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Coming Soon
Better to start over, it's easier and will have less bugs occur. The specs will be completely different, so the old engine's design won't work.
Coming Soon
Just posting to let you know I had some business to take care of since last week, the specs for RPG 20XX will be posted sometime between tomorrow and the 14th. Then you all can review them to see if I missed anything or if something looks wrong.
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Coming Soon
Whenever I finish the spec, it will be posted. Since it will be a new engine, it will be required to make sure I hit all the desired features and to measure progress.
Or, if you want to make stock resources, the spec will tell you exactly how to lay out the sprite sheets and then you can just make/format them. The engine can set to any 'asset scale' but anything bundled with RPG 20XX will need to be in the familiar retro 1x 320x240 scale (16x16 instead of VX's 32x32).
Or, if you want to make stock resources, the spec will tell you exactly how to lay out the sprite sheets and then you can just make/format them. The engine can set to any 'asset scale' but anything bundled with RPG 20XX will need to be in the familiar retro 1x 320x240 scale (16x16 instead of VX's 32x32).
Coming Soon
Sort of, I still need to stay very true to 2003. Think of it as a remake. Or like a RPG Maker 20XX, if you will.
For trademark reasons, I'm going to just call it RPG 20XX from now on. Unlike copyrights, the name must also be obvious it is not affiliated with RPG Maker or Enterbrain.
For trademark reasons, I'm going to just call it RPG 20XX from now on. Unlike copyrights, the name must also be obvious it is not affiliated with RPG Maker or Enterbrain.
Coming Soon
If you read all the comments ever posted on this project, there's a need for something that works just like 2003 did but.. 'newer'.
It has nothing to do with RPG Maker 2003, so what was the point of all that research and backwards engineering? I kept pointing out RPG Maker 20XX is best used to make new projects anyway.
So the obvious choice is to just design an RPG creation toolkit on its own like I said with all the features everyone on this project page ever told me they really wanted from 2003. The result will be much easier to use than RPG Maker 20XX was going to be too, and will be much easier to develop. It just won't play old RPG Maker 2003 games.
It's also going to be a free and freedom project, and open source, so don't worry about that. I'm only doing this because I still feel I have to do something for the community.
(@Clyve were you forced to use animals in RPG Maker 2003?)
It has nothing to do with RPG Maker 2003, so what was the point of all that research and backwards engineering? I kept pointing out RPG Maker 20XX is best used to make new projects anyway.
So the obvious choice is to just design an RPG creation toolkit on its own like I said with all the features everyone on this project page ever told me they really wanted from 2003. The result will be much easier to use than RPG Maker 20XX was going to be too, and will be much easier to develop. It just won't play old RPG Maker 2003 games.
It's also going to be a free and freedom project, and open source, so don't worry about that. I'm only doing this because I still feel I have to do something for the community.
(@Clyve were you forced to use animals in RPG Maker 2003?)
Coming Soon
Windows 8 and RM2K3
This is because 2K/2K3 has a bizarre rendering engine built on top of what appears to be DirectDraw. XP and VX instead use Direct3D and render flat graphics- same as all my 2D engines- this lets them run on just about anything since it's easy for modern systems to understand (and it makes rotation, scaling, etc. very easy to do and very fast performance wise).
What you need is something that specifically works with DirectDraw applications.
A quick Google search shows that Windows 8 has lots of trouble running DirectDraw applications well.
The error "RPG Advocates is Awesome" appears if you attempt to modify specific locations of the .exe (I think its looking to see if their name is intact in the dialog boxes or standard VERSION information in the .exe resources).
What you need is something that specifically works with DirectDraw applications.
A quick Google search shows that Windows 8 has lots of trouble running DirectDraw applications well.
The error "RPG Advocates is Awesome" appears if you attempt to modify specific locations of the .exe (I think its looking to see if their name is intact in the dialog boxes or standard VERSION information in the .exe resources).
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Yeah I've been adjusting the color of the grass and the lighting model until the end of time. I can fix that by simply reducing the maximum sun power at noon and increasing ambient power so those dirt blocks aren't as dark to reduce the contrast effect... but the problem is that it ALSO must have high contrast when the sun is at low power (sunset / sunrise) or it would look like an orange night, and underground that unlit areas are hard to see (but not impossible unlike other block games!).
Considering the ambient component of the lighting model is a crude approximation of radiosity, I could just have the ambient component get brighter or darker based on the sun power (and underground blocks are not effected by the sun).
Considering the ambient component of the lighting model is a crude approximation of radiosity, I could just have the ambient component get brighter or darker based on the sun power (and underground blocks are not effected by the sun).
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Lots of people play games for different reasons and hold various things in higher regard. Things like story, appearance, soundtrack, and other elements found alongside gameplay can effect how specific types of players like or dislike something. I've carefully made my decisions in all these areas, balancing integrity with popularity.
Kemonomimi are a critical theme in LandTraveller. No kemonomimi, no LandTraveller. It's like asking of mech suits are optional in MechWarrior, or if driving is optional in F-Zero, or if jumping is optional in a Mario game. Some things have to be exactly as I designed them to be, and other things have to be adjusted to fit exactly how people react.
There are just as many people who would play my game for these little things as the people who would avoid my game for little things as you see above. It's true I personally judge a game solely on its gameplay, but when you create a game you must be willing enough to adjust your idea for the better yet be loyal to your idea.
As a critical theme, it indeed goes further than appearances and deep inside the gameplay. The animal you choose to be effects lots of various things including the RPG character building. I anticipate most people wouldn't mind either way animal or no, but the RPG character development must be spot-on no matter the theme. Especially since its the one thing I felt none of those other constructive block games did right.
Kemonomimi are a critical theme in LandTraveller. No kemonomimi, no LandTraveller. It's like asking of mech suits are optional in MechWarrior, or if driving is optional in F-Zero, or if jumping is optional in a Mario game. Some things have to be exactly as I designed them to be, and other things have to be adjusted to fit exactly how people react.
There are just as many people who would play my game for these little things as the people who would avoid my game for little things as you see above. It's true I personally judge a game solely on its gameplay, but when you create a game you must be willing enough to adjust your idea for the better yet be loyal to your idea.
As a critical theme, it indeed goes further than appearances and deep inside the gameplay. The animal you choose to be effects lots of various things including the RPG character building. I anticipate most people wouldn't mind either way animal or no, but the RPG character development must be spot-on no matter the theme. Especially since its the one thing I felt none of those other constructive block games did right.














