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I realize you're not doing extra equipment slots or stats, but I still respect your efforts at flexibility and building in meaningful systems that I would use.
You get way more equipment slots, and you can change their name under project settings, and then you can edit the derived statistics and the like a little to make them behave the way you want.
HOWEVER
or stats
You can have as many stats until the engine crashes. You could have 1000 attributes, 1000 derived stats and 1000s of elements and traits or even more.
You can have any combination of these. I am about to release a new version that has a working skill action command to demonstrate this in a moment.
0.17 Released
I've caught it. It is crashing because you haven't put a name for that character, so when you Add Party it echos the event to the log and tries to print the non-existent character name and crashes. It will be fixed in the next release, thanks.
0.17 Released
Wait...maybe I'm not reading everything you've said correctly, but are you saying we won't be able to open the event editor or anything with a right mouse button click? Or have you just not gotten around to fixing that?
If you look up, DragoonHP has an animation of what he meant where you right click the project file and Open With.. in Windows. I explained why it isn't working.
0.17 Released
Okay. Can it be make to work so that it doesn't throw that error?
No.
Also, another bug. When you open the editor using the right-click method, attempting to run the game would throw an error (Arraylist get out of bounds) and crash the engine.
...When you open the editor using the right-click method...
I've already explained to you why it does this.
Just add the Add Party event like this > https://i.imgur.com/63uCWvy.png
Run the game and try to interact with the tile. Demo
1. The Test.2xg file in your download is not the same thing depicted in your animated GIF
2. You made the event I was supposed to examine invisible so I had no idea what to do
3. I already told you when I make an event with Add Party, it works just fine and thus I cannot reproduce. This is why I wanted you to upload the .2xg file you have created in hopes to recreate the situation exactly.
Please re-upload a .2xg file that precisely crashes your game engine when you examine the event, and that the event to examine is not invisible.
0.17 Released
Update - DarkFox chatted with me and I was able to detect the specific state where the Roll Random button crashes. If you make a fresh new project and immediately make a new event and click that button, it will either freeze or crash. It doesn't crash if you either opened a new project or you quickly opened and closed the database editor dialog before making the event. This has been fixed for the next release.
0.17 Released
Microsoft broke the file chooser in the Windows 10 preview with that update, so DarkFox was trying to simply open a project at all.
When you open the file through the right click like that, the working directory becomes the same directory as the target file and therefore is missing all the required engine files. It would have to do something like create an environment variable or registry entry that points to the engine folder so it can find the engine folder no matter the working directory. I'm not going to do that, you don't want me to do that, nobody sane wants to have unstable software edit the registry.
Instead, it will open the last edited project and have a list of recent projects for you to jump to. I thought about doing the dedicated project folder like RPG Maker 2003 does, but it makes some things harder such as putting a game project up on a GIT or something.
Your .2xg file actually crashes my engine right away because of undefined animated tiles. So I fixed a bug there for the next release, but I'm on an island with nothing so I don't know how to do the Add Party thing.
When you open the file through the right click like that, the working directory becomes the same directory as the target file and therefore is missing all the required engine files. It would have to do something like create an environment variable or registry entry that points to the engine folder so it can find the engine folder no matter the working directory. I'm not going to do that, you don't want me to do that, nobody sane wants to have unstable software edit the registry.
Instead, it will open the last edited project and have a list of recent projects for you to jump to. I thought about doing the dedicated project folder like RPG Maker 2003 does, but it makes some things harder such as putting a game project up on a GIT or something.
Your .2xg file actually crashes my engine right away because of undefined animated tiles. So I fixed a bug there for the next release, but I'm on an island with nothing so I don't know how to do the Add Party thing.
0.17 Released
I can't reproduce any of those. There is additional information I am missing.
What do you mean precisely by "Opening through a .2xp file" because when I open 2xp files on a virgin machine, it doesn't crash. Same deal with Add Party.
For the latter thing (Add Party crashing), you can actually send me the .2xg file alone that crashes the player. It should have a much higher likelihood of crashing my player than if I were to try recreating a .2xg file that reproduces the bug.
What do you mean precisely by "Opening through a .2xp file" because when I open 2xp files on a virgin machine, it doesn't crash. Same deal with Add Party.
For the latter thing (Add Party crashing), you can actually send me the .2xg file alone that crashes the player. It should have a much higher likelihood of crashing my player than if I were to try recreating a .2xg file that reproduces the bug.
0.17 Released
Temporal Variables
"Okay. What if I'm done with the project? Do the save files get deleted when the project can't be found or do they just stay up there until manual deletion."
Those are game specific. It's the game save folder.
"Bug: http://i.imgur.com/ppKZqPO.gif"
That's not a bug, that's a feature. No, really, I took the time to make it do this. This effect is present in all good paint programs. If you move the mouse so fast that its next state is further than one tile away, you'd normally have a large gap. My program actually interpolates and draws a line instead, trying to make everything solid as you draw. If you open Paint and go crazy with the pencil tool fast enough, you can see it turn into line segments. This is a better approximation than it just being loose dots when the mouse is moving too fast.
When you click on the menu like that, it's not possible for the editor to easily lift the mouse button in its state so when you go back and click it will think the mouse teleported there.
Those are game specific. It's the game save folder.
"Bug: http://i.imgur.com/ppKZqPO.gif"
That's not a bug, that's a feature. No, really, I took the time to make it do this. This effect is present in all good paint programs. If you move the mouse so fast that its next state is further than one tile away, you'd normally have a large gap. My program actually interpolates and draws a line instead, trying to make everything solid as you draw. If you open Paint and go crazy with the pencil tool fast enough, you can see it turn into line segments. This is a better approximation than it just being loose dots when the mouse is moving too fast.
