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Says it's GPL3 software on the front page. Source code here.
On line 3
Okay so.. you can write you own.. instructions or something?
On line 3
Tileset Format
It's quite legal:
However, I think someone at some time volunteered to work on assets that would come with RPG 20XX. Anyone can submit stuff for this purpose, I'll look it over and then accept or reject for official inclusion.
I'm just using 2003's stuff to test the engine for now.
I'm using and posting these tiles for a demonstrative non-commercial purpose that doesn't devalue the original product (RPG Maker 2003) under the Fair Use doctrine of US Copyright Law.
However, I think someone at some time volunteered to work on assets that would come with RPG 20XX. Anyone can submit stuff for this purpose, I'll look it over and then accept or reject for official inclusion.
I'm just using 2003's stuff to test the engine for now.
Tile Draw
I posted pretty fast. I've already got the debug map view mode working in the engine (like it was way back in fall 2011). I'm finishing up the remaining features before I enter a release candidate phase.
Tileset Format
You can create any combinations of tiles automatically as though you did have control over all three layers. It actually controls pretty smoothly.
RPG 20XX lets you do that just fine. This is the reason I decided to even have another layer.
Another reason is you can use auto tiles on the upper most layer as a means to create cluttered tree tops(foliage) above everything, something i tend to do a lot in games.
RPG 20XX lets you do that just fine. This is the reason I decided to even have another layer.
Map Editor
I kind of threw it in but I never officially said anything, but yes you'll get the square thingy. Technical term.
I am neither woman nor man but wolf!
sure he showed
correct, he did.
I am neither woman nor man but wolf!
Game File
People might want to move around and alter the battle HUD a bit too. I'll figure out a solution later, but I think having a layout editor would work where you move the HUD and player positions around. That would be the same editor dialog where you would add an additional display for something like I see people trying to do in 2003 all the time (when they add a game mechanic on top of the default battle system).
The rule is that RPG 20XX is not allowed to have a scripting language (like RUBY-RGSS) since you would use 20XX or 2003 because you'd rather not hack up stuff trying to edit something in a simple way.
The rule is that RPG 20XX is not allowed to have a scripting language (like RUBY-RGSS) since you would use 20XX or 2003 because you'd rather not hack up stuff trying to edit something in a simple way.
Basic Editor
First (Rough) Specs
i don't know any actual RPG on the super nintendo or even the sega genesis that had such a cursor.
Breath of Fire I and II
But yeah, you'll get to use either a box, or a cursor pointer, or both. I hated how I always had to use boxes in 2003.
Coming Soon
A character frame will be 2 x 2 tiles (so 32 x 32 for regular resolution, 64 x 64 for double res like in VXP). Draw your tall sprites in the center, the bottom center 16 x 16 square is the part of the character sprite that will actually be over the tile they stand upon.
If you need anything bigger, use an event made out of multiple tiles, or use no sprite and have the event use commands to draw itself however you want.
This unifies character sprites. Any bigger sprites mean you would have to handle the visual problems yourself anyways (the tile settings were made for 2 tile tall sprites).
If you need anything bigger, use an event made out of multiple tiles, or use no sprite and have the event use commands to draw itself however you want.
This unifies character sprites. Any bigger sprites mean you would have to handle the visual problems yourself anyways (the tile settings were made for 2 tile tall sprites).
Map Editor
That's the real challenge to RPG 20XX. Tons of engines are powerful, but none give you lots of power yet remain easy to use. The fully automatic lower layer is an example of this. Making a map feels just like 2003, but it has the three layers like XP.
As for the tile order, you only run into that problem if you're allowed to walk into the fence tile, or if you could make a sprite over 2 tiles tall.
In 2003, a tile is either below or above a character. You want something that has its bottom side blocked off and is drawn as though it too were a character (characters are drawn by their Y order for that isometric 3D effect)? I'll let you know when I figure out a way to implement this without adding complexity to the editor.
As for the tile order, you only run into that problem if you're allowed to walk into the fence tile, or if you could make a sprite over 2 tiles tall.
In 2003, a tile is either below or above a character. You want something that has its bottom side blocked off and is drawn as though it too were a character (characters are drawn by their Y order for that isometric 3D effect)? I'll let you know when I figure out a way to implement this without adding complexity to the editor.














