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Map Editor
The lower layer is now a psuedo bi-layer. That "Is Feature" flag from the tile editor makes an auto tile a feature. Features are placed atop previously laid lower layer tiles automatically. The above has little patches of swamp over the cave floor, the swamp is a feature here. Drawing anything that isn't a feature will erase whatever feature was there.
This allows you to mix and match mountains, trees, etc. with any ground without you having to make an autotile for each combination. On top of this, you are given 2 more autotiles per tileset than in RPG Maker 2003. Any autotile can be animated too and its speed controlled with any number of frames you want.
Then there is the upper layer, you can also place animated tiles there. The firepit in the above example is an animated tile placed in the upper layer.
The event layer works about the same, except there are sprites and tile events. Events made up of tile(s) will automatically carry any event standing on any one of its passable tiles. You will be able to move and interact on top of a tile event that is itself moving, like a large moving lift platform.
Technically there are three tile layers instead of two, but the first two are fully automatic. It gets tricky to juggle tiles when you're given many layers, so this is a good setup to have the editor remain just as simple as RPG Maker 2003, but magnitudes more powerful.
If you really want something complicated, you could build events out of rectangles of tiles. Though you would select multiple tiles when in event layer mode from the palette to the left, I'd recommend you draw it first and then right click marquee select to turn it into an event. It would then take the upper layer tiles off the map and place an event created from there in that spot.
It's nice to write my own toolkit because I can just have all these features and nothing is slowing me down at all. I can quit denying people crazy stuff because "it's not in the editor" anymore.
This allows you to mix and match mountains, trees, etc. with any ground without you having to make an autotile for each combination. On top of this, you are given 2 more autotiles per tileset than in RPG Maker 2003. Any autotile can be animated too and its speed controlled with any number of frames you want.
Then there is the upper layer, you can also place animated tiles there. The firepit in the above example is an animated tile placed in the upper layer.
The event layer works about the same, except there are sprites and tile events. Events made up of tile(s) will automatically carry any event standing on any one of its passable tiles. You will be able to move and interact on top of a tile event that is itself moving, like a large moving lift platform.
Technically there are three tile layers instead of two, but the first two are fully automatic. It gets tricky to juggle tiles when you're given many layers, so this is a good setup to have the editor remain just as simple as RPG Maker 2003, but magnitudes more powerful.
If you really want something complicated, you could build events out of rectangles of tiles. Though you would select multiple tiles when in event layer mode from the palette to the left, I'd recommend you draw it first and then right click marquee select to turn it into an event. It would then take the upper layer tiles off the map and place an event created from there in that spot.
It's nice to write my own toolkit because I can just have all these features and nothing is slowing me down at all. I can quit denying people crazy stuff because "it's not in the editor" anymore.
Tile Palette
I got map rendering working too, but since I'm using GDI I have to speed everything up the way RPG 20XX handles maps before it is done so it isn't ever insanely slow.
Map Tree
It's highly annoying for the music to reset after each battle, so between having it always reset or always resume, I pick the latter so the default options are the most pleasant.
There will be a means to change lots of unimportant details like this later through advanced engine settings.
There will be a means to change lots of unimportant details like this later through advanced engine settings.
Map Tree
Well I can't remember a game like that, usually the shopkeepers stay in one place.
I can't prevent people from making poor game design decisions.
I can't prevent people from making poor game design decisions.
Map Tree
I'm ahead of you on that one- the engine will always resume original music after battle music or a music effect was played. I spent extra time way back when I was working on the engine foundation to make sure of the libraries I used that it was possible to play and resume all music, including MIDI. It will fade back in when resuming so it isn't jarring (and to cover up the artifact where the sustain notes before on a MIDI track are silent).
I was just as annoyed, especially when you have a long well-made epic music track for the level but the player only hears the same 10 notes at the beginning.
I'm also thinking if you enter a battle again very shortly from the last one, the battle music too will resume (unless its different from last like a boss fight).
I was just as annoyed, especially when you have a long well-made epic music track for the level but the player only hears the same 10 notes at the beginning.
I'm also thinking if you enter a battle again very shortly from the last one, the battle music too will resume (unless its different from last like a boss fight).
Map Tree
Not just more settings, all settings. It's easier for my engine to barely know the difference between a map and area- an area is a map with no tileset.
I already was wondering how to handle biome-like areas. You usually use areas to define the enemies that will occur, which are also sorted per terrain (area masks enemy level while terrain masks enemy type).
When you open an object in the tree, the map should then actually load and let you edit it. If you open an area, it can simply load the map and the rectangle on screen and let you paint tiles. You will need a "magic wand" tool to set/unset all areas in rectangle over specific tiles to make it very quick to- for example- mask a continent from its ocean (by erasing all tiles over ocean and deep ocean).
I already have a different way event scripts will be used, there will be slots all over the place for them so you could have a parallel script set for each map/area.
I already was wondering how to handle biome-like areas. You usually use areas to define the enemies that will occur, which are also sorted per terrain (area masks enemy level while terrain masks enemy type).
When you open an object in the tree, the map should then actually load and let you edit it. If you open an area, it can simply load the map and the rectangle on screen and let you paint tiles. You will need a "magic wand" tool to set/unset all areas in rectangle over specific tiles to make it very quick to- for example- mask a continent from its ocean (by erasing all tiles over ocean and deep ocean).
I already have a different way event scripts will be used, there will be slots all over the place for them so you could have a parallel script set for each map/area.
Tile Editor
So you notice how some of my autotiles are on a transparent background? The lower layer is a pseudo bi-layer, if you select a feature it will be drawn on top of other lower tiles that aren't features (automatically letting you place mountains, etc. on top of things). Drawing something that isn't a feature erases features for that tile.
Yes, then you can draw upper layer tiles on top of them all if you want.
Yes, then you can draw upper layer tiles on top of them all if you want.
Import Folder
Everything is really wonky. The list you see is actually some messed-up column ListView since you can't just add items with icons to a normal list. RPG Maker 2000/2003 overrode the drawing system to do it with normal lists and that's why the font is all messed up everywhere (not to mention I think it was made with Delphi).
You can use Import Folder to grab many resources at once for now but ctrl+selecting files in the file mangler might work later.
You can use Import Folder to grab many resources at once for now but ctrl+selecting files in the file mangler might work later.
Tileset Format
Importing the files one-by-one is actually pretty tedious, so you can just copy the .2x files directly into the <projectname>.bin/tile folder. Here's the ZIP file with the .2x files:
http://landtraveller.com/rpg20xx-classic-2003-tiles-bulk.zip
I think it would be better to release resources this way so people can just download your resource and paste it into the resource folder.
If you were epically lazy you could just ZIP up the entire .bin folder without any problems. The important information is self contained in the .2x files.
http://landtraveller.com/rpg20xx-classic-2003-tiles-bulk.zip
I think it would be better to release resources this way so people can just download your resource and paste it into the resource folder.
If you were epically lazy you could just ZIP up the entire .bin folder without any problems. The important information is self contained in the .2x files.















