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Basic Editor
First (Rough) Specs
i don't know any actual RPG on the super nintendo or even the sega genesis that had such a cursor.
Breath of Fire I and II
But yeah, you'll get to use either a box, or a cursor pointer, or both. I hated how I always had to use boxes in 2003.
Coming Soon
A character frame will be 2 x 2 tiles (so 32 x 32 for regular resolution, 64 x 64 for double res like in VXP). Draw your tall sprites in the center, the bottom center 16 x 16 square is the part of the character sprite that will actually be over the tile they stand upon.
If you need anything bigger, use an event made out of multiple tiles, or use no sprite and have the event use commands to draw itself however you want.
This unifies character sprites. Any bigger sprites mean you would have to handle the visual problems yourself anyways (the tile settings were made for 2 tile tall sprites).
If you need anything bigger, use an event made out of multiple tiles, or use no sprite and have the event use commands to draw itself however you want.
This unifies character sprites. Any bigger sprites mean you would have to handle the visual problems yourself anyways (the tile settings were made for 2 tile tall sprites).
Map Editor
That's the real challenge to RPG 20XX. Tons of engines are powerful, but none give you lots of power yet remain easy to use. The fully automatic lower layer is an example of this. Making a map feels just like 2003, but it has the three layers like XP.
As for the tile order, you only run into that problem if you're allowed to walk into the fence tile, or if you could make a sprite over 2 tiles tall.
In 2003, a tile is either below or above a character. You want something that has its bottom side blocked off and is drawn as though it too were a character (characters are drawn by their Y order for that isometric 3D effect)? I'll let you know when I figure out a way to implement this without adding complexity to the editor.
As for the tile order, you only run into that problem if you're allowed to walk into the fence tile, or if you could make a sprite over 2 tiles tall.
In 2003, a tile is either below or above a character. You want something that has its bottom side blocked off and is drawn as though it too were a character (characters are drawn by their Y order for that isometric 3D effect)? I'll let you know when I figure out a way to implement this without adding complexity to the editor.
Game File
I noticed you mentioned something about "non commercial" does that mean a version will cost money?
RPG 20XX comes with 2 engines. One uses FMOD-Ex and requires royalties to Firelight Technologies if you decide to sell your game. This is "Non-Commercial". One doesn't and lets you sell your game without paying royalties to anyone.
Getting a copy of RPG 20XX will not cost money.
You can do like Id software does.."It will be done when it's done, but we are still working on it".
It's actually been going much faster than expected. The first test download is coming real soon and it's barely March. I am ahead of schedule.
Gotta say my favorite is something turn based, yet animated.. yet you can some how adjust where the player is and maybe how they move.. wishful thinking.. just saying.
I'm thinking about that. The old turn based first person battle system required much less artwork. It can maintain the perspective but have player sprites in front of the enemies like Lufia II (SNES) if you want animated players too. Enemies will always have the option of being animated or not.
Coming Soon
Well if you look at the images I attach to my blog posts, you can see it will handle just like RPG Maker 2003. If you're used to 2003 and you're the sort that doesn't like documentation, you'll still find stuff pretty quickly.
I remember using RPG Toolkit, it felt tacky and weird.
I remember using RPG Toolkit, it felt tacky and weird.
Coming Soon
Kinda hoping i can change out the screen width though.. maybe have a screen size of 425x240..
You ought to read all the blog posts in between to see what I've already gotten to work. This is one of those things I already have written- you can set the game size from project settings. In addition, I might add post filters on image loading that automatically make the game look like its on a NES, GameBoy, GameBoy Color, etc. without actually being a framebuffer filter or shader program (means it would do this and remain exactly as fast as if there were no filter).
LandTraveller has a PSG+FM synthesis system that can make things sound like a GameBoy, a TurboGrafix 16, or a Sega Genesis.. but writing sounds for it is complex and could be an entire editor program in of itself. Engine-wise I could just pull the sound generator out of it since both LandTraveller and RPG 20XX use SDL2 sound.
So i figure it is up to someone in the community.. like maybe yourself.
But i am LOVING everything so far as i read further up.. the layering, the way auto tiles and tiles in general will be handled.. he audio format change up.. all of it.. so awesome!
So thankyou.. thankyou THANKYOU! ^^
I only came back because I feel I still have to finish this.. somehow. So I decided to take my own advice and just make a new standalone RPG creation tool. The advantage of being a one-wolf army is that I can just put LandTraveller on hold and have no financial or legal repercussions.
I'm going to look through my paperwork and hold RPG 20XX as a copyright asset so I can protect it from possible troll lawyers from Enterbrain or elsewhere. I need a better WolfCoder Labs logo too. There should be copyright notices everywhere, I have to double check. The GPL 3 license mentioned is what rights and restrictions I grant all of you when you decide to use the software or source code.
This is much better than the obviously illegal use of the English version of RPG Maker 2003. Even buying the official version and then using RPG Advocate's patch is illegal under the DMCA since within the patch is code that removes the anti-piracy measures in RPG Maker 2003. If you obtained RPG Maker 2003 legally, the license terms prevent you from using your favorite patches or DynRPG legally too. What's funny is that I built the original RPG Maker 20XX without ever actually needing to open up or touch RPG Maker 2003, I was cautious of all this back then as I am now.
