WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

Search

Filter

0.11 Released

- A command to center the view on the player start position?


You mean a jump-to? I'm not sure. That will be handled by a future "search for a specific event in the entire project" function.

- Undo


I've already got undo planned.

- Show event's name while mouse is hovering over it


I'm also planning this one.

- Recent projects list under File


This was something I wasn't going to add. Though RPG Maker 2003 sort of did it, so I can add this in.

- Command to open RPG 20XX's page in browser


You mean folder and you mentioned this one already. It's written down in the list, I just haven't done it yet.

- Built-in release notes (maybe pull them from https://subversion.assembla.com/svn/rpg20xx/doc/list.txt automatically?)


I'm going to avoid network coms in the editor.

- Show selection area size next to cursor position at the bottom left


That's a good idea. Especially if it is a large selection and you can't eyeball it anymore.

- Might be a good idea to start adding preferences for RPG 20XX itself, though on the other hand it's pretty simple and there isn't a ton that would need to be changeable.


There are some already. Notice how it remembers how big you had it sized and where it was? Or the last project edited?


Thanks again.

RPG 20XX Engine

I assume you mean for the default battle systems. I've only got front/back row stuff planned. Breath of Fire 2 and 3 had several patterns that effect the players. This is a neat idea, but it's a little too involved for the default battle system.

Of course it could be modified in with clever use of derived, battle events, or other things. Lots of highly complex effects can be done in just a few added commands to derived if you sit and think about it for a moment.

0.11 Released

You can just hit Enter for OK if you want. There's much more than that I have to do in order to accelerate the editor than just re-arrange buttons (keyboard accelerators for instance!)

Font Size

I actually was thinking about adding formatting marks that can arbitrarily change the font mid-string.

And Avast sucks. Windows comes with an AV now. What's even more surprising is that it actually works pretty well- it's caught all the real virii I've tried.

I have actually contacted Avast long ago telling them landtraveller.com is a false positive. They're either inept out of negligence or they really think landtraveller.com is teh virus, in which case they're still inept. There isn't even a single Javascript anywhere on there.

RPG 20XX Engine

It was rebooted in Janurary, it's been worked on since then. It's going faster than I expected all of a sudden.

0.11 Released

- Downloaded the new version to a different folder than an older version, and the new version now uses the projects folder from the older version so I have to keep going back and forth between them...


That's expected behavior, or an expected side effect. Always use the latest version.

Haha, I see the confusion-- were speaking of different things. Let me start from the beginning, as I was rather tired and failed explaining last night. So, when I go to edit the return value of a derived stat, inside of it's scripted events, I can set ridiculously large values (100000000) and after a certain point they start overflowing and going negative. Also, if the value is doesn't overflow and is at something like 1000000, everything compiles fine, but upon testing and opening the menu it crashes.


Oh I understand! I've confirmed it. This occurs if the total character count of the HP label, the current HP, the /, and the maximum HP exceeds 15 characters. Obviously the resulting string will be far too huge to fit in the menu, but I'll increase the buffer anyways so it looks messed up instead of crashing.

I started a new project and whenever my maxhp stat goes into 4+ digits, then this problem occurs. However, if there are 3 of less digits the max hp looks as it should. I would say that whatever function you use for wrapping text is adding a new line.


This is true. I've just realized the font size might default to 16. Set it to 14 (project settings, system graphic).

Also cut, copy and paste don't seem to work in the script editor (I assume those are placeholders, but figured to mention it just in case). Of course drag and dropping the events would be convenient, but might be a bit harder to setup.


Those are all planned, the copying and the cutting of blocks of script around as well as all the other polish specifically for the script editor.

Can open menu while textbox messages are still displayed on screen.


I can confirm that one too.

Can continue events while menu is displayed on screen (I was able to read and close all textboxes while the menu was open).


I think the in game manager menu should fully pause the game. I was actually thinking of letting events continue before, I had changed my mind.

Not really a bug per se, but when you do this and select "New Event", for much bigger events the top left corner of the newly created event won't coincide with the top left corner of the selection box. pic (I added the snow so the event was easier to see)


That is intentional so you can make an event where you want, or even multiple copies. Events are always spawned where you right click. I'll add a crosshair or something.


Thank you again.

0.11 Released

I also found one other bug: hit the testplay button, then try to go up on the title screen: you'll get the awesome "Arraylist out of bounds" error.

Yeah weird. The title menu crashes but the in-game menu wraps around properly. I'll write that one down.

Oh hmmm, maybe I wasn't specific enough. I meant when I opened the main menu in the game (during testplay) not the actual dialog box in the editor. The editor handles the large numbers just fine...well sort of. The numbers seemed to overflow because although the script editor shows 1000000000, when I attempt to edit the value it's a negative number.

When I do that the editor complains at me when I try setting the maximum number of derived stats and then clamps them for me.

Noooooooooo.

As I've said, try a new project or edit the labels and see if it works. Labels are edited on the right side of project settings.

0.11 Released

I updated the download really quick with updated .2XX files. You may re-download. See if that funky formatting happens to you again (if you make a new project).

Or try editing the labels under project settings.

0.11 Released

I placed the graphics I wanted to use in the "test.bin" folder of the project, then imported it. Then I set the graphics to be used, and when I ran the game it told me "Unknown file extension for XXX". It would appear that if you have the same file names (with a different format) in the import area, it makes the program yell at you.

Yeah, don't mess with the inside of those folders. It's like you're pranking RPG20XX when you do that, hee hee.

Awesome! But getting some weird results. I'm not sure if these updates are backwards compatible, but I went ahead and just continued using the same project and ran across some errors.

Yeah, it'll complain about maxhp and maxmp missing and the like since your old project doesn't have any derived defined.

Also, this

I can't get that to happen. Did you type something funky in the labels and force a line break?

Lastly, inputting a ridiculously large number for derived stats makes the project crash when opening the menu.

You probably ran out of memory.

I would suggest that the database memorizes the last opened tab, it's somewhat annoying constantly switching tabs anytime I reopen it.

I can see that, I'll go ahead and write that one down for the next release.

Project file

The HP display freak out with that game (but not with a new project I just made). I'm not sure why. I'll try and find out.

I did notice the player.2xx file is outdated. The default character there should be Sarah with brown hair and have her face and stuff already defined.

- Putting too high of a number for width or height in map settings can create a crash and break the project.

This limit will be different for everyone.

Characters can be copied and pasted into text boxes where they shouldn't be allowed. (I.E. letters in a numbers-only box, or invalid ASCII characters)

Some do filter into digits. Those that don't filter to digits correct this error automatically.

Deleting a map's child map seems to make it so that when you open the map settings it crashes. Upon opening the project again, there is a "(null)" map where the child map used to be.

I may add that you did this from the file menu and not right click to get it to crash. I'll add it to the list.

Thanks again.

RPG 20XX Engine

Concidering VX Ace can do all of what this currently can (from what I understand) plus more and easier at that (for the most part).


RPG20XX can and will easily be faster, more powerful, and easier to use than VX Ace once it has been completed.

I'm not downing this at all it's a fantastic job for what it did to a very old program


It does nothing to an old program. It is an entirely new RPG creation tool. The RPG_RT RPG Maker 20XX replacement was cancelled long ago and this RPG 20XX project took its place.

I'm just wondering what advantage it has over the new makers.


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.

Well that and

Well, this project is free, for starters...