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Dialog Creation
You can put them all in a folder, and then Import Folder them all at once.
The editor tracks all files you have imported (this was added in an update long ago). So if you go back and edit an icon you've previously edited, it'll automatically reimport it for you before you open the resource manager, the database editor, or before a game is playtested.
What if you want an icon controlled by a variable?
The editor tracks all files you have imported (this was added in an update long ago). So if you go back and edit an icon you've previously edited, it'll automatically reimport it for you before you open the resource manager, the database editor, or before a game is playtested.
What if you want an icon controlled by a variable?
\i[\s[\v[ x ]]]
Dialog Creation
Wouldn't reading many from a single sheet (maybe even of arbitrary size) be preferable to many tiny individual images
Wouldn't one like to browse icons by name when finding them to assign to other stuff? Say, "potion" instead of icon 14?
Also, are there are dimension limitations on this command?
Icons are 16 x 16 square pictures, or more since any resource could be double or more in size for higher resolutions. The editor doesn't render these always correctly, nobody has created a test set of double resolution tiles and things.
To be more precise, icons are as wide and tall as the height of a line of text in the message box.
Oh and, probably pure nostalgia at work but - I honestly think some support for 2k3 style 1-bit mask-based custom characters would be a neat thing to have in addition to a more robust icon system (ie the way custom glyphs worked with 2k3, whereby they're rendered as text and refer to a 1 bit image for their details). But maybe that's too superfluous or what-not to warrant being implemented.
Because the font can be changed to anything, and the font drawing is self contained inside the engine, it will render the special symbols out of a font.
Also what exactly is meant by "anything ever printed to the screen, ever",
You can use these commands as item names, hero names, and other strings that show up in the game. None of the commands persist so the text won't suddenly become all a different color because you had an item name in a different color.
basically equate to: "print the user-given name of variable #0001" etc? That's kinda cool, it'd be nice to have ones that print the database name of other entites too (items, characters, monsters etc) - or is that the point and we're just meant to point to those or something?.
One thing I thought was missing in RPG Maker 2003 that was really needed were string manipulation functions. You'll use this to display them. Just like the older RPG Maker 20XX, there should also be something that gets names and numbers from the database.
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You can create bars, numbers, window frames, cursors, etc.
Both in the old RPG Maker 20XX and in RPG 20XX you'll also be able to draw character sprites (battle or map), faces, etc.
Makes custom menus a snap.
Both in the old RPG Maker 20XX and in RPG 20XX you'll also be able to draw character sprites (battle or map), faces, etc.
Makes custom menus a snap.
Build Update
This update is just for testing mostly, I said the actual execution of events will be in the next one.
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Build Update
Don't give me any credit just yet, many people have tried making an entire classic console style RPG creation suite, but they either fizzle out or release with something either really confusing to use or substandard.
Dedicated Servers
It's a neat feature for sure, but I'll have to do networking differently.. somehow. It's the reason why LandTraveller had so many problems on Windows XP while both versions of RPG 20XX do not (well, single player LandTraveller worked just fine).
I'm mentioning it so early in RPG20XX's development because, if this feature is ever to be added, the decision must be made now.
If you try to implement multiplayer retroactively, you're going to have a bad time.
I'm mentioning it so early in RPG20XX's development because, if this feature is ever to be added, the decision must be made now.
If you try to implement multiplayer retroactively, you're going to have a bad time.
Dedicated Servers
..even if it won't handle many players at once.
Actually it could, all those whoever-knows-how-many-prototypes-by-now of LandTraveller could, my point is that you can't. Well, unless a sysadmin of a large server farm is reading this. In that case, it really could (there would be a 64-bit version of the server program so it could use RAM sizes in excess of 4GB).
Despite me considering moving LandTraveller to work off the RPG20XX engine (which would be a smart idea), it was doing way more over the network than a JRPG would need and yet I could go up to about 32 players before things started to cave in. These were done on your typical VPS hosts you can rent.
I would obviously host the first dedicated server under the landtraveller.com domain. There's actually a Garry's Mod server there right now. You'll have to use the legacy server browser and put in "landtraveller.com" as the domain (you don't need to type the IP address).
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Dedicated Servers
I said I wasn't sure if I was going to use multiplayer at all.
This system was designed for all cases of multiplayer as long as there aren't too many people. It is most important for it to be incredibly easy to use. Nobody is going to be making an MMO or even DarkSouls type multiplayer without enterprise level servers of their own. This feature is nice, but might be well beyond the scope of RPG20XX.
That's because you don't have the source code for the editor. I can write anything I want into the editor.
This system was designed for all cases of multiplayer as long as there aren't too many people. It is most important for it to be incredibly easy to use. Nobody is going to be making an MMO or even DarkSouls type multiplayer without enterprise level servers of their own. This feature is nice, but might be well beyond the scope of RPG20XX.
I've always felt that the editor is the hardest part to accommodate to extra features in any RPG Maker (even with the so-called note tags in VX/A).
That's because you don't have the source code for the editor. I can write anything I want into the editor.














