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Integration
I'm having no problems reading the existing data format and it's actually a lot like the RPG-Binary format I use for WeaponBirth. XML as you describe is going to add lots of problems to my existing problem and divide my development speed by ten.
Believe it or not, but Enterbrain's LXX format makes more sense to use in this case to me.
Believe it or not, but Enterbrain's LXX format makes more sense to use in this case to me.
Integration
"But... But... What about Cherry?"
Cherry is doing things on their own and weren't quite as cooperative in this manner.
"For that the various editors would need to work together or there'll be compatibility hell."
Yes. As fun as I love competition, it'll be really stupid to not at least try seeing what I can do.
Update:
"Concerning editor we want to save in a new own format, XML based."
This means EasyRPG will be an entirely different platform if used in this manner instead of it just using the existing code-len-data RPG-int format. This would mean I would have to write another data reader that reads all the XML files.
Cherry is doing things on their own and weren't quite as cooperative in this manner.
"For that the various editors would need to work together or there'll be compatibility hell."
Yes. As fun as I love competition, it'll be really stupid to not at least try seeing what I can do.
Update:
"Concerning editor we want to save in a new own format, XML based."
This means EasyRPG will be an entirely different platform if used in this manner instead of it just using the existing code-len-data RPG-int format. This would mean I would have to write another data reader that reads all the XML files.
Everybody Dance Now
Everybody Dance Now
Animation Times
Anyone else who's an engineer would start to worry too, the project going faster and better means there's some really horrible project-breaking flaw that's going to pop up.
Animation Times
UPDATE:
Well now the movement system works to about 80% features. That was much easier and faster than I expected, now I'm worried. Movement frequency and the rest of the move commands remain to be implemented.
Well now the movement system works to about 80% features. That was much easier and faster than I expected, now I'm worried. Movement frequency and the rest of the move commands remain to be implemented.
I Need Move Times
What screen size are you running it at? Running it in a mid-size window seems to cause some slowdown which can throw estimate off.
I need just the relative times, not absolute times. If the relative times are down, accurate emulation will result regardless of speed.
this was stuff I noticed to make my pictures move correctly relative to the scroll speeds of same magnitude for the platformer I made for befuddle quest 5.
In case ingame tests do you any good on this matter
I think the picture speeds are different from event walking speeds.
I hope it helps. It's all I have.
Thanks Ginseng, I'll use these times if I can't match a side-by-side using a test map and see if it works.
[Download] Alpha 1
I know, it'll be included in the Christmas release. Sorry bout' that, if you are dying to see what I got now feel free to PM me and I'll upload a ZIP with the Visual Studio project in it. It's really Windows-only though, but I'm using FMOD and DX3D9 so it should need little modification to run in Wine.
I Need Move Times
Yeah. I'm trying to eyeball it but I want some actual numbers. If the fastest speed was actually 4X, the event moves so fast like its going back to the future.














