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Do you assign skills to weapons as their battle effect? And maybe have these weapons have a secondary/random skill. Or several =D!. Or defined by conditions...
I assume by "battle effect" you mean the effect animation. There will be an option in the skill you use to also play the weapon's effect (at the same time, or first).
Is this test playable yet? The reason I ask is because it crashes anytime I try to testplay it. I can provide specific information if it is supposed to be.
Open C:\Users\<Your Name>\AppData\Roaming\rpg20xx\log.txt and show me its contents. You can also send me the .2xg (zip it first) and I can see if it crashes for me.
(The above file is in a different location if you're using Windows XP)
RPG 20XX Engine
I can't really say, however, the more bugs people find and report with what is here now the faster it gets completed.
Screenshot_20140217_032841.png
It's pretty hard to do good random nature scenes without actually doing full 3D terrain generation even for a 2D isometric map, otherwise it looks like a flat land with someone randomly doodling tiny spots of other tiles.
Something like this, just not as gigantic:
http://rpgmaker.net/games/5016/blog/10677/
You can then use the PRM method to generate and connect POIs to fill the map with events, locations, people, etc. and generate a progression for them easily:
https://en.wikipedia.org/wiki/Probabilistic_roadmap
http://people.cs.uu.nl/roland/pdf/compare.pdf
Something like this, just not as gigantic:
http://rpgmaker.net/games/5016/blog/10677/
You can then use the PRM method to generate and connect POIs to fill the map with events, locations, people, etc. and generate a progression for them easily:
https://en.wikipedia.org/wiki/Probabilistic_roadmap
http://people.cs.uu.nl/roland/pdf/compare.pdf
game_pic_3.png
bandicam_20131201_193738641.png
0.07 Released
If you set a map's dimensions below the minimum required (I set it to 1 in Rm2k and 2k3 so it resets automatically), the editor brings up a message saying it will adjust the dimensions to the correct size, then freezes
I found that it didn't crash when making a new map and making it too small, but when you resize an existing one too small. I changed it so that it shows this warning, and then forces the values in the dialog box to minimum and it remains open. It'll be fixed in the next release.
I assumed that was the case at first, and my first thought was something like that. That's too bad, there are a few instances where mixing up ocean and deep ocean tilesets near land tiles can make some cool looking architecture, like the illusion of a shoreline, or a steep dropoff.
RPG Maker 2003 freaked out when you drew deep ocean next to the land too, just in a different way.
0.07 Released
Ah, thanks.
Did you change the game size under project settings to something else? You're not the only one telling me this nukes the project. This is strange because this warning and handling was inserted to prevent this sort of thing from occurring.
This will happen if the editor crashes in the middle of a save or map change. I recommend backing up for a less annoying testing. I might have the editor create a backup of the project file automatically on boot you can manually recover to.
This is only visual. This is because its possible to select tiles that aren't adjacent in the tile palette, so the editor won't know what to show selected there. I think RPG Maker 2003 makes the tile selector vanish if you do this there, or matches the tile if it is singly copied.
This is because the deep ocean tiles are made to leave adjacent tiles alone yet pattern itself with itself.I am planning to handle the "parent background" setting eventually, Orochi suggested that quite some time ago. All autotiles are in the same format, so deep ocean expects to be near ocean.
If you set a map's dimensions below the minimum required (I set it to 1 in Rm2k and 2k3 so it resets automatically), the editor brings up a message saying it will adjust the dimensions to the correct size, then freezes
Did you change the game size under project settings to something else? You're not the only one telling me this nukes the project. This is strange because this warning and handling was inserted to prevent this sort of thing from occurring.
When I reloaded my project after the crash, all the maps were deleted and the database was emptied out (everything was listed as either "null" or "<empty>")
This will happen if the editor crashes in the middle of a save or map change. I recommend backing up for a less annoying testing. I might have the editor create a backup of the project file automatically on boot you can manually recover to.
The selection tool for the tileset stays selected on those tiles, even when you right click on a tile on the map editor (I selected a castle, placed it on the map, right clicked the "empty" tile next to it to erase what I did, and the castle was still selected in the tile list)
This is only visual. This is because its possible to select tiles that aren't adjacent in the tile palette, so the editor won't know what to show selected there. I think RPG Maker 2003 makes the tile selector vanish if you do this there, or matches the tile if it is singly copied.
Maybe you already know this, but some of the tiles don't play nice - the water tiles overlap, and the ocean tiles just... I can't explain so here's a picture.
This is because the deep ocean tiles are made to leave adjacent tiles alone yet pattern itself with itself.
eventrun.png
I'm still writing all the tiny little behavior and rules, event triggers, etc. Right now it runs a little quirky.
lorem2.png
Well this is incredibly handy for somebody like me. No more having to create my own text and doing all the outlining manually myself anymore.
There is also the drop-shadow mode that RPG Maker 2003 did, and an option for raw text. Also notice how it smooth-shades the letters in a way a pixel artist would. The outline/shadow will be in the shadow pattern defined in the system graphic like before.
You also no longer have to hand-align the text or worry about the dialog box width anymore. It will automatically wrap and fit to the message box. The text above was entered on a single line without any linebreaks.
Thanks, Wolfie. (I can call you “Wolfie,” right?)
Sure :3














