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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0.17 Released

I can't reproduce any of those. There is additional information I am missing.

What do you mean precisely by "Opening through a .2xp file" because when I open 2xp files on a virgin machine, it doesn't crash. Same deal with Add Party.

For the latter thing (Add Party crashing), you can actually send me the .2xg file alone that crashes the player. It should have a much higher likelihood of crashing my player than if I were to try recreating a .2xg file that reproduces the bug.

0.17 Released

Yeah but you're also on Windows 10 which recently got an update that broke almost everything.

M.O.G. Creation

Seems like RPG20XX is good to go start on this event. Time to kick the tires.

M.O.G. Creation

I like how almost all of us are using JosephSeraph's character sprite as the main character. I'll have to edit mine a tad to my liking..

RPG 20XX Engine

Is there some way to get it to forget that there was a game file made?


Delete:
C:\Users\<Your Name>\AppData\Roaming\rpg20xx

And also delete the project you did that in- it will re-crash the editor if you open it.

I thought it would be interesting to see what maximum was hardcoded into the system, but 999999 was available


There actually is a lower limit than that, but if you don't have enough RAM it will crash you anyways. If you have more than about 3GB in your system, you have enough RAM so if it crashes, it must be something else. I'd rather not set low limits just to fix problems- that's the Enterbrain route. The true solution is for the engine to accept insane limits (which are being developed one by one and raised slowly).

I'll make sure to not be so excessive next time =p


If you're not hard and cruel on the software, how will its weaknesses be found?

More references for variables, such as monster stats or item equipped.


Those are already implemented. Look under the "game" category when writing event scripts (it's the purple crystal icon). For future database items, there will be matching "game" commands so it will include enemies whenever they are implemented... well, enemies are identical to players.

To make an enemy, you need to have made a player for it. That future section in the database will sets its drop lists, habitats, AI, etc. Yes, that means you can also modify enemy types in the middle of the game if you wanted.

An event that forces a specific skill to take place.


This one is actually much closer since I had been working on animations. Animations are much more important gameplay-wise in RPG20XX.

and and event that can add data to the database. So a player can create custom items through crafting, or even make it a quest generator if one is crafty.


These a much further down the road and belong with the geo-mod. Geo-mod lets you edit maps during the game in persistent ways. Both these features can easily make save files huge, way past the original design. They're features I want myself too, but they'll have to wait after the first completion of RPG20XX.

M.O.G. Creation

I like how the final in the class (I help grade for) was a month-or-so long game mak event.

Temporal Variables

"Okay. What if I'm done with the project? Do the save files get deleted when the project can't be found or do they just stay up there until manual deletion."

Those are game specific. It's the game save folder.

"Bug: http://i.imgur.com/ppKZqPO.gif"

That's not a bug, that's a feature. No, really, I took the time to make it do this. This effect is present in all good paint programs. If you move the mouse so fast that its next state is further than one tile away, you'd normally have a large gap. My program actually interpolates and draws a line instead, trying to make everything solid as you draw. If you open Paint and go crazy with the pencil tool fast enough, you can see it turn into line segments. This is a better approximation than it just being loose dots when the mouse is moving too fast.

When you click on the menu like that, it's not possible for the editor to easily lift the mouse button in its state so when you go back and click it will think the mouse teleported there.

Temporal Variables

"I ran it as an admin and in a normal folder. Screeny Sorry if I misunderstood something."

Oh I see, you can't also put projects in the editor's folder. It then attempts to copy engine files
over its own plugins and files which it can't do. You can make a subfolder in the editor folder if you want.

"Sorry if I wasn't clear. I meant the Resources / Database windows. That's how I discovered the Set Maximum bug."

I was referring to your comment about what ESC should do.

When I said: "Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do."
It wasn't because I misunderstood you. You have one mouse wheel, there are two scrollbars.

You can hold SPACE and drag the map around if you want a shortcut for panning the map view

"A true portable version of RPG 20XX. Right now the settings are saved in %appdata%, which while being nice, isn't really a truly portable option. Can we have a option to choose it during the first run or some other alternative. For example, if a folder called config is in the home directory, the settings will be automagically saved there."

RPG20XX was designed to be UAC compliant. This is where stuff needs to go for this.

It also lets you configure the engine once to your liking, and then every game using RPG20XX
will already be configured the way you want (key bindings, for instance).

You get all the "portability" you need with the 2XG files. You can just share that single file around
and it can be executed by everyone's installation of RPG20XX.

"Option to delete a project in the Editor. Right now if you manually delete the project, some Project specific files still remain in the %appdata% folder."

Those aren't project specific, those are game specific. The folders there are saved game data.
They don't appear if you never test play the game.

"Using Add Character event will crash the player."

