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RPG 20XX Engine
Well, it's not working, eh...? :/
I can't port a game to the PSP right now, ne.
Hehe, I know it's not going to work anywhere near acceptable on the PSP for a long time. And I've written stuff for the GBA/DS before, I'm not even sure you can write a good port for it unless you write some kind of a recompiler.. And even then that would take forever. It all sounds so magical, doesn't it...?
HLSL LOL
Well, I'm not one of those caring users, but anyways I desire most satisfaction for your project.
Let's do something more productive instead of writing here.
Cheers.
HLSL LOL
So you come here to plug n' troll your half-finished software and then tell me to do something more productive than write here? Right, message received.
RPG 20XX Engine
Yes, but this editor is open source and from scratch, not a binary hack of the original.
None (no more than very little) of these people care. They want the tech and it doesn't matter how open source my engine is if I do not deliver to the satisfaction of most of my users. This is also why my engine was built on Windows and DirectX- they (again, no more than very little) wouldn't care if my engine had a native Linux port. In fact, this allows me to support HLSL and all the goodness while maintaining the it works after I copypastad' the files into my game folder feature.
Lots of them don't even know what we're talking about.
That screenshot above to them looks like a broken version of RPG Maker 2000 running on what kind of looks like a Mac. Compare to Cherry's eye-candy editor windows with syntax coloring and lots of features you don't need but are awesome! It's like 2009 Ultimate! Sounds cool.
we want to debug if readers are working properly
I made simple text files for that. I sometimes copy and paste them to log updates. Other than that, correct behavior of the engine has been the only other thing I needed to go off of. Even if there are errors or deviations, it's alright as long as the engine's resulting behavior is satisfactory and it plays the game.
It is not so much the engine itself as the existence of someone here who can prove their quick responsiveness to bugs, problems, and serve the public trust- that is what the problem was in the first place otherwise I would not be here doing this.
RPG 20XX Engine
Cherry already has a download that can add lots of things to the original editor. Writing a new editor is something you should be doing after the engine runs at 100% emulation. This is going to slow you down and may fatigue you from doing so well on the engine. These people already have a database editor complete with tabs, what they want is an engine that does it all and beyond and most of all doesn't have the horrible game-breaking problems the original had.
I plan on having the engine nearly complete without battles by Christmas in a state where their games pretty much run. It'll be really rough but it'll still run. I'm thinking of trying to see if I can release something a bit further than that.
I plan on having the engine nearly complete without battles by Christmas in a state where their games pretty much run. It'll be really rough but it'll still run. I'm thinking of trying to see if I can release something a bit further than that.
RPG 20XX Engine
What frame by frame means as opposed to something like 20XX is that my engine assumes no frame rate and uses a variable to multiply with all speeds. You know meters per second right?
Well the length of a second constantly changes as my engine runs frames. I can't know how long the next frame will be, but if I predict using the lengths of previous frames, I can figure out some length of a frame. I convert this to be proportional to 16 frames a second.
Why 16FPS? Because that's the ratio Acknex uses and the ratio I'm used to when figuring out speeds. This is also known as system ticks. 32 pixels per tick is 32*t.
Now frame by frame simply assumes constant frames and moves by some constant value per frame, which for RPGMXP's simplistic graphics is usually given except on this netbook. I always have a problem playing RPGMXP or RPGMVX games on this thing since they lag really bad on here. I don't understand since I can get 2X resolution graphics in alpha running at near 50~60FPS in 20XX.
Anyways, I'm thinking of letting you mess with the time factor which will speed up or slow down the entire game. It'll be almost effectively the same as the fast forward in your emulator. However, I am debating this. If you're fast forwarding through the game, there is something wrong with the game. I will let you adjust battle speed though so you can implement a turbo mode to make battles crazier.
Well the length of a second constantly changes as my engine runs frames. I can't know how long the next frame will be, but if I predict using the lengths of previous frames, I can figure out some length of a frame. I convert this to be proportional to 16 frames a second.
Why 16FPS? Because that's the ratio Acknex uses and the ratio I'm used to when figuring out speeds. This is also known as system ticks. 32 pixels per tick is 32*t.
Now frame by frame simply assumes constant frames and moves by some constant value per frame, which for RPGMXP's simplistic graphics is usually given except on this netbook. I always have a problem playing RPGMXP or RPGMVX games on this thing since they lag really bad on here. I don't understand since I can get 2X resolution graphics in alpha running at near 50~60FPS in 20XX.
Anyways, I'm thinking of letting you mess with the time factor which will speed up or slow down the entire game. It'll be almost effectively the same as the fast forward in your emulator. However, I am debating this. If you're fast forwarding through the game, there is something wrong with the game. I will let you adjust battle speed though so you can implement a turbo mode to make battles crazier.
RPG 20XX Engine
I was snowed in for the past couple of days but I'm back.
it's literally something like frame_rate = 60, placed next to the line of code that defines the font. However, it's nothing like 2k3 or 20XX will be and it could not satisfy the needs of most of these posters.
