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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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LandTraveller

Thanks for the playing and feedback~!

How long does your loot stay there after you die (except when it "disintegrates" in water of course)?

Dropped items can't be destroyed by water, and they won't be destroyed in lava either. Dropped items currently remain until you close/exit the game. If you die twice in a row, the items you dropped before won't disappear.

To be honest, I kind of hate the water since I need to find high enough ground to jump back onto land.

I've been working on that, its a tad tricky to let players jump out at higher blocks without becoming abusable to where you can rocket out of the water.

It's kind of why I don't want to go down into a cave because of the faded 'overground' so to speak.

Keep going, it will cutaway and reveal the cave underneath automatically. If you hold Left Shift when you dig, you'll dig the three blocks diagonally up from you. This lets you quickly dig stairs back to the surface. Left CTRL has you aim downwards.

So what do Strength and Aim do?

There's three attack types, the two strongest types for your character are displayed in the menu (this can change as your stats change). Characters with the highest strength are good at melee damage, aim is for ranged attacks, etc. If this is overwhelming, the total damage indicated at the bottom left (next to the red sword icon) considers everything for you.

so I know that Ethereal shoots foxfire or for the fox at least. Should probably explain abilities on the character creation page.

When you have a power, it is shown above your damage. If you equip a sword, bow, or axe, you can see a specific attack appear. Then when you press alt. fire (the button you were pressing before that seemed to do nothing) you'll use your power.

Gonna take a lot of kills to level up.

You also earn EXP for digging up metal ore, gems, and will earn it for other activities in the future. You won't be fighting 1 exp pushovers for very long either, once I add other enemies in.

Fox/Deer do a lot of dmg with their "spells" (8 dmg to a Bear's 4 dmg) but since it costs 2 MP and they only have 4 max, they'll have the most difficulty leveling up when it comes to fighting at the very beginning since they only do 1 dmg with melee (or 2 with a bow; but I don't really bother with wasting ammo/resources unless it does at least 3 like Wolf).

It doesn't cost you EP or ammo to use Foxfire with bows, and the arrows aren't affected by gravity and fly faster. Normally, anyone can equip an orb in the slot below their weapon and gain access to a power. Foxfire was given to those two types just so they have a way to defend themselves early in the game, power from orbs will always be stronger.

Spending a point on Valor would definitely help but I have no idea how to raise Power which is a prerequisite.

I mean you raise that by attacking things with your power (Foxfire). You will earn proficiency for the weapon you used AND for "power". I might rename that, it can be confused with Power, the attribute.

You can spend and refund points as much as you want when home, so you can try out various things without worrying about restats or anything like that.

Can you craft/do anything with the unicorn horn and essence drops?

Eventually, everything will be involved in crafting. I haven't added anything that uses them yet.

Never played Minecraft before so when I first loaded this game up, I probably should have expected that I was supposed to build my own house.

In this game you can just take over an existing house. Building your own structures will become more and more optional as development continues, some people just want a well-paced action RPG experience.

Your home zone being stuck in the middle of the map is temporary to prevent people trying out the multiplayer server from dying instantly to a swarm of creatures.

What's up with the unicorns running around my home like they own the place anyway?

I've shut off their attacking AI while you are home until I find a much more elegant solution. You can keep them as pets in the meantime, I guess.

Oh, and the keys you set kind of reset to default when you create a new character.

This sounds like a bug. I'll look into it.

I probably won't even be able to make anything with ores until I craft a work bench (which seems to require some high-quality materials).

You can also loot the caves for full ingots or gems. You can also often see surface ore in caves or in dry badland biomes. The tin hardware and saw blade for the table can just be made on the stone anvil.

You can often find a furnace, anvil, and workbench in existing houses and skip all of that, too. The item box in each house spawns with random basic loot, too. Houses being in random places is temporary, they will later generate based on game mode (single player will have them grouped in towns, etc.).

If you mine everything and build everything yourself, you'll notice you'll quickly gain levels for Hammer, Axe, Pick, Gather, etc. When you dig up ore, you'll gain points for the tool you used and you'll gain points in Gather at the same time. Since ore and gems give you EXP for mining them, you can actually get a head start while ducking away from enemies.

However, if you dig a space large enough, enemies can spawn in it (regardless of light).

There's also the classic strategy of building your den underground instead. You'll end up with more materials AND a safe place to be since you had to excavate.

LandTraveller

It's not RPG Maker 20XX, it's just RPG20XX now. Yes, it was made using RPG20XX. No, it isn't to show its capabilities. I've heavily modified the engine part of it for this game.

I mentioned this in the update on RPG20XX's page when I changed the software license to give more freedom to those who want to do the same to the engine's source code.

RPG 20XX Engine

Not for RPG20XX, although I tried it in WINE and it appears to function. I may port the RPG20XX engine (not editor) to Linux as some point.

RPG 20XX Engine

To call a non-common event, you use the Call Page command which also takes a page number to call.

For opening the inventory directly, there is only a command to open the default menu.

RPG 20XX Engine

The Input command gets the current state of the keys, that should help.

RPG 20XX Engine

You can use the Draw functions and event scripts to create your own menu entirely at this point.

Feel free to ask me about a missing feature even if you're not sure it doesn't already exist as an event command.

If thats okay then can parallaxing be an option? I can map through tiles but it would be alot quicker.

I recommend you use tiles for a large number of reasons, however, you can use the background editor (it's a database object type) for assigning single images to maps.

But it's really amazing the amount of effort you've put into this project. There really are some useful features that make it way better than some alternatives.

When I say "unfinished", that means the default battle system is. The single most powerful feature of RPG20XX is the Derived statistics. You can easily put together your own RPG fighting system. It has been capable of RPG creation since January 2015.

I did put RPG20XX on a backlog, but I noticed a few of you were doing some ambitious things with the engine. There may be script commands or some small yet vital features you may need. I can put these in and link you to the advance build.

Ports of LandTraveller to SteamOS/Linux are currently looking to be successful. This means a Linux port of RPG20XX's engine is possible. LandTraveller is missing 80% of RPG20XX's functionality, so there may be unforeseen roadblocks as I didn't have to port much.

The new license to RPG20XX's source code gives you a lot more freedom, granted you follow the terms of the MIT license. I'm making a commercial game for Steam using the work developed here, and so I think its fair I let you do the same (the MIT license is a lot more compatible with Steam).

Oh and one more thing

If you have a game using the standard engine and there's a part that runs slow for you, send me your specs and the 2XG and I'll try to figure out a performance optimization

Being magnitudes faster and smoother than the RPG Maker series of engines was one of my original goals from the beginning. Newer RPG Maker games have always looked choppy to me.

RPG 20XX Engine

Use a different image host, that one just shows me a bunch of ads.

I can review specific requests for things and then send you an advance build of RPG20XX with the small features added so you can use them quickly.

RPG 20XX Engine

New features for RPG20XX will be very slow going as my priority at the moment is LandTraveller

RPG 20XX Engine

Creating custom keys might complicate porting RPG20XX so it could play your games on other platforms. However, there is still some way I may implement that.

Input gets the current state of the button. You can have it wait until the state is true, and then wait until the state is false for now. If you're going to be doing that a lot, you can put the behavior into a common event you can call.

New features for RPG20XX will be very slow going as my priority at the moment is LandTraveller

RPG 20XX Engine

You're using wine for Linux right?