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Frenemy Foe
I just checked with null players, it still doesn't crash or do anything weird. I'm not doubting it's crashing, but I can't eliminate what I can't reproduce.
I can't get this parent confusion to occur either. That is strange, but I understand what you originally asked. I'll figure out some sort of reset button or something.
Yeah, I know it can be done-- but an automated method would be nice. That's what I meant by "ease of use". Also, sometimes this method doesn't work, instead of the warning box I get an error saying: "Could not set parent because this entry is already a parent of another entry.", when in actuality this is not the case.
I can't get this parent confusion to occur either. That is strange, but I understand what you originally asked. I'll figure out some sort of reset button or something.
Statisticians of the Galaxy
Nobody has as nearly as many log entries as me and I've yet to talk about something inane like whatever I'll have for lunch.
0.11 Released
- If you right click and select Paste Event without anything copied then it says "Need to copy event first." like it should but then it crashes.
Yeah it crashes when I do this too.
- It would be nice if there were a way to put an event on the player start, or maybe if the player start could be scripted itself.
People have done that over the ages of RPG Maker by putting an auto start event on the same map the player starts.
- Maybe a command to highlight all the solid tiles on the map?
Define "solid"
- Option to hide/show layers selectively
Actually I was going to do some sort of fading like 2003 did.
- A command to randomly populate a selected area with selected tiles would be cool for natural areas.
I can implement some form of that.
- "Duplicate map" option when right-clicking a map, this would be useful when making things like buildings with many similar floors and stuff like that.
Ok.
Thanks again.
Frenemy Foe
The first being a "reset to parent" button, removing any changes on the child node.
I think if you set an object's parent again, it resets to parent. I think there's even a dialog box warning you of this. If not, delete and then set the parent and then the object should be a copy.
Another one is "reset to default", which would set each field to it's default value, essentially removing all changes.
It's called "Delete" in the window. Delete erases all info so that when you open that entry it will be set to default.
I tried to set the parent of a player, seemingly this worked fine. However, when I edited some stuff in the child and clicked "OK" the program hangs (no crash occurs). I tested all of the other database pages and they all work when parenting, the problem is specific to the player tab.
I did the same thing with the players, but I couldn't get it to crash and it worked fine. Is there anything special about the parent?
* Or something I did in my developer version eradicated this problem inadvertently in which case it might be gone in the next version?
When setting up a parent that has a higher id than the child (ie: parent is element 7, while child is id 6) and then changing the maximum to remove the parent is problematic. At first it will probably behave as intended, informing the user that the database value cannot be retrieved, but if you simply ignore the problem by clicking away, and then back again-- it will crash. I would imagine that resetting the parent to "empty" would fix this issue.
This one I could do, but for me it just completely crashes down. I'll have to develop an orphan case.
Thanks again.
RPG 20XX Engine
Oh! I forgot to mention ANY or ALL of the autotiles may be animated with any number of frames running down you wish (see the water tiles as an example). That should help you animate the cliff grass or whatever. You can configure the animation speeds individually per tile. And its 8 normal animated tiles, not 7. So you might not even need tile transpose to do what you need.
RPG 20XX Engine
I mentioned something about a tile transpose command. It will perform what you need.
.. once it is implemented.
.. once it is implemented.
Frenemy Foe
I guess you could do that. There's a ton of ways you can use these features. Don't forget you can set create children database entries too- had that feature in for quite some time. Children will be identical to their parent except every field you change. Changing the parent will update all children.
RPG 20XX Engine
Heh, no problems and no need for ceremonial speech. Yes, documentation is an important step after we all figure out the best way to use RPG20XX.
A lot of Freedom Open Source programs have sub-par documentation or no documentation at all. Or sometimes, way too much documentation with nowhere to start. RPG20XX will have the right amount of documentation. There is an instruction manual planned, you can see the outline here:
https://subversion.assembla.com/svn/rpg20xx/rpg20xxe/manual/rpg20xx.pdf
The first part of the manual will just be a bunch of tutorials to get you started in order from the easiest to the most advanced. The rest of it will be a reference for specific things for you to look up (commands, etc.).
The reason you see a lot of people able to do things is because this software is made to be very similar to RPG Maker 2000, 2003, XP, etc. yet there are several parts of it that are somewhat different. Being hardcore RPG Maker users, they can easily figure out RPG20XX.
A lot of Freedom Open Source programs have sub-par documentation or no documentation at all. Or sometimes, way too much documentation with nowhere to start. RPG20XX will have the right amount of documentation. There is an instruction manual planned, you can see the outline here:
https://subversion.assembla.com/svn/rpg20xx/rpg20xxe/manual/rpg20xx.pdf
The first part of the manual will just be a bunch of tutorials to get you started in order from the easiest to the most advanced. The rest of it will be a reference for specific things for you to look up (commands, etc.).
The reason you see a lot of people able to do things is because this software is made to be very similar to RPG Maker 2000, 2003, XP, etc. yet there are several parts of it that are somewhat different. Being hardcore RPG Maker users, they can easily figure out RPG20XX.
Battle Sets
Battle Sets
This applies to all the art. You want something at RPG Maker 2003 resolution or VXP resolution? The size of a single tile is a good metric.
That note about a multiple of 8 just means the image's size must be a multiple of eight for VRAM reasons. 8%8 = 0, 16%8 = 0, 24%8 = 0, 32%8 = 0 and so on. This only comes up if you try importing single enemy pictures since RPG Maker 2003's RTP has them all at odd sizes. It might later do multiple-of-eight expansion automatically if a lot of people complain anyways.
That note about a multiple of 8 just means the image's size must be a multiple of eight for VRAM reasons. 8%8 = 0, 16%8 = 0, 24%8 = 0, 32%8 = 0 and so on. This only comes up if you try importing single enemy pictures since RPG Maker 2003's RTP has them all at odd sizes. It might later do multiple-of-eight expansion automatically if a lot of people complain anyways.














