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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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0.22 Released

Can I create a command called...Cook that loads a custom cooking system?


You do that like this:



Alright that box labeled Event should be a common event, but it isn't doing anything when I click it. Odd. I don't know if I can credit you with the bug or not, but I'll have to fix it all the same.

I noticed that if the code box on the right side has no code, when I input something it doesn't auto select it. But if I already had something on the right side, and selected, when I add something else that new item does get selected.


I'm not sure what you mean. Do you have a series of pictures or a video clip to show me what you mean?

0.22 Released

can we set a color or tile to show in that space?

It's whatever is the background. If you really just want a single tile to tessellate infinite, import the single tile as a background and then set 0,0 for factor and leave wrap on. It'll then tessellate.. Or you can make a more complex background.

when i double click a command to add to the right side, I have to click on it(on the right side) in order for things to show in the arguments box. that seems like it should be automatic to some degree

created an if branch and the name of my variable spills into the next info column and makes it real hard to read

It should, lots of things should. As far as the script editor is concerned, I already have a plan to accelerate and polish it once most of the functionality is in.

am i supposed to be able to create a new commands in the database?

Menu commands and yes.

what are the rules for importing files? I'm having trouble importing charsets

I only have made the specs for system set. It's kind of outdated. Now that more files are in, I'll have to add custom pages for the material spec. They'll be uploaded when I find time for them.

Character sprites have frames of 2x2 tiles (in the default small size its 32x32) each frame. 3 frames wide and 4 frames tall, up right down left order same as RPG Maker 2003. This time, the character sets are imported individually.

double clicking events, would be nice if that did the edit event command

Single click selects upper tiles to make events out of, but I think I can actually put double click since its easy to mean two different things with these similar motions.

is it supposed to use whatever layer the tile is in the database?

Yes, if an event is a tile it will be the layer it is supposed to be in the tileset. This is because you can have a single event made out of multiple tiles and that each tile could be in arbitrary layers at the same time so technically tile events have undefined layers.

Enemy List

These aren't parties, these are individual enemies. "The enemy party" refers to the group you fight during battle. The between X and Y thing will generate between that number of this enemy into the one party.

It works the opposite of adding multiple copies of an enemy into a map's encounter list like you used to do in RPG Maker 2003. Just knowing numbers between 1 (common) and 5 (rare) are good, but here's the precise technical spec for those curious.

Using your example:

- Let A1, A2, A3, and A4 be different enemy types of rarity 1.
- Let B1, B2 be different enemy types of rarity 2.
- Let C1 be an enemy type of rarity 5.
- Let the random encounter enemy choice count be always 4 (its normally something like pick between 1 and 3).
- Let all these enemies be in the current map's list.

First, the list of weights looks like this:

Enemy (1/Rarity) (weight) (sum)
A1 (1/1) 1.00 0.00
A2 (1/1) 1.00 1.00
A3 (1/1) 1.00 2.00
A4 (1/1) 1.00 3.00
B1 (1/2) 0.50 4.00
B2 (1/2) 0.50 4.50
C1 (1/5) 0.20 5.00

The total weight is then 5.20. The choice count is always 4, otherwise the choice count is randomly determined by "die" roll. We then choose that many enemies with replacement.

For 4 times, generate a random number between 0.00 and 5.20 inclusive.

1.04, 1.36, 4.58, 3.09

This means we're going to add random amounts (set for each enemy type) of enemy A2, A2, B2 and A4 along with their specified cohorts (if any).

This could still be a huge encounter if A2 was an enemy that spawned a cohort that always appeared 5 times (between 5 and 5).


This is really handy because the engine calculates all the enemy parties for you so you don't have to do the tedious task of making them yourself to have more than 3 or so types of encounters per map. Random encounters become much more varied and less monotonous. The rarity system lets you throw in a few pleasant surprises.. well, pleasant as defined by you, heh heh.

This is all and good, but you probably want a scripted battle with a precise enemy appearance complete with dialog events and the like. The next version has Prepare Enemy and Start Battle commands. You call Prepare Enemy to set up the encounter and then Start Battle. You can use a "Parallel During Battle" common event, or have an enemy's AI (not shown here yet) call a script or something to do the dialog or story during battle.

Anything you can do on the map, you can do during battle. Different from RPG Maker 2003, the map is still valid too. If you have a battle that has no background set, you'll see the map below. Operations to do things to events still work. You can have a battle going on at the same time as events are doing stuff on the map if you really wanted to.

Battle Next

Is there pixel movement yet?


Not yet. You'll also want collision primitives (lines, circles, etc.) do to shoots, explosions, points and melee. Once you have both of those, you can basically make any action RPG you want and all the same stats will work.

At the moment, you should flesh out and simplify your stats while waiting for pixel movement. Break the stats up into smaller stats. You can toggle which stats are visible or not. The minimum required derived stats are:

https://subversion.assembla.com/svn/rpg20xx/doc/battle-spec.txt

You can do absurd stress testing, spamming 1000s of battle calculations by cloning events that hit each other to figure out the balancing. It'll be number soup! You can do all sorts of experiments on your battle calculations.

I'm sad about the lack of fullscreen support, tho ;--------;


That's a pretty critical feature so it is coming later. I want to make sure the video system is stable before doing fullscreen modes. The old prototype RPG20XX had unstable video which was annoying (mostly DirectX's fault). OpenGL doesn't seem to really care at all when you ALT+TAB or CTRL+ALT+DEL.

Edit Project

Alright it has been updated.

Edit Project

Oh derp! I forgot to put the event start back. Hang on a sec.

How to Play

I mentioned it almost a year ago. RPG20XX will have built in quests. Quests have stages and then a script page for each stage. Quests can be advanced to different stages. They also have text, icons, etc. that will be used for a built-in journal menu. A quest stage could be a completion stage or a failure stage.

If you take a look in the event editor dialog, there's a spot where you can have the page condition simply check for a quest stage. I found myself using global variables in RPG Maker 2003 this way, so this streamlines the ability for quests to advance and for the game world (events) to change accordingly easily.

How to Play

Yes, there are a lot of features I didn't use in Ruby Wolf because it's generally a bad idea to use every single technology from a game engine for the sake of using them. That, and I was keeping to the Game Gear look.

Ruby Wolf is mostly a demonstration of what kind a CBS one can put together in 3 days. I think the biggest item everyone will want next is the default battle system, of course.

The enemies, backgrounds and quests are the only remaining grayed-out fields in the database.

Event Behavior

When you click submit, just click once and wait. The site is very slow but it will eventually post. If you click the button multiple times, it makes you double post for some reason.

Event Behavior

Since in RPG20XX behaviors are just a link to a common event, it can be anything (even if it doesn't make sense).

And if you meant actual pathfinding as in an event can find its way to a specified goal in the optimal number of moves (or be able to know it is impossible), I have one of those planned, too.

And I know someone is going to ask; there will be built-in party caterpillar at some point too.