There is no such thing in RPG20XX

"The Engine crashes if you try to use an Empty tilset in your map.Much Better explanation"

Confirmed.

"#16 Complicated so here are the steps:"

Confirmed.

"When no choices are added and Show choices is used it should fail more gracefully. It should definitelyScreenshot not crash the game."

I have these fatal errors in here so that you will understand why something isn't working.
If I let the engine continue, you could get hidden invisible looping errors that slow everything down,
corruption could occur in memory or in the save file, etc.
If you've got errors, fix the errors.

"Ability to navigate the map grid using direction keys. And I'll like to extend MakoInfused request. Please make the entire Engine more Keyboard friendly."

I've already got general keyboard acceleration planned. For like everything. It will be added after I fix and polish what's there. Don't worry, I'll let you spaz out on the keyboard and mouse like you're playing a competitive RTS and make RPGs within seconds in the future once I've got an editor in the first place.

This also includes fixing odd tabstops and OK/Cancel buttons being out of order, so I'm already aware some dialogs have those buttons in reverse order.

"Make an image viewer for viewing the resources files if possible. For example, you double click / click on Preview and see the file before importing/exporting it."

Should be able to change your icon view to one with thumbnail previews, it's the standard windows open file dialog.

Temporal Variables

Crazy! Thanks for finding these.

"Editor crashes if you try to compile without opening a project."

Confirmed. I have the play button disabled in the toolbar, but I forgot about the window menu.

"If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder."

You're right, it's a bad idea. RPG20XX should never be run in administrator mode (not even the server).
It's not really a bug, the OS is denying access and RPG20XX understands this.

"The rpg20xx executable inside the project folder does not have an icon."

I haven't decided on one yet. People are already familiar with resource hacking the icon to make it one for their game,
that will be fine in RPG20XX too. I don't know if I can safetly write an automatic resource hacker, though.

"If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message."

Confirmed. Yikes.

"The New Project does not appear in the list of Recent Projects until you close it and open it again."

It shouldn't because it's already open, yes? I'm still going to award this report to you anyways because
if you then make ANOTHER new project, the older new project is still not in the recent projects list.
You see, I might solve this bug by simply having all new projects update in recent projects anyways.

"There is no confirmation message if you try to close a project without saving it first."

Projects are automatically saved repeatedly after many actions. Closing the editor always saves the project.
There will be a command added later called REVERT which will reset the project to the last time you manually clicked save.
This includes if you had opened and closed the editor multiple times. So now you have backed-up auto save
and a future backed-up revert that survive user carelessness.

"If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness."

Confirmed. This is a bug in my previous statement, it does not auto save the project on close if you had just started a new one in the same editor session.

"If you click on the Soundtrack icon without opening any project, the engine crashes."

Confirmed.

"The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"

I assume you meant if there's no project loaded? Confirmed.

"If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart."

Confirmed.

"Pressing Esc in Database opens Set Maximum dialog box."

Confirmed. What is this I don't even?

"There doesn't seem to be any change if you change the tiles from 16*16 to 32*32."

AH! HAHA! YOU'RE WINNER! I was wondering how long it would be before someone points this out.

32x32 has minimal effect right now because I don't have a set of materials in the double resolution
format to test against in both the editor and engine. Once I get those, I can test every drawing command
that it adapts to a change in resolution properly.

"It's a complicated one so I'm just going to explain the steps to reproduce it."

Confirmed.

"You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc."

This is because ESC and TAB are both defaulted to actually bring up game menu.
There's already an alias system inside the engine so this will be configurable later.

"You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes."

In every PC game I've ever played, hitting ESC brings up a menu.

"Can't scroll the Map Editor with mousewheel."

Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do.

As for your feature requests, I've already got those planned. Except

"Double Click to set an Event."

Click and/or click dragging actually selects upper tiles on the map.
RPG20XX lets you make events made out of multiple tiles on the map
(their collision properties are included in the event's tile body)


This is a lot of stuff and it helps, thanks. You've already in 3rd for bug hunting and suggestions:

<MakoInfused> 23
<DarkFox> 19
<DragoonHP> 10
<Link_2112> 6
<NewBlack> 6
<NeithR> 5
<Someoneman> 3
<orochii> 3
<matthewac95> 2
<MarkusT> 2
<Ramza> 2
<Common> 1
<Cage> 1
<Konradix> 1

M.O.G. Graphics

Same exact license without NoDerivatives:

https://creativecommons.org/licenses/by-nc/4.0/legalcode

Although it's not so much as "be considerate and credit me somewhere" as it is "attribution is required to use these".

But yeah, we might have to straight-up do recolors and touch ups to make something match the rest of the game art as well. So NoDerivatives makes it useless for that purpose too.