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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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0.30 Released

Also download it again, it has been updated with the fix. Thanks for your feedback.

0.30 Released

UPDATE: I've found the culprit. A handful of you will be experiencing the above behavior. There is probably nothing wrong with your game project. I'll go ahead and release a fix shortly.

You still need to delete the configuration files from C:\Users\<Your Name>\AppData\Roaming\rpg20xx though.

0.30 Released

Deleting the configuration files like I mentioned should make the editor work again if it was booting before.

But I can confirm that .2xg file is crashing the latest engine binary. I get an actual "This program needs to close" error.

You also forgot to mention you were getting lots of warning messages when compiling or play testing. The compiler gives me errors when I put random files in the .bin folder. The solution I've settled on is to add guards to the compiler for it to ignore those files. It will be in the next release.

Delete the configuration files like I mentioned and re-open the editor. Then send me a ZIP of your .2xp, .bin and .dat that you used to make that x.2xg. Something strange might be going on with the project file.

0.30 Released

Help -> About. And send me the .2XG file "x.2xg".

Also try running the engine by running the engine's EXE directly out of your project folder (the editor copied those there or it couldn't have run in the first place).

0.30 Released

That log file is interesting. What does it say in the about box? The engine is indeed starting, but mysteriously closing. Also send me the .2XG file "x.2xg"

At least give people like me an option to get some help instead of lumping me in with all the idiots who don't read help files and then complain that they can't figure stuff out :( I'm not one of those.

There will be tutorials at some point.

The most recent thing would be trying to open the editor and nothing happening. Not sure if that overwrites the log from before when I could actually open the editor and couldn't test play.

Deleting the configuration files like I mentioned should make the editor work again if it was booting before.

0.30 Released

I opened a second window and copied over stuff from my 2k3 project folder like music, sounds and charset images which I later planned to convert to whatever format they need to be for 20xx. Was putting them in there so they would be close by. Oh and system images. So it's all .png and .bmp.

You can put them in their own folder next to the .2xp file.

I haven't used this engine much before so I don't know all the rules like you can't put files here and you can't save your project there. A help file would be nice of what I can/can't do, cause it seems like I'm going to making a lot of mistakes.

Nobody's going to read such a thing. I'm not sure about the resource folders, but the next release of the engine will enforce the guard against the same-folder-as-editor problem. The editor should simply say something if it is critical.

I did put the project folder in the .exe editor folder but that's what I did a while back and it worked.

Oh, so you have used a really old version of RPG20XX.

Alright, try going into C:\Users\<Your Name>\AppData\Roaming\rpg20xx and delete that folder- that's where the configuration files are. Then open the editor again. You'll have to re-open whatever game project it was.

Let me know if that fixes it.

If it doesn't, try doing a test play. After trying to do a test play and it doesn't work, you can find a file called log.txt in that same C:\Users\<Your Name>\AppData\Roaming\rpg20xx folder as before. Show me that log file and I might see something. Let me know if it isn't there, but you do see the two .cfg files in there.

The about dialog also displays some information you can use to check and see if you accidentally are running an older version of the program or not.

0.30 Released

Still, if someone does copy images in and gets endless errors on the same thing there should be some way to stop them.

I just tried doing that and it's not giving any warning messages. Can you be more specific about what you were doing here?

Same issue, can't use test play.

Can you tell me the specific behavior? Does the program itself display any warnings or make any noises?

Did you start from a blank project or one with default resources added in?

Did you put the game project in the same folder as the editor EXE itself?

Did you open a game project that you made with a way old version of RPG20XX?

Any more details can help me pinpoint what is going on.

0.30 Released

when I put some files in the resource folders it gives an error saying the file is unknown extension. but it gives an error to each file, would be nice for a skip all button instead of clicking 20 or 100 times if you happened to put that many files in.

You're not supposed to do anything to those folders. When you import something, you can just edit the source file and RPG20XX automatically updates it for you if it detects changes. The files in .bin / .dat are all .2x_ somethings, an internal format (except the sound/music files).

when I first clicked test play I got an avast pop up saying it was checking. said the file was ok, but never opens. clicking it again doesn't bring up any avast pop ups, just nothing happens. it says test play in progress, a new process opens, then closes 5 seconds later. no errors.

Get rid of Avast and find a real AV. One comes with Windows as Microsoft Security Essentials if you want a free one. Avast is terrible. I've already talked to them and they claimed the problem was resolved.

0.29 Released

Did the editor itself warn you first?

0.29 Released

You're the only action RPG person I am aware of following me. You might as well since it will be good testing. If there's one or two odd commands you really need, I can put them in and hand you the advance build with swiftness.

You can put additional frames after the character sprite, 3 in a row. You can use those for the pose command, or in the weapon animation editor for Normal Sprite animations. It lets you put all 4 directions of the weapon's animation into 1 weapon animation. In event scripts, they're indexed by number so you can have them match standard event facing codes (0, 1, 2, 3) for some easy playback.