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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RPG 20XX Engine

Oh yeah I forgot to mention it doesn't read the installed RTP folder, all your games must have resources you've manually added to your game. I always rename the RTP folder when I install 2003 so only my own files showed when editing the game.

I will not be supporting RTP either, you're going to have to copy them into your project so it could run on a machine with no other RPG Maker stuff installed (Hero's Realm does this). You don't need HARMONY.DLL though.

If you want, re-run the above with the RTP files copied into the games (except for .XYZ games). I will not be supporting .XYZ either until possibly in the far future- there's no reason to actually use the format and all it does is make things annoying.

RPG 20XX Engine

"Now rm2k3 WILL ACTAULLY BE FUN TO USE."

Once I can figure out how the hell they draw ocean I'll be going fast again. The way Emptybrain wrote the system, it's like putting together a broken effen Rubix Cube with boxing gloves on. It's the worst way to do autotiles ever.

RPG 20XX Engine

"Please have an option for vsync. 2k(3) tears worse than wet toilet paper."

I've never had 2k3 tear on me, but OK. Can't hurt.

"And remappable controls, the default gamepad layout is weird (and I usually don't use the right side of the controller for two button games anyways)."

As per the new Vista environment, I'll store new game saves in your user folder, and some settings you set will be global to my engine so that everyone's games use one pair of settings. For example, if I had an option for text speed override to display all at once until button press for next page, it will apply to ALL games. This goes for controller since I bet you don't want to set the controls every time you download a new game (especially if you're a reviewer).

"It's like the devs forgot the platform they were working on."

The Japanese actually do this to hell on PC games where it plays like a console game since console games are more popular there. Also explains why it didn't come with mouse control either..

RPG 20XX Engine

"but something that would be cool as well is being able to 'detect' specific status on both the enemy and the player with simple fork conditions in the default battle system."

I wasn't sure about that, but one simpler thing I always hated was that only one status effect could be active at one time. I'll have a mode where multiple status effects can be active on someone at one time and the priority determines which effects get applied first.

RPG 20XX Engine

"I think Cherry said that he managed to increase that limitation to 125 cells per file by changing the size of the picture that the program used, any chance this could be included?"

I've been talking to Cherry as I want to integrate my engine with theirs. Cherry has been helpful in providing me datasheets for the .L files, but they haven't told me very much about how I can detect RPG Maker 2009. To fix many capping problems, I'm only going to cap against edge cases (death occurs at HP=0, etc.) and let all the other values go wherever the data takes them.

"Removal of the horrible autobattle function that no one uses and only ends up screwing up custom battle events."

Autobattle, random dungeons, and movie playback are on my list of things I'm going to cut from 20XX. No one uses these and they just cause problems trying to get them to work anyway.

"Fixing Reflect tennis, and the bug that Nightblade posted about in Help and Resources how selecting and then cancelling certain commands will cause those commands to execute anyways."

I'm surprised these bugs made it through Emptybrain's testing stage.. If they had one. If there's any bugs in my engine, I'll be here to hear about, reproduce, and fix them.

"Finally, are you planning on having compatibility with existing patches, like Cherry's stuff? I think he's actually already done fixes for most of the above, but it'd be cool to have it hardcoded into the program too."

I knew about this, I'm going to emulate patches since some games rely on them.

"Sorry if it sounds like I'm being really demanding, but I have a huge list of gripes with the program, most of them battle related, and I'm pretty psyched that you're going to be rewriting a lot of this stuff, thanks for doing this. I'll probably think of even more things here later on."

If you think you're being demanding, you're doing the right thing~ Hahaaa! I've had the same gripes, it all encourages me to write this program. I hope to have a working version done by this Christmas with 75% emulation level. Emulation level is the amount of games playable out of tested, and features supported in those games.

RPG 20XX Engine

Yeah, support for 32-bit stuff is already in by default. The problem is that the editor won't let you and you'll have to talk to Cherry about that. Cherry is working on the editor itself and I'm only writing the engine part of it all.

A possible work-around is to automatically use the copy of a file which has .32 before the extension (chipset.32.png for example) and .2 for double size (chipset.2.png or chipset.2.32.png or chipset.32.2.png). Not sure exactly what I'll do for that thought and it would be nice if the editor would just let you use a 32-bit image.

RPG 20XX Engine

I'm a wolf ^^

RPG 20XX Engine

"Doesn't XP and VX do that?"

And now 2003 will too.

"Could you allow filters, like hqx2, etc?"

I'll add shaders so you can do anything. See WeaponBirth? I could adapt that HLSL program.

"I'd love for the ability to show pictures of higher definition. You know, regular pictures as opposed to the 256 color scheme we are forced to use."

The editor will complain, but my engine won't. In fact I had to write some code that converts 8-bit images to 32-bit alpha textures.

"please please please fix the broken AGI system"

You and me both. The broken damage, AGI and speed problems are encouraging me to do this.

"also tint screen in battle only works if you're using battle character sets. Battle animation battlers get shown "above" the tint, and it's a huge pain to try to work around this."

Tint screen is going to be a problem for me to implement in this new video system, ironically. I'm thinking if it's possible to lock the framebuffer, tint, and release before I draw dialog boxes and HUD

"You could make separate stats for Magic and Mdef too, you know. It'd be awesome. 8'D"

I could do that but the editor will still have edit boxes for only 4 stats plus HP/MP. I was thinking of having a six-attribute mode that makes HP and MP derived stats along with others (to implement a WeaponBirth stat system with six attributes). Seeing as how you can mod strings in the editor it'll all match up.

"I think a method of simply modifying formulas would be the best way to go.. you know, like in VX/P :P"

Anything VX can do I can do better, I can do anything better than VX. But you know, this is all for you. I don't need this piece of software but it's apparent that everyone loves the fun of editing in 2k3 (myself included) and hates the antique software and bad decisions from Emptybrain.

The only reason this engine will be great is because the author is here for you to complain to and actually DO something about it. It's going to be buggy and wonky at first, but at least I'm not shipping it out as product and putting a 60 dollar price tag on it like that I want to do this the right way.

Inuyasha ~TAMASHI~

They're not talking about understanding a story..

WeaponBirth: Ferrum Anima

If you wait for a moment I'm uploading the Debugger Space program. It's just the level you've seen in the screenshots with the only kitty NPC, but I think it's time to do a does-it-even-run-on-your-machine-at-all test.