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If you read all the comments ever posted on this project, there's a need for something that works just like 2003 did but.. 'newer'.
It has nothing to do with RPG Maker 2003, so what was the point of all that research and backwards engineering? I kept pointing out RPG Maker 20XX is best used to make new projects anyway.
So the obvious choice is to just design an RPG creation toolkit on its own like I said with all the features everyone on this project page ever told me they really wanted from 2003. The result will be much easier to use than RPG Maker 20XX was going to be too, and will be much easier to develop. It just won't play old RPG Maker 2003 games.
It's also going to be a free and freedom project, and open source, so don't worry about that. I'm only doing this because I still feel I have to do something for the community.
(@Clyve were you forced to use animals in RPG Maker 2003?)
It has nothing to do with RPG Maker 2003, so what was the point of all that research and backwards engineering? I kept pointing out RPG Maker 20XX is best used to make new projects anyway.
So the obvious choice is to just design an RPG creation toolkit on its own like I said with all the features everyone on this project page ever told me they really wanted from 2003. The result will be much easier to use than RPG Maker 20XX was going to be too, and will be much easier to develop. It just won't play old RPG Maker 2003 games.
It's also going to be a free and freedom project, and open source, so don't worry about that. I'm only doing this because I still feel I have to do something for the community.
(@Clyve were you forced to use animals in RPG Maker 2003?)
Coming Soon
New LandTraveller Imminent
New LandTraveller Imminent
Check the dates on things- it was cancelled before I even began RM20XX. Actually, it was cancelled to make room for RM20XX to be more specific- the dates are very close: November of 2010. I thought about using the code for something in 2011, but later decided not to that same year.
V 0.22 Alpha Released
Really? Your computer must be really strong or something, I have to see about 16 or 32 of them every time I test the generator. The NPCs could just suggest things to you in-game like most do for tips not at loading screens.
V 0.22 Alpha Released
when tips are shown during load times in games
Heh, that's the "generate an entire world" time. There's no actual loading screens.
any scheduled test times?
Those will come once the game is more complete and it is time to stress test everything all together at once.
Assembla Down
Dat Water Flowing
You didn't read carefully, "67,108,864 water blocks?" is how low it goes when you don't use brute force and it only simulates near each player. And you basically just said the same intuition I did. And when I say blocks, I mean candidates- these are the amount of blocks you have to check if you need to simulate (if they're water, and if the water would flow).
I couldn't get realistic water to be stable, so I did something that decays. For it to flow further, you'd have to dig down. I did find a way to actually cut down even further the potential blocks. It goes down to the zones and only checks the zones that were changed around the player(s). A zone has to have been changed and be near a player.
I couldn't get realistic water to be stable, so I did something that decays. For it to flow further, you'd have to dig down. I did find a way to actually cut down even further the potential blocks. It goes down to the zones and only checks the zones that were changed around the player(s). A zone has to have been changed and be near a player.
Dat Water Flowing
The gradient method worked for a little until it got unstable and all the water blocks became water blocks with just 1 water unit inside (one giant puddle, basically). It was cool while it lasted- the water actually rippled in reaction to me digging out blocks and the water rushing in. I'm going to have to use a less cool but more stable method.
You may joke, but you're actually not wrong or even hyperbolic- LandTraveller is an attempt to fit a very computationally expensive model onto an average person's computer and it run fast enough for a game. The clearing house method is a way for it to run as much of the game as it can on your own machine during multiplayer while still being multiplayer. Kind of like Sim City 5 except more stable, 3rd party server support, and with the option to play offline.
.. and with a building space larger than your backyard.
It already does (see above block counts).
Or the not-so-rare case where someone wants to dig a long channel to water their farm blocks from a lake.
It's got this already too and it's still expensive.
Distributed computing! Get the players' computers to run some of the processing. LandTraveller@home
You may joke, but you're actually not wrong or even hyperbolic- LandTraveller is an attempt to fit a very computationally expensive model onto an average person's computer and it run fast enough for a game. The clearing house method is a way for it to run as much of the game as it can on your own machine during multiplayer while still being multiplayer. Kind of like Sim City 5 except more stable, 3rd party server support, and with the option to play offline.
.. and with a building space larger than your backyard.
You can probably ignore anything more than a certain distance from any player.
It already does (see above block counts).
There'll be the extremely rare chain reaction that spans a ridiculously huge area, but oh well.
Or the not-so-rare case where someone wants to dig a long channel to water their farm blocks from a lake.
Alternately, you can probably flag specific water tiles as needing updating. Anything the player or a monster affects will need updating until it's levelled out, and then it won't any more and you can turn off the flag. If nothing affects the water it won't move, right? So you don't need to update it unless a change is triggered somehow.
It's got this already too and it's still expensive.
Windows XP Users
Don't get me wrong though, I just want to make the parts of the game itself first so I have a game people would want to play in the first place before I go widening my platform.
I'm surprised Japan has adopted Windows 7 so well. They love still using tons of software from the 90s. I would be worried about South Korea since they have way more people who play free online games together, and way more free online games themselves- except Windows XP is on a fast decline (it's got this nice X-shaped plot) so over time I will simply have a larger audience there.
The philosophy behind LandTraveller very strongly emphasizes people of all types coming together to build things and community over emphasis on the individual (popular in East Asia).. So if I'm going to inflict a ton of pain on myself debugging through something, it would be to add an international language subsystem for text display.
I'm surprised Japan has adopted Windows 7 so well. They love still using tons of software from the 90s. I would be worried about South Korea since they have way more people who play free online games together, and way more free online games themselves- except Windows XP is on a fast decline (it's got this nice X-shaped plot) so over time I will simply have a larger audience there.
The philosophy behind LandTraveller very strongly emphasizes people of all types coming together to build things and community over emphasis on the individual (popular in East Asia).. So if I'm going to inflict a ton of pain on myself debugging through something, it would be to add an international language subsystem for text display.














