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RPG 20XX Engine
Funny you ask that because I was at this very moment about to write a blog post explaining how that will work! Hang on a moment and it'll appear (it will notify you if you're subscribed to this game).
RPG 20XX Engine
Is there some way to get it to forget that there was a game file made?
Delete:
C:\Users\<Your Name>\AppData\Roaming\rpg20xx
And also delete the project you did that in- it will re-crash the editor if you open it.
I thought it would be interesting to see what maximum was hardcoded into the system, but 999999 was available
There actually is a lower limit than that, but if you don't have enough RAM it will crash you anyways. If you have more than about 3GB in your system, you have enough RAM so if it crashes, it must be something else. I'd rather not set low limits just to fix problems- that's the Enterbrain route. The true solution is for the engine to accept insane limits (which are being developed one by one and raised slowly).
I'll make sure to not be so excessive next time =p
If you're not hard and cruel on the software, how will its weaknesses be found?
More references for variables, such as monster stats or item equipped.
Those are already implemented. Look under the "game" category when writing event scripts (it's the purple crystal icon). For future database items, there will be matching "game" commands so it will include enemies whenever they are implemented... well, enemies are identical to players.
To make an enemy, you need to have made a player for it. That future section in the database will sets its drop lists, habitats, AI, etc. Yes, that means you can also modify enemy types in the middle of the game if you wanted.
An event that forces a specific skill to take place.
This one is actually much closer since I had been working on animations. Animations are much more important gameplay-wise in RPG20XX.
and and event that can add data to the database. So a player can create custom items through crafting, or even make it a quest generator if one is crafty.
These a much further down the road and belong with the geo-mod. Geo-mod lets you edit maps during the game in persistent ways. Both these features can easily make save files huge, way past the original design. They're features I want myself too, but they'll have to wait after the first completion of RPG20XX.
RPG 20XX Engine
Oh, SNES sprites from that weird Sailor Moon game. Because the game also had them fighting in the same scale of sprites, the whole battle sprite thing might not be far off. Although, I might make a better solution.
RPG 20XX Engine
That's what I thought, but he said something about trimming and putting it in 2003. I want to see the artwork, seeing what he is trying to do exactly might give me new ideas.
RPG 20XX Engine
Can you post an example (images of tall characters)? I might be able to make whatever it is you're trying to do easier in a future release.
RPG 20XX Engine
I'm not sure what you've just asked, but I'll try to answer.
Characters have a set size of 2x2 tiles with the bottom center tile space being where they are anchored to on the map. This is how big your typical objects and characters should be, but in a few cases you might want something bigger.
Events could also be made up of multiple tiles as one event. These can be huge. They could be large lifts, giant doors, moving destructible parts of the map, and the like.
And finally for large dynamic objects, there will be commands that let you draw in whatever layer the event belongs in (so the sorting remains correct). There will be a command to let you draw battle sprites on the map and I would recommend you use those since they can have any square frame size and you can animation into them. Drawing commands are what you'll get instead of the Show Picture command, but they aren't in yet.
Characters have a set size of 2x2 tiles with the bottom center tile space being where they are anchored to on the map. This is how big your typical objects and characters should be, but in a few cases you might want something bigger.
Events could also be made up of multiple tiles as one event. These can be huge. They could be large lifts, giant doors, moving destructible parts of the map, and the like.
And finally for large dynamic objects, there will be commands that let you draw in whatever layer the event belongs in (so the sorting remains correct). There will be a command to let you draw battle sprites on the map and I would recommend you use those since they can have any square frame size and you can animation into them. Drawing commands are what you'll get instead of the Show Picture command, but they aren't in yet.
RPG 20XX Engine
Could it be interesting if RPG 20XX can import RPG Maker 2003 games?
Could it? It would be interesting. However, I don't have plans to add the ability to import RPG Maker 2003 projects at this time. RPG 20XX is too different from RPG Maker 2003.
Being compatible with the old format would strain the design making it harder to add useful features, and it's what killed the old RPG Maker 20XX project.
The goal here is to be similar to use and easy to use, that someone familiar with RPG Maker 2000/2003 could pick it up easily, but it is actually its own RPG creation toolkit from the design of the editor's interface right down to the engine itself.
RPG 20XX Engine
It's not a replacement anymore, it stands alone. No part of RPG 20XX has any relation or affiliation whatsoever to any of Enterbrain's intellectual property.
And yes, it runs on new windows.
And yes, it runs on new windows.
RPG 20XX Engine
Select Char: FFL
Oh. Yeah. FFL is missing its sprite. That was a test sprite I used and I forgot to remove.
I can't get it to crash though, but I'll get rid of it in the default imports for next time.














