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RPG Paper Maker
Are you talking about a heightmap ? Something like this ?
No. Block tile map. Like some of the PS1 RPGs. Final Fantasy Tactics, Breath of Fire III, Grandia. etc. I've got an example of what I mean here and here.
I tried this for a worldmap test and it was really painfull to map with it. I want to stay in a simple way.
Unrelated to what I meant, but you can easily turn fractal noise into world maps.
If you want a 2D world map generated from noise techniques like that one, just set thresholds for sea, land, and mountain tiles. Don't generate all the levels of the noise pyramid for a simple way to eliminate the noise that sometimes happens. It'll get you some really good world mappey looking maps.
For random biomes, you could try separate noise maps for conditions like rainfall, foliage, etc. and add logical comparison tests (when specific maps are between specifics levels at the same place) that could paint biomes over the world map for deserts, forests, etc.
RPG Paper Maker
The sprites that stand up all tilt at the camera, it looks a little strange. You can just anchor their rotations to the ground and have them match the camera that ways. You don't have to worry about the camera tilt being straight at the ground- the sprites all get ruined no matter your billboard mode anyways.
The feature list is pretty vague, so I have questions.
Can you make a full 3D block tile map like a PS1 RPG or are you just limited to the one plane as you show in screenshots?
Does it have a functional event script editor and engine so people could quickly make RPGs without ever typing scripts?
That's not a maybe. This is a vital feature for anyone doing this. It is easy enough to just have a 3D block tile engine that looks cool, but it must be equally easy for someone to make 3D blocks. As an example, I have full PS1 block tile engine technology with a lighting and shader model, but it would be entirely useless in RPG20XX until I create a very easy to use 3D block editor. Such a thing would take up a significant amount of development time, hence I won't be doing it until much later.
I haven't found anyone else who is doing this (and it looking well-polished) and while my own RPG engine is functional and free, I'm not going to be integrating my 3D PS1 block tile engine for a long time. What you have here has a much more polished presentation than I've seen, and you've got what looks like a flashy impressive demo game. You should spend great effort into a easy 3D block maker and you'll probably do well when you put your product to market (especially since you have eye-catching images. if they weren't I wouldn't be here).
And finally, is there a demo for us to try?
The feature list is pretty vague, so I have questions.
Can you make a full 3D block tile map like a PS1 RPG or are you just limited to the one plane as you show in screenshots?
Does it have a functional event script editor and engine so people could quickly make RPGs without ever typing scripts?
I will make a simplified personal 3D object editor, maybe.
That's not a maybe. This is a vital feature for anyone doing this. It is easy enough to just have a 3D block tile engine that looks cool, but it must be equally easy for someone to make 3D blocks. As an example, I have full PS1 block tile engine technology with a lighting and shader model, but it would be entirely useless in RPG20XX until I create a very easy to use 3D block editor. Such a thing would take up a significant amount of development time, hence I won't be doing it until much later.
I haven't found anyone else who is doing this (and it looking well-polished) and while my own RPG engine is functional and free, I'm not going to be integrating my 3D PS1 block tile engine for a long time. What you have here has a much more polished presentation than I've seen, and you've got what looks like a flashy impressive demo game. You should spend great effort into a easy 3D block maker and you'll probably do well when you put your product to market (especially since you have eye-catching images. if they weren't I wouldn't be here).
And finally, is there a demo for us to try?
RPG 20XX Engine
It's common for people to want to import the sheet and use right away like they used to, so in the future RPG20XX will do something with those. Probably list all unassigned images under full sprite or something, I haven't decided yet.
RPG 20XX Engine
Did you create a entry for it under "composite" first and make it a full sprite? You have to, first. It's annoying for me too right now, RPG20XX will be able to detect this in the future and make one for you.
RPG 20XX Engine
I can't seem to figure out how to give images transparent backgrounds?
Right now its either using the alpha channel (and saving as 32-bit .BMP or .TGA) or using the color (R=255,G=0,B=255). For some reason, FreeImage doesn't load the alpha channel in .PNG files.
Hi Wolfcoder, um, opening it in Wine seems to work fine.
For Linux or for Mac?
RPG 20XX Engine
Ah, it's not a problem. RPG20XX just happens to be something I need, too.
Perform the "factory reset" I mentioned above first before doing anything. You mentioned you tried RPG20XX a long time ago. If you skip too many upgrades, I've found the editor freaks out. The rpg20xx folder in your AppData contains your game settings (for playing games) editor settings, and game saves. Deleting it doesn't delete anything from your actual game projects.
