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When creating a new map, the new map is under "World" map instead of "<Project name>" folder event if I selected the "<Project name>" to create the new map.
Try right clicking the project folder in the map tree and doing it from there. When doing a new map from the program menu, it will become a child of the currently open map (the default blank "World" map in this case).
The "E" icon for event is overlapped below shrunk tile event (like the magma tile in the screenshot)
This was intentional.
Btw, a question what programming language will be used for scripting?
One I invent. It's important for it to be an easy click-together one just like RPG Maker 2000 / RPG Maker 2003. Requiring no typing or messing with actual scripting languages is a very important requirement for RPG 20XX.
Also, you can draw using the upper tiles, enter event mode, and right click marquee select those tiles to make a multiple tile event out of them.
RPG 20XX Engine
Dynamic World
RPG 20XX Engine
So we get to choose what battle system we want? Like a choice between RPG Maker 2000 or 2003?
Yes, it's a way for you to decide if you want to do an ATB or turn based, and eventually there will be an action RPG and strategy RPG system.
Also, speaking of ATB speeds, how will the ATB set up in 20XX compare with that of 2003?
It will be fast. You can change the speed, of course. It will assign the normal speed to the slowest character on the field, and everyone else will be faster. If you get in a fight with something 20 times faster than you, the blitz of attacks you suffer will illustrate the difference in speed quite well I'd imagine.
RPG 20XX Engine
Yes.
You're probably asking how. You can specify any attributes that apply to characters, these are constant numbers that can only be changed through event commands. Then there is another part of the database called "derived" where there is a spot for event commands. These will be filled in with the default system, but you can change them completely or just edit them slightly.
The first N derived stats will be labeled and reserved depending on your chosen default battle system. So if it is assigned for "damage" then it gets run every time the battle system asks for the damage inflicted upon B for attacker A. Sometimes it asks for a different value, like the ATB speed factor for character A when compared to an enemy B (it runs the page repeatedly for all enemies, assigning them to B each time).
You can toggle if an attribute or derived will show up on a player's stats display screen.
If this is too confusing, you can leave the pages alone as they will always be created at default even when making a blank project. Or you can edit just a little part of it (most common use case I expect).
You're probably asking how. You can specify any attributes that apply to characters, these are constant numbers that can only be changed through event commands. Then there is another part of the database called "derived" where there is a spot for event commands. These will be filled in with the default system, but you can change them completely or just edit them slightly.
The first N derived stats will be labeled and reserved depending on your chosen default battle system. So if it is assigned for "damage" then it gets run every time the battle system asks for the damage inflicted upon B for attacker A. Sometimes it asks for a different value, like the ATB speed factor for character A when compared to an enemy B (it runs the page repeatedly for all enemies, assigning them to B each time).
You can toggle if an attribute or derived will show up on a player's stats display screen.
If this is too confusing, you can leave the pages alone as they will always be created at default even when making a blank project. Or you can edit just a little part of it (most common use case I expect).
Dynamic World
So with archetypes could there be different "AI" for various on-map-style characters/enemies which are generalized by "type"?
You could do something like that, I think.
so there's not much basis for extrapolating how that may work in 20xx.
The commands would let you paint over the map to modify it.
RPG 20XX Engine
Such Event
That volcano will fill the four tiles ingame. It's just shown at half size to make it clash on purpose with the tiles so you know it's an event (and for the event marquee to be more apparent). The marquee shows you how big it is ingame.
Such Event
Event Box
I dunno about ram, but I let it run on all 4 of my laptop's cores. There is still an advantage to running cudaminer with -a scrypt-jane of about 4x 5x faster measured after an overnight mine (GPU mining) but it's not as insane as the difference for LiteCoin and DogeCoin. The minerd_scrypt_jane_x64_ssse3.exe program seems to yield correctly when you use the machine (I can browse this website and develop my program without noticing much).
There is an option to set threads. It's probably either -t # or --threads #
It's difficult to know how fast you'll actually gain shares- it's very random. Within a 2 hour session I once gained 0 shares and once I gained 4. It's best to just leave the YAC miner running and ignore it.
If you're going to GPU mine though, you should mine DogeCoins (that same website has a section for them, you'll have to make another account though) since they'll still be efficient to mine for three or so more months. Cudaminer out of the box will do this if you have an nVidia card since DogeCoin uses scrypt. I just added an address.
DogeCoin also has a hilarious music video:
I also got it confused: DogeCoin was invented to tip/donate to developers of desirable content while LiteCoin was just made to be a 'silver' standard.
It was unnecessary, and all the wallet programs look the same anyways.
What's attractive about the idea is it allows you to donate money to RPG 20XX without spending any. It's one thing to donate cash and then a project sinks.. with your cash, it's another to donate currency that wasn't initially worth anything at all.
If my project survives, then it will last long enough to earn the future value of the currency- whatever it becomes. In a sense, you're giving me money that eventually gains worth but only if I can continue to deliver on my promises for the project, at no cost to you other than computer power you weren't using anyway.
A failure state of the currency is where it never gains worth, but if enough people actually mine and use it, it will gain worth. So to use you (NeithR) as an example, if you find YACoin is the easiest to obtain over DogeCoin, then you're supporting YACoin by increasing its popularity and circulation and therefore its value might rise.
There is an option to set threads. It's probably either -t # or --threads #
It's difficult to know how fast you'll actually gain shares- it's very random. Within a 2 hour session I once gained 0 shares and once I gained 4. It's best to just leave the YAC miner running and ignore it.
If you're going to GPU mine though, you should mine DogeCoins (that same website has a section for them, you'll have to make another account though) since they'll still be efficient to mine for three or so more months. Cudaminer out of the box will do this if you have an nVidia card since DogeCoin uses scrypt. I just added an address.
DogeCoin also has a hilarious music video:
I also got it confused: DogeCoin was invented to tip/donate to developers of desirable content while LiteCoin was just made to be a 'silver' standard.
I just realized that the YAC wallet screenshot has gone.
It was unnecessary, and all the wallet programs look the same anyways.
What's attractive about the idea is it allows you to donate money to RPG 20XX without spending any. It's one thing to donate cash and then a project sinks.. with your cash, it's another to donate currency that wasn't initially worth anything at all.
If my project survives, then it will last long enough to earn the future value of the currency- whatever it becomes. In a sense, you're giving me money that eventually gains worth but only if I can continue to deliver on my promises for the project, at no cost to you other than computer power you weren't using anyway.
A failure state of the currency is where it never gains worth, but if enough people actually mine and use it, it will gain worth. So to use you (NeithR) as an example, if you find YACoin is the easiest to obtain over DogeCoin, then you're supporting YACoin by increasing its popularity and circulation and therefore its value might rise.














