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RPG 20XX Engine
I've already been thinking about animated monsters. My idea was for them to just be animated for anything. I don't know if I'm going to implement this and how yet though.
RPG 20XX Engine
"but how about maps larger than 500 by 500?"
That's something cherry has to do, my engine already supports maps of almost any size.
"also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?"
I don't know what you're saying here. You can already make a huge enemy that fills the entire screen or multiple ones and both would dwarf the party.
That's something cherry has to do, my engine already supports maps of almost any size.
"also, would in game zoom modes/changeable resolution of any sort be possible, especially for battle? If for instance, I wanted to show a big, multi part enemy that I want to really dwarf the party but won't fit on the screen the way things are now?"
I don't know what you're saying here. You can already make a huge enemy that fills the entire screen or multiple ones and both would dwarf the party.
RPG 20XX Engine
Yeah, don't forget it's a requirement that I implement existing hacks people use so their game still works. You'll be able to use syscalls to move the default menu components around too using a metrics command. I'll post the prototype of the Set Metrics syscall when I have made the default menus. There's already a prototype there to jump into sub menus as well (equip, items, etc.) in case you want to do a CMS that's not as C.
Lots of additional features and stuff will be all grouped into syscalls so it's easy and faster to implement.
Lots of additional features and stuff will be all grouped into syscalls so it's easy and faster to implement.
RPG 20XX Engine
You're going to have to talk to Cherry about that. My engine can do anything I build it to since it is from scratch, but the editor I have not touched.
Copyrights vs. Patents
RPG 20XX Engine
RPG 20XX Engine
No I'm not there yet. I usually just set the values of poison with it happening every action in mind and it's all good. I'm currently disassembling events so I can run them.
RPG 20XX Engine
RPG 20XX Engine
That would get a little weird and messy though, because then you'd have abrupt lines with a single word because the previous line couldn't fit and now the fourth line gets shoved down. If I destroyed the line breaks and put it all together, you would only have to worry about a message that is simply too many words long. If you kept within the 4-line limit like you do now but ignore width, you should be fine.
Example:
I don't think we're alone out here, what do you think?
... ... ...
Wait, what's that?
Aaaaaaaaaaa!!
Could become:
I don't think we're alone out here, what do you
think?
... ... ...
Wait, what's that?
With the last line being a problem.
Example:
I don't think we're alone out here, what do you think?
... ... ...
Wait, what's that?
Aaaaaaaaaaa!!
Could become:
I don't think we're alone out here, what do you
think?
... ... ...
Wait, what's that?
With the last line being a problem.
RPG 20XX Engine
Yeah, WeaponBirth automatically word wraps too. But here's the problem, when you make a multi-line message command it actually generates additional commands! I should probably insert spaces instead of line breaks when turning these into a single message, and then execute my word wrapping algorithm. This will break up dialogs written with return marks intended with specific return marks like this:
Person: Hello...?
...
...
HELLO!?
But I suppose it wouldn't be so bad.
Person: Hello...?
...
...
HELLO!?
But I suppose it wouldn't be so bad.