When you click on the menu like that, it's not possible for the editor to easily lift the mouse button in its state so when you go back and click it will think the mouse teleported there.
Temporal Variables
"I ran it as an admin and in a normal folder. Screeny Sorry if I misunderstood something."
Oh I see, you can't also put projects in the editor's folder. It then attempts to copy engine files
over its own plugins and files which it can't do. You can make a subfolder in the editor folder if you want.
"Sorry if I wasn't clear. I meant the Resources / Database windows. That's how I discovered the Set Maximum bug."
I was referring to your comment about what ESC should do.
When I said: "Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do."
It wasn't because I misunderstood you. You have one mouse wheel, there are two scrollbars.
You can hold SPACE and drag the map around if you want a shortcut for panning the map view
"A true portable version of RPG 20XX. Right now the settings are saved in %appdata%, which while being nice, isn't really a truly portable option. Can we have a option to choose it during the first run or some other alternative. For example, if a folder called config is in the home directory, the settings will be automagically saved there."
RPG20XX was designed to be UAC compliant. This is where stuff needs to go for this.
It also lets you configure the engine once to your liking, and then every game using RPG20XX
will already be configured the way you want (key bindings, for instance).
You get all the "portability" you need with the 2XG files. You can just share that single file around
and it can be executed by everyone's installation of RPG20XX.
"Option to delete a project in the Editor. Right now if you manually delete the project, some Project specific files still remain in the %appdata% folder."
Those aren't project specific, those are game specific. The folders there are saved game data.
They don't appear if you never test play the game.
"Using Add Character event will crash the player."
There is no such thing in RPG20XX
"The Engine crashes if you try to use an Empty tilset in your map.Much Better explanation"
Confirmed.
"#16 Complicated so here are the steps:"
Confirmed.
"When no choices are added and Show choices is used it should fail more gracefully. It should definitelyScreenshot not crash the game."
I have these fatal errors in here so that you will understand why something isn't working.
If I let the engine continue, you could get hidden invisible looping errors that slow everything down,
corruption could occur in memory or in the save file, etc.
If you've got errors, fix the errors.
"Ability to navigate the map grid using direction keys. And I'll like to extend MakoInfused request. Please make the entire Engine more Keyboard friendly."
I've already got general keyboard acceleration planned. For like everything. It will be added after I fix and polish what's there. Don't worry, I'll let you spaz out on the keyboard and mouse like you're playing a competitive RTS and make RPGs within seconds in the future once I've got an editor in the first place.
This also includes fixing odd tabstops and OK/Cancel buttons being out of order, so I'm already aware some dialogs have those buttons in reverse order.
"Make an image viewer for viewing the resources files if possible. For example, you double click / click on Preview and see the file before importing/exporting it."
Should be able to change your icon view to one with thumbnail previews, it's the standard windows open file dialog.
Oh I see, you can't also put projects in the editor's folder. It then attempts to copy engine files
over its own plugins and files which it can't do. You can make a subfolder in the editor folder if you want.
"Sorry if I wasn't clear. I meant the Resources / Database windows. That's how I discovered the Set Maximum bug."
I was referring to your comment about what ESC should do.
When I said: "Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do."
It wasn't because I misunderstood you. You have one mouse wheel, there are two scrollbars.
You can hold SPACE and drag the map around if you want a shortcut for panning the map view
"A true portable version of RPG 20XX. Right now the settings are saved in %appdata%, which while being nice, isn't really a truly portable option. Can we have a option to choose it during the first run or some other alternative. For example, if a folder called config is in the home directory, the settings will be automagically saved there."
RPG20XX was designed to be UAC compliant. This is where stuff needs to go for this.
It also lets you configure the engine once to your liking, and then every game using RPG20XX
will already be configured the way you want (key bindings, for instance).
You get all the "portability" you need with the 2XG files. You can just share that single file around
and it can be executed by everyone's installation of RPG20XX.
"Option to delete a project in the Editor. Right now if you manually delete the project, some Project specific files still remain in the %appdata% folder."
Those aren't project specific, those are game specific. The folders there are saved game data.
They don't appear if you never test play the game.
"Using Add Character event will crash the player."
There is no such thing in RPG20XX
"The Engine crashes if you try to use an Empty tilset in your map.Much Better explanation"
Confirmed.
"#16 Complicated so here are the steps:"
Confirmed.
"When no choices are added and Show choices is used it should fail more gracefully. It should definitelyScreenshot not crash the game."
I have these fatal errors in here so that you will understand why something isn't working.
If I let the engine continue, you could get hidden invisible looping errors that slow everything down,
corruption could occur in memory or in the save file, etc.
If you've got errors, fix the errors.
"Ability to navigate the map grid using direction keys. And I'll like to extend MakoInfused request. Please make the entire Engine more Keyboard friendly."
I've already got general keyboard acceleration planned. For like everything. It will be added after I fix and polish what's there. Don't worry, I'll let you spaz out on the keyboard and mouse like you're playing a competitive RTS and make RPGs within seconds in the future once I've got an editor in the first place.
This also includes fixing odd tabstops and OK/Cancel buttons being out of order, so I'm already aware some dialogs have those buttons in reverse order.
"Make an image viewer for viewing the resources files if possible. For example, you double click / click on Preview and see the file before importing/exporting it."
Should be able to change your icon view to one with thumbnail previews, it's the standard windows open file dialog.














