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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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Map Tree

It's highly annoying for the music to reset after each battle, so between having it always reset or always resume, I pick the latter so the default options are the most pleasant.

There will be a means to change lots of unimportant details like this later through advanced engine settings.

Map Tree

Well I can't remember a game like that, usually the shopkeepers stay in one place.

I can't prevent people from making poor game design decisions.

Map Tree

I'm ahead of you on that one- the engine will always resume original music after battle music or a music effect was played. I spent extra time way back when I was working on the engine foundation to make sure of the libraries I used that it was possible to play and resume all music, including MIDI. It will fade back in when resuming so it isn't jarring (and to cover up the artifact where the sustain notes before on a MIDI track are silent).

I was just as annoyed, especially when you have a long well-made epic music track for the level but the player only hears the same 10 notes at the beginning.

I'm also thinking if you enter a battle again very shortly from the last one, the battle music too will resume (unless its different from last like a boss fight).

Map Tree

Not just more settings, all settings. It's easier for my engine to barely know the difference between a map and area- an area is a map with no tileset.

I already was wondering how to handle biome-like areas. You usually use areas to define the enemies that will occur, which are also sorted per terrain (area masks enemy level while terrain masks enemy type).

When you open an object in the tree, the map should then actually load and let you edit it. If you open an area, it can simply load the map and the rectangle on screen and let you paint tiles. You will need a "magic wand" tool to set/unset all areas in rectangle over specific tiles to make it very quick to- for example- mask a continent from its ocean (by erasing all tiles over ocean and deep ocean).

I already have a different way event scripts will be used, there will be slots all over the place for them so you could have a parallel script set for each map/area.

Tile Editor

So you notice how some of my autotiles are on a transparent background? The lower layer is a pseudo bi-layer, if you select a feature it will be drawn on top of other lower tiles that aren't features (automatically letting you place mountains, etc. on top of things). Drawing something that isn't a feature erases features for that tile.

Yes, then you can draw upper layer tiles on top of them all if you want.

Chronology of the Last Era

To be fair, he had no idea I would pop out of nowhere and be back.

Windows 8 and RM2K3

Layer_ForceDirectDrawEmulation is not Acceleration, it's the opposite. It's emulation. It's a HEL method for DirectDraw.

This is why

However you will not get the speed you were used to like in Windows 7 or before.

It should, however, fix this problem even if it occurs on other versions of Windows. The way you're doing it, there should be a way to do this from a .bat script that you can package with your game (that starts the EXE with these settings, not edit the registry!). Then you can give it to people and they don't have to edit their registry.

Getting started with RPG Maker 20XX (The old version)

I dunno, if you have to start new games in it anyways then why wouldn't you use the newer toolkit with all the bugfixes and feature requests I would actually be able to fulfill (I won't have to keep telling people "that was an editor thing" over and over anymore~!). Should be shortly before I get another engine with tile stuff, event stuff and commands that do CBS stuff.

The older engine also has some pretty ugly source code. It may be neater than your typical codebase you're given at a software engineering job (not exaggerating) but it's still some of my uglier work and hard to edit without my help.

The newer stuff is ugly too, but it's much easier to bugfix.

Getting started with RPG Maker 20XX (The old version)

It's going to be entirely superseded by the newer project, including the same entries for it under engines and engines :: tutorials so there won't be much point for this tutorial on an engine that was cancelled before it did the thing most people expected it to (plus an unknown number of realtime crashes I had yet to debug).

The old code SVN repository and download will remain for historical reasons:
https://subversion.assembla.com/svn/rm20xx/rpgm20xx/rm20xx.zip

Getting started with RPG Maker 20XX (The old version)

Might want to change this, the download link will imminently start pointing to the newer RPG 20XX which is an entirely different thing. It will occur once map tile editing and map tree is working.