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 Editor and Engines (Alpha Test)

Wrong place.

You'll also have to provide step by step details.

0.13 Released

Alright, let's try an example. If I go to edit a skill and then click on the "..." to edit the "Associated Command", the list pops up and has no entry selected. For convenience it would be nice if it started with your current selection, rather than nothing. I'm almost certain you probably were going to set this up at some point, but I figured to suggest it just in case.


You mean where it will open the selection dialog already highlighted on the previous item? That is something I have planned and it will effect everything that calls the selection dialog.

The game will wait for the called event to finish before continuing the original caller of the event. What would be nice is if we could have a parallel process that could "call a parallel event", so that gameplay would not be halted.


If you call an event from an already parallel event it won't stop the game unless you use Show Message or something. There's actually going to be a second message command that makes "callouts" where NPCs talk while the player is playing or things are going on.

0.13 Released

Is it supposed to show black bars or something when it goes outside the borders of the tilemap?

If the camera is shoved off the map the color is black (red in debug mode).

1. In-game menu cursor navigation for when a key is held down.

What do you mean by this?

2. When choosing an associated command for a database entry, the currently chosen command should be visibly selected upon opening the menu. This will be particularly useful when there is a large number of selections to choose from, since you won't have to scroll to them.
I'm not sure what you mean by this either.

3. For CE's, I think the "Every Player Step" is a great idea; will you be implementing more conditions like that? It would be nice to see something like "On Input X". I know you can easily event that, but it would be nice.

Yeah, there's so few common event options right now that I already plan on choosing something more in the future.

4. Something I thought that was always missing from the calling CE's was a "wait" or "don't wait" option. It would be nice to be able to "call" an event from a parallel process and not have it halt the game.

You'll have to be more specific at the behavior you want.

5. If there won't be a way to "Composite" a single image battler (since you stated that you won't be moving the check box), will there be a Tint/Hue changer for those instead?

Lazy sprite recolors? Just kidding, I just need to pick one of several ideas I already had to implement this.

edit: quote boxes screwed up

equipproj.png

I've already anticipated that need long ago. I will have a solution later on in RPG20XX's development.

cave7.png

This looks anything but natural.

WTH_MORE_PEOPLE_IN_THE_BAR.PNG

Progress Bar

Image4.png

He's sad the floor texture doesn't tessellate very well.

Screen18.png

That guy standing in the back-right must be a giant.