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Yes and no. You no longer have to worry about that line cutoff nonsense, just type everything you mean to write without hitting return in the string editor. RPG20XX word-wraps everything for you so you only have to worry about the entire text fitting in the dialog window.. and even then, I might make it automatically scroll the text to the next part if it runs out of room ala. A Link to the Past so it will be impossible to make it not fit until you go over 512 characters.
RPG 20XX Engine
..Or you could read more carefully and see it's not finished yet and I'm currently writing it. There will be tutorials and an instruction manual when RPG20XX is further along.
Right click somewhere and click new event to make a new event.
Right click somewhere and click new event to make a new event.
RPG 20XX Engine
There will be an option to set transparent color to one of your choosing, but beware: the editor tracks and updates resources you edit and automatically updates them for you (so you can edit the original image and it'll be updated). This is convenient, however, be sure you use this same transparent color for all resources.
Or if you're using images already in 32-bit with alpha channel, none of this applies to you :3
Or if you're using images already in 32-bit with alpha channel, none of this applies to you :3
RPG 20XX Engine
I take it that means that damage can be found via an actual calculation instead of just Attack Power-Defense Power+???=Damage (or however Rm2k3 does it now)?
Indeed. You can experiment right this moment with maxhp and maxmp in the default example project in RPG20XX's download (don't forget to set the font size to 14 or it might draw weird in the engine).
I have always wanted to have inherent character strength and then modify it by the weapon's damage instead of just having it be a single number. It sounds like that'll be more than possible now or in the future, which is great.
You can go far beyond that too and add strategy to any default battle system.
EXP Table
That would be interesting, but at that point you would be taking over how characters level up (which is made easy in 20XX to hijack any of the calculations).
This Insane World We All Live In
Linux has improved a LOT as of late, and is on par with today's Windows OS's, but unlike the latest Windows and all this touch screen what not..the GUI and DeskTop pretty much works like WinXP, of course that's easy to change as Linux Distros can have any sort of desktop environment you could want.
I haven't had any good Linux experiences these days, it breaks itself all the time and I have to go fix it. Contrast with all 5 of the Windows 7 machines I ever had- the OS has not once ever done anything like that on me.
Now back between 2008 and 2011, I have had good experiences with Linux. And you can find recent instances of me criticizing Microsoft's new direction.
One thing I have invariably hated though are the Linux zealots (see: Bad Linux Advocacy). They're often riddled with confirmation bias and myopia. Even in person, they make obnoxious gagging noises and stuff when I mention Windows. It's annoying. Such people lose their credibility instantly.
Our experiences are entirely anecdotal which is why neither of them reflect reality. Gamers using Windows is still the thing. Now, classic RPGs are the sort of thing that can be found on other platforms, but that would pretty much just be Android. I don't really count Android as Linux, just Linux in name.
This leaves me at the final plan I made back in January for RPG20XX. The editor will be written to work natively with windows (WIN32) just like 2003 did. It should also work in WINE, so it renders the whole platform thing moot. The engine is the one thing I will port later once completed, but probably only an attempt to port to Android. I am not even sure I will port at all.
RPG20XX has to be completed and a good thing for people to care about it being ported in the first place.
RPG 20XX Engine
That was a planned feature since November 2010 for that reason.
I just wrote the derived statistic system. That gives you a ton of control over the ability to modify the default battle systems. But of course for adding additional GUI elements, parallel systems, or whatever, common events will simply continue to run during battles (if you want them to).
I just wrote the derived statistic system. That gives you a ton of control over the ability to modify the default battle systems. But of course for adding additional GUI elements, parallel systems, or whatever, common events will simply continue to run during battles (if you want them to).
0.11 Released
I don't even have to open the editor, heh, I know I forgot to give the atlas preview its own tileset (it currently draws from the palette loaded in map view). Thanks for pointing it out.
RPG 20XX Engine
This is a different answer depending on each prospective game author. For some people, it won't have any advantages over VX/Ace and for others it will have every advantage over VX/Ace.














