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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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Weapon Editor

ARPG option sounds like something totally bombastic to add.


That and I get asked about pixel movement all the time. So its gotta go in.

Weapon Editor

Making a CBS in RPG20XX is the optimal use case and you can do almost anything already. In the next release, it'll have the action RPG features required.

If you were talking about the default battle system, different layout modes is already planned. It is in a really basic GRID layout for now. Different default battle HUDs too.

Using a "Parallel During Battle" common event, you can draw on top of the battle for displaying additional stuff if you added a custom system or something. No more copying pages and pages of battle events, it's all quick an easy here and it uses the event scripting you're already used to.

Basic Sprite

Speaking of which, sometimes you want to make an NPC that is actually whatever player character. I don't know, perhaps its where you talk to them and they eventually join your party or whatever.



So I've also added this button as a shortcut so you don't have to back up and look up each little part you set.

Basic Sprite

but to be able to make my own custom full sprites for important characters is great for me.

You can manually set composites for all your player characters and such. If the character has something on them (special cape, crown, etc.) that nobody else would, the character picker has 4 acc. slots for that.

If you use basic sprites, you can't have features like equipped armor showing up on your character, etc.

Bitmapped Fonts

When it's this, its ASCII. There's a lot of blank spaces where you can put more funny symbols in.

Bitmapped Fonts

There we go, I uploaded the one from LandTraveller too. Using either throws RPG20XX into compact mode. Most of the menus should work but some might have quirky glitches. Compact mode is whenever your font is 8 pixels or less tall.

Resource Library

Holy shit you've been unbanned!

And I already gathered that after looking into it further. I've begun converting REFMAP tilesets, but there's all this extra room because RPG20XX gives you 2 additional autotiles per tileset (oceanic tiles converted into animated autotiles take up a few spaces), 5 additional animated tiles per tileset, and a lot of single tiles. I'll have to figure out how to merge similar tilesets.

I still won't bundle these with the engine, but I'll have an archive download for you to import out of. Because it will be annoying to manually set full body sprites (since all the existing character sprites are normal single image sprites), I'll add a manifest directive inside the archive that instructs RPG20XX to automatically add imported characters to your list of composite parts as full bodies (if an entry for it doesn't already exist).

Resource Library

I recognize Tau and Inq from existing commercial SNES games- those are rips. I need to avoid even re-posting them as side content for legal reasons. This is the same reason I quit re-posting conversions of RPG Maker 2000/3's default resources. The license for those actually states you can only use them for RPG Maker 2000/3 games.

The open game art stuff gives me permission via the license the author mentions on the page, and the 16x16 REFMAP stuff sounds like abandoned assets. However, because no license information exists for REFMAP, the author has the option of sending me a CnD later if they want to.

Resource Library

Got a link for REFMAP?

And those ATLAS tiles aren't in 16x16 res. I forgot to specify.

0.27 Released

Ah, thanks for checking for bugs.

After a certain amount of steps are taken (30 to 40 steps usually does it), I get an error message and the game crashes. The numbers at the end are not always the same.


This happens because the encounter list is empty. You can put impossibly high values in for steps or disable encounters as a workaround, but it is now fixed for the next release.

There is no "none" option for composite parts except accessory. If you try to add one by creating a new part and not specifying an image file, the editor starts giving "Could not open character part (project path)\(null)" errors. At least the preview window does correctly show the character without ears/tail/hair/eyes/clothes/body, so it should work if there was no error message.


It was just the editor giving out errors, it does work in both the editor and engine. This annoying error has been fixed for for the next release.

If you change the slot used by a composite part, then edit a character sprite that uses that part, you get an "Arraylist out of bounds (2)" error similar to the other one.


I fixed this one for the next release too. When there's an undefined character set part, it will now either result in being blank or a different part instead of crashing.


If there's a bunch more bug reports, I can quickly release all the fixes.