentioned this already but I just couldn't locate that information.


What do you mean by "planning on tackling the program's UI"?

Resource Library

Holy shit you've been unbanned!

And I already gathered that after looking into it further. I've begun converting REFMAP tilesets, but there's all this extra room because RPG20XX gives you 2 additional autotiles per tileset (oceanic tiles converted into animated autotiles take up a few spaces), 5 additional animated tiles per tileset, and a lot of single tiles. I'll have to figure out how to merge similar tilesets.

I still won't bundle these with the engine, but I'll have an archive download for you to import out of. Because it will be annoying to manually set full body sprites (since all the existing character sprites are normal single image sprites), I'll add a manifest directive inside the archive that instructs RPG20XX to automatically add imported characters to your list of composite parts as full bodies (if an entry for it doesn't already exist).