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WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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Work resumes

Lack of local switches (to copy paste say a chest event)


RPG20XX has the same variable selection dialog, but it lets you set if the variable is local or not right there. For even more "localness", there are also temporal variables that stack; calling a function that is using the same temp variables will work just fine. When the called function ends and returns, the values for those temp variables will be the same as they were before the call.

custom messages


I'm not sure what you mean with these, but there's Show Message, Show Notice (those messages at the top), Draw String, and actual string variables themselves. Every string visible is formatted. Strings visible with Draw String instantly update on the frame if, say, a variable value it displays changes. Nesting these is possible if you really want to.

skill learning systems that don't depend on level


A variety of Game Commands let you script up whatever the hell skill/class system you want. You can have any attributes you want (visible or invisible) and some can be used to save values on the player (job points, aptitudes, etc.). You can have any derived stats you want, and you have total control over the calculations.

Whether a given item is usable/equippable by a player, I decided to let you use a Derived Statistic so you can define this any which way you want. Makes it easier if you add new players that you don't have to constantly update can-use check boxes or anything.

and a few others were all doable at least with DynRPG


There's a lot of commands. You can select any command in RPG20XX's editor and it has built-in synopsis telling you what it can do.

or PicPointerPatch


You can create pictures, texts, GUI elements in the current system graphic, etc. as drawing objects. Each object can be moved, scaled, rotated or faded. You can have unlimited (until your computer runs out of CPU/RAM) of these.

non-keyboard input


It's got input aliasing working, just not exposed to the user yet.

independent projects for minigames


Because RPG20XX has commands already written to make CBS writing simple, it follows that you can easily script up any minigame. It's even easier to integrate the minigame with the CBS so if you have events in the minigame damage/heal/alter player characters.

but I don't know if I'd be able to implement it myself.


Almost everything in RPG20XX is an event script, so in some ways it will feel too easy. Starting from a blank project means you have to fill out lots of the database, so I recommend starting a New Default Project and seeing how some basic things are done.

Although I did just open the editor and I'm damn impressed already


I don't know if I've documented it, but you can have single events made up of multiple tiles. Drag select multiple events and drag move multiple events at once. Holding SPACE and dragging moves the view. The first two layers are fully automatic so you can draw mountains atop anything, etc.

I'll grab a copy of visual studio and peek at the source a bit.


It uses Visual Studio 2010. If you have a school e-mail, you can grab the professional version for free.

I haven't done a lot of C++ programming in some time and I know you're busy so I'd rather not bother you with simple questions.


Actually I prefer if you ask me questions, e-mail would be good. If something in the engine code is unclear, that means I need to document it better. Function documentation is in the .h files.

I haven't thought of how to monetize. I should consider doing something like that.


If you modify the engine, you have to provide the source code under RPG20XX's current license. This might be a problem if you're selling on Steam and integrating SteamWorks since it clashes with the GPL.

I thought about dual licensing last year, but now I think I'll just select a license that would allow Steam integration and the like. If people want to support RPG20XX they can just donate.

In all cases, there's no royalties or anything for using RPG20XX. While the engine and editor are open source, the compiled .2XG file itself would technically entirely be your copyright to license as you wish (you wouldn't have to provide any project files). Don't quote me though, I'm not a lawyer.

A lot of the complex information is flattened when compiled into .2XG, so reverse engineering the file would result in a project that is much harder to edit (all the neat inheritance, symbols and features would be missing).

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random map generation


This isn't in, but I require it myself for whenever I resume LandTraveller. I use a toolbox of functions to create worlds I learned. I even had random progression generation via PRMs planned. Persistent modification of maps during the game is also a thing I'll require (and therefore will be in at some point too).

Although I strongly suggest you just do good level design for this game since it lends itself well to a more class RPG style. A well designed level is superior to a randomly generated one. Too many new games lack good level design.

pixel-based movement


Coming soon, too. This and "mode 7". A lot of supporting functions are already in RPG20XX. Pixel based movement is required in LandTraveller, and I wouldn't hear the end of it anyways until I implement it.

Then there are things that I want like a cross-platform (desktop and mobile) experience


Not easy, but I chose self-contained libraries that have implementations on various platforms to make porting a lot easier.

Work resumes

The source code for the engine is actually a lot neater than the old prototype specifically because I didn't have to decode Emptybrain's format. You can just e-mail me questions.

The source code for the engine. Don't open the source code for the editor unless you want it to devour your soul.

However

It might be entirely unnecessary. You could use RPG20XX just as-is. It lets you define your own everything using event scripts (stats, etc.). You can use draw commands to make your own HUDs and menus. It's a strange paradigm that was based off of everyone doing crazy event scripts in RPG Maker 2003, so I made a lot of customization in RPG20XX using a more powerful event script system.

As a demonstration, list off a bunch of features that were difficult for you to do in RPG Maker 2003 and I'll tell you how they're done much easier in 20XX.

Work resumes

Why don't you just use RPG20XX and edit the engine source code a little (or a lot)? It's been game make able all this year and features self-contained font rendering, OpenGL, etc. It'll save you 2-3 years of development time. Plus, the foundation would then be automatically tested and debugged for you as you merge code.

Bitmapped Fonts

I actually implemented this successfully with all my work shown over Twitch (I was bored and streamed myself working to my Garry's Mod server). The example font above is a little wonky, but a little touchup is easy.

Importantly,

If your computer's native language is set to Spanish and you pixel out the charset as it should be, RPG20XX records this fact and it has a portable self-contained method for displaying the language correctly regardless of end machine. This feature was why my program was getting locale in the first place (recall the error on Windows XP I had already fixed and published).

If you go to help->about and you see ?? next to the version number with some additional numbers, let me know. If ?? shows up under the about dialog instead of a two letter language code, this feature is not guaranteed to work if the game is played on a different native language machine. It'll work perfectly if distributed to other machines that have the same native language.

0.25 Released

Wow, thanks. You're the first one. I'll let each donor decide if you want public credit or not (appears in a list viewable by everyone). You've already announced yourself though >.>

I will keep private the amount donated and any personal information disclosed to me through PayPal unless compelled to do so by law. The information will be kept as safe as though it were information about myself I wouldn't want publicly disclosed.

0.25 Released

Quick important update I forgot to mention, I already had written the material graphic layout information some time ago. You can download all the information here:

https://subversion.assembla.com/svn/rpg20xx/dl/rpg20xx-doc.zip

Includes all the other information too. The layout stuff is in the "layout" folder.

Will Continue

There will be a link to the new game page posted here when it is ready.

Will Continue

Quick update, DarkFox isn't quite up for the task so it'll just be me.

Battle Next

What's next? The first default battle system, of course! ...


There's actually going to be default system after this one that's turn based CTB (charge time battle) for the RPG Maker 2000 fans. If you want to have something more complex for how you take turns (ala Shin Megami Tensei where the enemy gets double turns every time you make a mistake, etc.) you can write the rules right into the speed stat.

Ruby Wolf has a horribly simplified turn based system done custom though. It gets easier to make one entirely yourself as more is added. Especially the upcoming string functions. Those are the biggest thing, I think.

0.22 Released

So it's up to you if you want to give me imaginary tester points :P


They aren't imaginary and I want to make them worth some kind of thing in the future. Also, I asked KentonA If people start gaining enough of them (in excess of 50) that they win achievements and they said OK.

So at this point, I have a line of code on the right side and it's currently highlighted. It's arguments are in the box. If I then double click a second command, it adds it to the right side and auto highlights it and shows the new commands arguments in the box.

So it only auto highlights the new line of code if you already clicked inside the box on the right once.


I kind of understand? But I'm a visual learner.