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I assume the attributes are just (editor-)user-defined variables that can be used in damage calculation
Both are. You get to decide what they mean under derived. I like small numbers but you can put whatever there. They default to 0 to mean "no change".
The values you will see in a derived script will already take into account equipped items and current conditions if those modify any of these.
0.10 Released
1. Were you planning on allowing the selector to loop back when it's reached the end of a command list? It would help navigation quite a bit.
Forgot, most likely. Its a quick change. Thanks for reminding me.
2. When I select the icon of a command from the database, the currently selected graphic isn't shown in the preview box. This is awkward when trying to remember which icon I have selected currently.
This isn't as quick a change, but it still makes sense.
3. It would be nice if your editor (unlike other RPG Makers) allowed multiple variables/switches to be met in order for an event to be trigger. Perhaps by opening another dialog box that would allow you to assign multiple requirements? However, I'm not sure if that would affect performance in any meaningful way.
If you need something more specific or detailed beyond the page triggers, add if statements at the beginning of the page that Return if conditions are not met. For really complex conditions, you can write a common event that modifies one variable or better yet, with the new quest system that will be added.
It will be most easy to have events page trigger themselves upon quest stages (with an added bonus of the event page reminding you what quest and quest stage its supposed to be for).
4. Implementing popup tooltip texts for the shortcut icons below the menu bar would be nice, sometimes I forget what the icons represent :).
I was going to do tooltips much later, but just for that menu bar button thing I should add them for the next release.
5. Did you plan on adding a "middle layer" for maps? That would be nice to see.
The lower layer is actually an automatic two layer (see the terrain setting in the tileset editor). It was a deliberate decision to make it still feel like only two layers yet to actually have three. This was done to make the editor much simpler to use and more RPG Maker 2003 like. One of the (many) reasons I never moved to XP was too many layers, but the autotile terrains going on top of stuff was something I thought was really needed in 2003.
Thanks for looking. Try to find things that crash the editor and could potentially ruin projects. The worst thing RPG20XX could do is get something like a map-tree-break.. I can remind people to back their stuff up all the time but it would be nice if the editor has a very high stability rate.
Don’t Throw Away That 2k3 Just Yet
Hey, duct tape can fix anything and make almost anything look even remotely new, even the small crack on my ugly white wall that’s staring right in front of me.
I'd like to see a previous house owner attempt that argument on me someday.
Don’t Throw Away That 2k3 Just Yet
You wont find a bigger fan of RPG Maker 2003 than me, I've already looked far and wide. But I'm afraid you all need to come to terms with the simple fact that software without support "rots", especially something built on a poor foundation to begin with.
The APIs it relies upon predate Windows XP, eventually more and more people will simply be unable to use it. The players. Telling your end users to make lots of little adjustments to their operating system that ultimately may not work is unacceptable.
You mean the software equivalent of duct tape and bailing wire on an already quirky engine? The newer engines perform poorly too, but they do expose a programming language. I don't think either are good solutions for something that advertises itself as being easy for the non-programmers to use.
This is primarily the reason I came back. I really should finish RPG20XX before moving on despite my original thoughts on doing an entire standalone editor and engine would be too much. You all care about RPG Maker 2003, Enterbrain does not. There needs to be something written by someone who does. There needs to be something finished by someone who does.
The latter remains to be seen. A love for what RPG Maker 2003 could have been drives me.
So yeah, people still use it. How ‘bout that?
but, you know what, there will always be a way to emulate old games and software programs - even in the future
The APIs it relies upon predate Windows XP, eventually more and more people will simply be unable to use it. The players. Telling your end users to make lots of little adjustments to their operating system that ultimately may not work is unacceptable.
Plugin’s!!! And tons of patches to boot
You mean the software equivalent of duct tape and bailing wire on an already quirky engine? The newer engines perform poorly too, but they do expose a programming language. I don't think either are good solutions for something that advertises itself as being easy for the non-programmers to use.
This is primarily the reason I came back. I really should finish RPG20XX before moving on despite my original thoughts on doing an entire standalone editor and engine would be too much. You all care about RPG Maker 2003, Enterbrain does not. There needs to be something written by someone who does. There needs to be something finished by someone who does.
The latter remains to be seen. A love for what RPG Maker 2003 could have been drives me.
RPG 20XX Engine
So how do I install this to RPG Maker 2003?
You don't.
Or is this a separate engine?
It is its own software now. It has its own editor and everything.
Also I saw what looks like mode 7 in the images, so 1.Is mode 7 in this ?
Yes
how can it be activated?
I haven't written how events will behave in "mode 7", so there aren't any commands to actually activate it normally yet.
if it isn't in it, can I install the rpg maker 2003 mod to rpg maker 20xx to have mode 7?
Well seeing how RPG20XX was written from scratch and entirely alien in structure to RPG Maker 2003, you'll just crash the engine.
newtitlemenu.png
Hmm in that case I am wondering what happens when you use a .ttf pixel font in there.
Why don't you find out?
newtitlemenu.png
FreeType only works with TrueType/OpenType despite claiming to work with .fon files. It comes out all garbled. This is sad because I wanted to get the Cricket Pie font to work.
It is anti-aliased. The engine creates pixel-art style text plates using the anti-aliased data to guide the shading and the like. There is a regular alpha-blend anti-alias mode.
But when people think RPG Maker 2003 they think of pixel fonts, so that is why all the current styles are pixel art style.
I do have plans to support bitmap fonts somehow, once I figure out exactly how it should work. Bitmap fonts will limit you to 256 characters though.
It is anti-aliased. The engine creates pixel-art style text plates using the anti-aliased data to guide the shading and the like. There is a regular alpha-blend anti-alias mode.
But when people think RPG Maker 2003 they think of pixel fonts, so that is why all the current styles are pixel art style.
I do have plans to support bitmap fonts somehow, once I figure out exactly how it should work. Bitmap fonts will limit you to 256 characters though.
newtitlemenu.png
Game Commands
The idea is that using the attack command doesn't makes a "scripted attack effect", but instead it performs a vanilla skill, "Attack". So, maybe some weapons can change which skill does the attack command perform.
Then have a vanilla "Attack" skill for each weapon element. It will filter so that there's only one of these skills matching the command (Attack) and the element for the current weapon at a time.















