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Backwards Engineering
Well, seeing as how the original RPG_RT.exe is ass-backwards engineering, I would be backwards engineering something ass-backwards to reverse the ass.
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Actually, the enemy AI list also defines what skills it will use. The AI bot would use skills even if the associated hero does not have them. I also think it might be a good idea if the AI bots didn't burn through your items. It would be so annoying when it decides to guzzle down all your hi potions.
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Isn't that just the standard AI for a monster in the monsters tab? You could just assign a hero the ID of a monster to inherit their AI chart. Then you could program the AI yourself and I could blame you for the potato box AI.
If there's some way for you to enter a an extra command string into all elements in the database, it would make it so much easier to implement any 20XX options.
If there's some way for you to enter a an extra command string into all elements in the database, it would make it so much easier to implement any 20XX options.
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@Nightblade
If you read the blog post more carefully, this is about not implementing Auto Battle but having the AI Control option for heroes implemented in 20XX. Because this is a backwards engineering project (not reverse engineering), I am implementing everything from scratch so more supported features means more development time and complexity.
@Kaempfer
Just as I thought. I'm thinking of writing hero NPC AI that's at least somewhat more intelligent than a box of instant potatoes. That way it could even be kind of fun. Especially since I might also implement hero parties of greater than 4 in 20XX- having an army of NPC redshirts with AI behind you could make for a fun battle.
If you read the blog post more carefully, this is about not implementing Auto Battle but having the AI Control option for heroes implemented in 20XX. Because this is a backwards engineering project (not reverse engineering), I am implementing everything from scratch so more supported features means more development time and complexity.
@Kaempfer
Just as I thought. I'm thinking of writing hero NPC AI that's at least somewhat more intelligent than a box of instant potatoes. That way it could even be kind of fun. Especially since I might also implement hero parties of greater than 4 in 20XX- having an army of NPC redshirts with AI behind you could make for a fun battle.
Lions and Concurrency
Lions and Concurrency
Different Script Flavors
I kind of liked how they'd do a wave of hurt all fast in 2k3, but I understand what you mean. You can possibly fix this right now by adding blank frames after animations so it waits for it to finish before playing another action.
I love how I've never realized the entire time that Intelligence 2x and Defense 2x in conditions are mislabeled.
I love how I've never realized the entire time that Intelligence 2x and Defense 2x in conditions are mislabeled.
[Download] Alpha 1
I've already identified the problem. When you pick a custom tempo or volume, it must add those settings to the end of a music entry. I fixed this by reading until I hit a zero code instead of expecting the code at the end. I've actually been testing against your game and have been meaning to ask if I could add it to the list?
I can play music at a different volume and tempo, I just have to decode the data at the end to tell the music player what to play it.
You're a pixel artist aren't you? All it takes is a quick fix and you can add double-res 32-bit files next to what's there to any of your existing games. I should probably do that next release in case anyone is wanting to HD Remix their old games and wants a preview + headstart tool.
EDIT:
Actually, it should already straight up work with 32-bit color. Try it by replacing an image file with one that's all transparent and stuff. It doesn't even have to be the same file extension as the original. The resolution is the thing I would have to fix.
I can play music at a different volume and tempo, I just have to decode the data at the end to tell the music player what to play it.
You're a pixel artist aren't you? All it takes is a quick fix and you can add double-res 32-bit files next to what's there to any of your existing games. I should probably do that next release in case anyone is wanting to HD Remix their old games and wants a preview + headstart tool.
EDIT:
Actually, it should already straight up work with 32-bit color. Try it by replacing an image file with one that's all transparent and stuff. It doesn't even have to be the same file extension as the original. The resolution is the thing I would have to fix.














