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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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Radio Silence

Yeah, but Morrowind has horrible controls, a confusing menu system, wading-through-Jello walking speed, little information and no direction of where to go, and you can't hit anything with anything. I'm surprised people can enjoy the game, I guess it didn't age well.

New Vegas was much better than Fallout 3. I'd rather play a game that crashes and bugs in weird ways than a solid game that's just boring- but there is a limit on how buggy a game can be. It's very annoyingly below the threshold otherwise I'd just stop playing.

Radio Silence

Get ready for a shit ton of bugs and game crashes.


Yeah, the game is fun but it's so unstable it reminds me of the PC games of olde.

Radio Silence

I did get Fallout New Vegas and Advance Wars: Days of Ruin recently from Amazonukkah, though.

Radio Silence

I'll try to chillax, I could probably cook eggs and steam water on my forehead.

[Download] Alpha 2 Competition

I'm not sure where the breaking might occur. I use the patches mainly for their better editor configuration, but I don't exceed the regular RM2k3 picture limits or anything. Will your new .exe explode if I do this?


Wish I could tell you, but I don't know how the breaking is occurring either. My engine just wouldn't start on Feld's game, but the whole game-breaking problem was due to his editor and unrelated to my engine.

[Download] Alpha 2 Competition

I'd say WolfCoder shouldn't worry about maintaining compatibility with them. It's a better design to implement the real RM2k3 engine and then expand from there in a sensible manner.


WIP is actually right, most games don't use a load of hacks and it would be a nightmare to ensure the options work. However, 20XX needs to bring what RPG_RT.exe could not.

That's why I will add some features to the unified list of extra settings and commands. They're two cents easy to implement and they let you get features similar to David and Gloiath- but as you can see I would have tons of difficult work to do in order to get it to be compatible.

Before this release, I had thought about supporting these patches directly, but seeing how violently games can react it would be easier to just implement the patches as regular features and I let you decide what to set.


For the non software-engineer oriented, there is a very important difference between 20XX and EasyRPG with all those other patches. We're building things and they are breaking things. While we're both wanting a similar end result, cracking inherently causes something to become less stable. Yes, this results in both the editor and the engine becoming slightly less stable.

On the other hand, me and EasyRPG are writing things from scratch and building. We have total control over the shape of our stuff and can become more stable over time. Unlike cracking where the more cracking you do the less stable something becomes over time. Our works start in a very unstable state and become solid while their works start in a (relatively stable) state and work to an unstable state.

This also effects potency. The more cracking you do, eventually the end product becomes unusable meaning there are limited features you can do. The more building you do, the more features you create. Our works can evolve, change, and become much stronger much faster.

The drawback however is that building is difficult and takes time where cracking is that quick fix you need now (unless the original product is open source, then there is no reason to be a cracker).

[Download] Alpha 2 Competition

There is no statement it has to live up to.


It has to be Awesome! and can go up to 11. At least there has to be some legitimate reason to use this engine and not RPG_RT.exe. In fact, it blatantly not following RPGM200/3 standards is expected otherwise if I just copied RPG_RT.exe's functions exactly there'd be no point (except for the whole updated technology thing).

It only has to be compatible with existing games to the point where the core functionality of that game is intact. Best results will be seen if you made a game from scratch with this engine, but it's not like you can't adapt an existing game especially when you can use the Global Battle Event feature to quickly modify your entire extra battle system.

we will have to see the debug numbers in the top corner if we use this?


I just said this was an Alpha and not even a Beta, of course you won't see those numbers. I'm actually going to take them out now because somehow they're starting to crash Teleport commands somehow by referencing random events that get wiped out with that command.