The actual format for the project data, maps, map tree, etc. is kept in a flexible format designed to resist changes to the spec. Having your project corrupted from an upgrade is one thing I went out of my way to prevent, but you should still back up your projects before you do anything.
EDIT:
You're used to being lucky if a program works in WINE. RPG20XX is different. It MUST work in WINE. If it doesn't, report it as a bug. I'll MAKE it work in WINE. This is what I meant by a valid platform.
Perform the "factory reset" I mentioned above first before doing anything. You mentioned you tried RPG20XX a long time ago. If you skip too many upgrades, I've found the editor freaks out. The rpg20xx folder in your AppData contains your game settings (for playing games) editor settings, and game saves. Deleting it doesn't delete anything from your actual game projects.
The actual format for the project data, maps, map tree, etc. is kept in a flexible format designed to resist changes to the spec. Having your project corrupted from an upgrade is one thing I went out of my way to prevent, but you should still back up your projects before you do anything.
EDIT:
You're used to being lucky if a program works in WINE. RPG20XX is different. It MUST work in WINE. If it doesn't, report it as a bug. I'll MAKE it work in WINE. This is what I meant by a valid platform.
RPG 20XX Engine
Interestingly, what solved this problem for me was changing the scaling percentage to 150% or 200%. 20XX works with these options, but not 125%. In that case, this would just be a small issue that may affect ~1% of users?
I just tried that and it's glitching out for me at any DPI setting. In 1.5 years of development with 1398 downloads, it might really effect only ~1% of users. It's interfering with my program's ability to update itself. The methods I link to only allow my program to detect odd DPI settings. Because it can, there might be some obscure method or workaround I can throw in that only activates when odd DPI is detected. Despite people having rare problems, I like to still address and resolve them whenever I can. I try my hardest never to blame the end user's machine, rather, that RPG20XX should detect and adapt.
I'm running 20XX on a Mac
Also try it with the Mac version of WINE. I'm just curious if it works. Running RPG20XX using WINE on Linux is a valid platform (I'm testing against it), so you can submit bugs about the program if you're using WINE.
First thing that happens when I click on the exe is I get an error warning reading 'Could not draw GDI bitmap'.
Something may be preventing the AlphaBlit from working. Can you give me a rundown of how you're running Windows 7, exactly? And what the basic operating system display settings are?
All this occurs as of version .28, though as far as I know I've got this message through all the versions you've released. I haven't tried testing 20XX on my PC lately (cause it's broken) but as of a few versions ago I don't recall having most of these problems. So who know? Maybe you do, but in any case I hope this is helpful.
All your problems sound like something is denying RPG20XX access to a lot of things. I'm not entirely sure. All the details about your environment would be helpful.
Just to be sure, this is a new install? Try deleting the C:\Users\<Your Name>\AppData\Roaming\rpg20xx folder and starting a new project to see if it still crashes.
does it support pixel by pixel movement?
That's a future feature, and it's going to be coming more recently than I previously planned since I need pixel movement for LandTraveller.
"Poses" as you can see in the default character sprites imply you can create the 4-directional animations for jumping and attacking you would in a top-down isometric action RPG. The pose feature is just a way to force a specific frame in a character sprite so you can make custom animations for events. The pose commands are already in. Weapon handling is going to be in the next release for sure, I might as well do pixel movement too. Weapon handling lets you specify grip points, angles and frames with weapon sprites for both the default battle system, custom battle systems, and it would be handy for an action RPG system.
RPG 20XX Engine
That is the permanent solution. I remember Windows always having horrid DPI support. Like I said, Microsoft is pulling the rug out under me and I just tried all the API calls (and .exe manifest settings) that promised me they would disable virtual DPI scaling.
In Windows 8/10 they sort of made it a single font size setting. I'd recommend just doing that so all your applications work as expected but the text is huge enough to read.
In the engine during game play, you can press F1..F4 to change the pixel scale. This setting is memorized across all RPG20XX games.
In Windows 8/10 they sort of made it a single font size setting. I'd recommend just doing that so all your applications work as expected but the text is huge enough to read.
In the engine during game play, you can press F1..F4 to change the pixel scale. This setting is memorized across all RPG20XX games.
RPG 20XX Engine
Oh, return your DPI/scale size to normal, but then under the window theme settings, make the font all big. There should be a way to make the title bar and controls all big by doing this.
Luckily, the end user product game engine itself is completely unaffected by this DPI madness.
Luckily, the end user product game engine itself is completely unaffected by this DPI madness.