Remember that there is nothing for me to fix since I'm writing this from scratch and not reverse engineering RPG_RT.exe. This also means any problems found in 20XX would have been put there by me.
I think I had links to their videos at some point, I don't know. Until they have the codes and the downloads, it's not really much. Don't forget the same goes for me, but I said I would release something substantial by Chirstmas so that is what I'm going to do.
author=Ciel
Hey Wolfcoder, would you ever consider modifying RMXP's executable, or whatever, to make it run at a respectable frame rate? That's XP's only real fatal flaw, it seems to me fixing it would yield similar results as adding a lot of functionality to 2k3.
it's literally something like frame_rate = 60, placed next to the line of code that defines the font. However, it's nothing like 2k3 or 20XX will be and it could not satisfy the needs of most of these posters.
I just wrote a script and never had to worry about it.

however, when the enemy does the same thing, the damage and animation play at the same time.
Remember that there is nothing for me to fix since I'm writing this from scratch and not reverse engineering RPG_RT.exe. This also means any problems found in 20XX would have been put there by me.
Interesting project, do you know EasyRPG?
I think I had links to their videos at some point, I don't know. Until they have the codes and the downloads, it's not really much. Don't forget the same goes for me, but I said I would release something substantial by Chirstmas so that is what I'm going to do.
RPG 20XX Engine
"if you somehow added panorama layers that would be pretty rad."
I was thinking of actually doing auto-previous-level-parallax or whatever.. Don't know what I'll call it. This is when the map before this map in the tree in the same level is drawn zoomed out as the parallax. The actual below map becomes the parallax so you could do tower or mountain levels.
Either way, parallax layers is also something I want to implement so you could replicate the old school 3D-ish HUGE TRACKS O LAND scenes where they used H-Blank to shift the map each scanline and added cloud layers.
Or I could actually emulate H-Blank effects so you can take one parallax and define scrolling offsets for each scanline.
I was thinking of actually doing auto-previous-level-parallax or whatever.. Don't know what I'll call it. This is when the map before this map in the tree in the same level is drawn zoomed out as the parallax. The actual below map becomes the parallax so you could do tower or mountain levels.
Either way, parallax layers is also something I want to implement so you could replicate the old school 3D-ish HUGE TRACKS O LAND scenes where they used H-Blank to shift the map each scanline and added cloud layers.
Or I could actually emulate H-Blank effects so you can take one parallax and define scrolling offsets for each scanline.
RPG 20XX Engine
"absorption of elemental attacks."
I think 2k3 already did this, you could type negative numbers in the attribute effects.
"Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack."
I'll have to preserve lots of the behavior of the default battle system otherwise it will break lots of games for people unexpectedly. I'll consider how to switch DBSs and how to configure them after the first ATB DBS has been made and bug fixed.
"Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool."
This however I think I'm going to have.
"Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever)."
I know, but I'll figure these out after the first DBS has been completed. I love going insane with scope creep, but it's nicer to do when I've finished the battle system itself to begin with first.
I think 2k3 already did this, you could type negative numbers in the attribute effects.
"Also, the way elemental weakness works in the dbs is wonky. If the target is weak against one element in a multi-element spell, the spell will always do damage as if he was weak to it, even if he was resistant to all the other elements in an attack."
I'll have to preserve lots of the behavior of the default battle system otherwise it will break lots of games for people unexpectedly. I'll consider how to switch DBSs and how to configure them after the first ATB DBS has been made and bug fixed.
"Also, casting offensive magic on friendly targets, and defensive magic on enemies. Kind of in conjunction with the above, making undead weak against healing magic and having the ability to cast healing magic on them would be cool."
This however I think I'm going to have.
"Having skills that cause stat lowering on the user in addition to effects on the target would be nice too. Y'know, using powerful magic that halves your INT after use as it's drawback. Or having skills that put status effects on the user or his allies. (regen?) Or skills that put a status effect on the user in addition to attacking the enemy (paralyze you after a massive attack, or whatever)."
I know, but I'll figure these out after the first DBS has been completed. I love going insane with scope creep, but it's nicer to do when I've finished the battle system itself to begin with first.
RPG 20XX Engine
It's an abbreviation for system call.
I made a list here
There's an explanation for how you use it. It's done this way so I can extend the engine with lots of extra commands to make things easier.
I made a list here
There's an explanation for how you use it. It's done this way so I can extend the engine with lots of extra commands to make things easier.
RPG 20XX Engine
You should probably just assume a 2003 battle with the ability for global battle events. Apart from that, you can always check the syscall page up there as they work during battle. Once you have a battle engine in your hands and it works, then you can see additions and stuff being made to it. Because of the global battle event page, you could easily modify your game to add any extra features you feel you need. Oh and it's going to be much faster! My speed inversion might make your battles a little too fast so you can always adjust the speed using the syscall.
RPG 20XX Engine
At first, the engine will have the default battle system from 2003 with some basic fixes (agility!). Then I will add the turn-based FFX-style order list to let you make 2000-like games (with battlers visible if you added battle charsets for them). Multi-hit attacks are already possible in 2003, I remember making a sword that hit six times.