So I figure to just fuck it and write something that was designed to ensure your freedom. I'm not here to sell you shit that cost you 50 bucks and then to tell you that you can't modify the tool itself to fit your needs. Makes more sense for a video game itself, but not for a tool you want to rely on. But be wary and read the GPL 3 for it prevents you from doing the same to anyone else with this software.
Sound Engine
The file specs for having an introduction section and then a loop section for those audio files are very wonky. Instead, in RPG 20XX, you'll be able to set these for whatever music tracks you've imported. You can edit these in the music player, RPG 20XX is only going to have one because RPG Maker 2003 had one... well, it sort of didn't. Unlike RPG Maker 2003, RPG 20XX will support Play All and Shuffle buttons so it can DJ it up as you edit.
It makes sense to have the settings in the music player so you can test those settings out right away to see if they're correct. The music player will be a modeless floating tool window that you can close and bring back, and I'll see about adding a tray icon for the editor so you can control it while the editor isn't the front window. It should also respond to the standard media keyboard buttons, but I'm not sure I can get that to work without quirks.
The music player is special because for tracks with a set intro and loop section, in Play All mode, it will loop twice before ending the song and playing the next so you can hear if the setting is correct or if you need to adjust it.
It makes sense to have the settings in the music player so you can test those settings out right away to see if they're correct. The music player will be a modeless floating tool window that you can close and bring back, and I'll see about adding a tray icon for the editor so you can control it while the editor isn't the front window. It should also respond to the standard media keyboard buttons, but I'm not sure I can get that to work without quirks.
The music player is special because for tracks with a set intro and loop section, in Play All mode, it will loop twice before ending the song and playing the next so you can hear if the setting is correct or if you need to adjust it.
Game File
my only suggestion would be to have user defined variables for most things that could be er... variable?
https://subversion.assembla.com/svn/rpg20xx/doc/spec.txt
This is done regardless of battle system. In the DERIVED tab, you will see which slots effect what.. effect of the battle system. It's simple, but lets you define and balance everything to your liking. A new game project will have these all filled in with default stuff so you don't have to mess with ATTRIBUTE or DERIVED or even better adjust slightly my metrics to balance stuff to your game.
I'm not going to stop you from putting almost any event command under DERIVED...
I feel you should *probably* give an option to let it work as a vanilla ATB or even Turn-Based?
ATB is ATB. It will perform all your ATB needs. I would not give you a broken ATB system for free, let alone 50 bucks. I would not give you a broken RPG Maker for 50 bucks and then make a fixed one for 50 bucks instead of fixing the broken RPG Maker. Enterbrain needs a good fire under their ass. There's lots of default stuff in an editor like this, it needs to remain as easy to use as RPG Maker 2003. However, it lets you add and adjust things to add specific features to make your game unique. Deus Ex: Human Revolution is a different game from Borderlands 2 despite both being FPS games.
The next battle system to be added will then be some classic CTB turn based. CTB Charge Time Battle enables agility to actually matter while retaining the turn based feel. The original idea was to do some sort of first person thing. Then the third battle system to be implemented will be either Action or SRPG (kinda like Fire Emblem).
Switching the battle system in the middle of the game is a must. Why? What if you had ATB for normal combat, but used the CTB for combat between vehicles or ships? Or you did something like Bahamut Lagoon and did SRPG where each attack is resolved via ATB (it was turn based in Bahamut Lagoon I think).
It's open source, someone can implement some battle system in the engine and stick that into their editor. They won't have to trudge through my ugly WIN32 editor code to do it, either. I'm here to give you a handful of common yet awesome battle systems to crank it up to 11, though. The whole point is to let you have powerful features without you mashing Ruby scripts together. The software engineering is my job, I want to give power to hobbyists or digital artists who don't know how to write software.
Game File
The final engine will be able to export standalone .exe files still, right? I'm guessing the "end user" version of a game would be a .2xg and a .exe engine to run it, correct?
Yes, at some point the default behavior of the engine will be to find the first .2xg in its directory and play it. If a .2xg is set to open in the engine, then you can just double click a .2xg to play it like it were the .exe. This lets you collect .2xg files.. as long as they all use the official engine.
a) Have you given any consideration to variable tileset sizes (ie say, 32x32 px tiles mode option, I assume using the same "aspect ratio" as the 16x16 but twice as large in sheer pixel space)
The editor is fully automatic- it will know your asset size. The editor's views may draw them improperly, I need a higher resolution tileset to test and adapt first though. The resource import though, it will just know. That's why the autotiles are layed out sideways- it's part of what allows this automatic feature.
b) Have you considered allowing pixel based movement as a default behavior so there would be a choice between tile-based and pixel-based movement, that'd be cool D:
I have to think of action RPG analogs for everything. How do you move when you attack? How do attacks work? Projectiles? etc. Once I figure out a good solution I will implement it. This is a distant feature, but an obvious one since I personally like action RPGs.
For the default battle system now, I'll just implement ATB Fury from before. It will add real action, not artificial not-waiting-for-select-menu action. Kind of like RTS combat but for a classic RPG sort of. It will feel crazy, or even "furious". So that youtube video with the streamlined combat but with an easy way to select strategic actions (I imagine something like Lufia 2 on the SNES). Strategic? Like if you were fast enough to select dodge before a fireball hits you, you can attempt to dodge it- or guard to block it with a shield if you had one. I'm trying to make all the stats useful, not the broken weird and slow system of RPG Maker 2003.














