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Temporal Variables
Crazy! Thanks for finding these.
"Editor crashes if you try to compile without opening a project."
Confirmed. I have the play button disabled in the toolbar, but I forgot about the window menu.
"If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder."
You're right, it's a bad idea. RPG20XX should never be run in administrator mode (not even the server).
It's not really a bug, the OS is denying access and RPG20XX understands this.
"The rpg20xx executable inside the project folder does not have an icon."
I haven't decided on one yet. People are already familiar with resource hacking the icon to make it one for their game,
that will be fine in RPG20XX too. I don't know if I can safetly write an automatic resource hacker, though.
"If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message."
Confirmed. Yikes.
"The New Project does not appear in the list of Recent Projects until you close it and open it again."
It shouldn't because it's already open, yes? I'm still going to award this report to you anyways because
if you then make ANOTHER new project, the older new project is still not in the recent projects list.
You see, I might solve this bug by simply having all new projects update in recent projects anyways.
"There is no confirmation message if you try to close a project without saving it first."
Projects are automatically saved repeatedly after many actions. Closing the editor always saves the project.
There will be a command added later called REVERT which will reset the project to the last time you manually clicked save.
This includes if you had opened and closed the editor multiple times. So now you have backed-up auto save
and a future backed-up revert that survive user carelessness.
"If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness."
Confirmed. This is a bug in my previous statement, it does not auto save the project on close if you had just started a new one in the same editor session.
"If you click on the Soundtrack icon without opening any project, the engine crashes."
Confirmed.
"The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"
I assume you meant if there's no project loaded? Confirmed.
"If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart."
Confirmed.
"Pressing Esc in Database opens Set Maximum dialog box."
Confirmed. What is this I don't even?
"There doesn't seem to be any change if you change the tiles from 16*16 to 32*32."
AH! HAHA! YOU'RE WINNER! I was wondering how long it would be before someone points this out.
32x32 has minimal effect right now because I don't have a set of materials in the double resolution
format to test against in both the editor and engine. Once I get those, I can test every drawing command
that it adapts to a change in resolution properly.
"It's a complicated one so I'm just going to explain the steps to reproduce it."
Confirmed.
"You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc."
This is because ESC and TAB are both defaulted to actually bring up game menu.
There's already an alias system inside the engine so this will be configurable later.
"You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes."
In every PC game I've ever played, hitting ESC brings up a menu.
"Can't scroll the Map Editor with mousewheel."
Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do.
As for your feature requests, I've already got those planned. Except
"Double Click to set an Event."
Click and/or click dragging actually selects upper tiles on the map.
RPG20XX lets you make events made out of multiple tiles on the map
(their collision properties are included in the event's tile body)
This is a lot of stuff and it helps, thanks. You've already in 3rd for bug hunting and suggestions:
<MakoInfused> 23
<DarkFox> 19
<DragoonHP> 10
<Link_2112> 6
<NewBlack> 6
<NeithR> 5
<Someoneman> 3
<orochii> 3
<matthewac95> 2
<MarkusT> 2
<Ramza> 2
<Common> 1
<Cage> 1
<Konradix> 1
"Editor crashes if you try to compile without opening a project."
Confirmed. I have the play button disabled in the toolbar, but I forgot about the window menu.
"If you place the project file in the home directory (I know it's a bad idea), it will throw up errors saying that it's unable to copy the required libraries in the project folder."
You're right, it's a bad idea. RPG20XX should never be run in administrator mode (not even the server).
It's not really a bug, the OS is denying access and RPG20XX understands this.
"The rpg20xx executable inside the project folder does not have an icon."
I haven't decided on one yet. People are already familiar with resource hacking the icon to make it one for their game,
that will be fine in RPG20XX too. I don't know if I can safetly write an automatic resource hacker, though.
"If you create a New Project while an old project is open, the changes made to the old project will be discarded without a confirmation message."
Confirmed. Yikes.
"The New Project does not appear in the list of Recent Projects until you close it and open it again."
It shouldn't because it's already open, yes? I'm still going to award this report to you anyways because
if you then make ANOTHER new project, the older new project is still not in the recent projects list.
You see, I might solve this bug by simply having all new projects update in recent projects anyways.
"There is no confirmation message if you try to close a project without saving it first."
Projects are automatically saved repeatedly after many actions. Closing the editor always saves the project.
There will be a command added later called REVERT which will reset the project to the last time you manually clicked save.
This includes if you had opened and closed the editor multiple times. So now you have backed-up auto save
and a future backed-up revert that survive user carelessness.
"If you close a new project without saving it first, the next time you'll open it, it will be completely blank. No tilesets will be loaded and instead of the water tiles, you'll be greeted with nothingness."
Confirmed. This is a bug in my previous statement, it does not auto save the project on close if you had just started a new one in the same editor session.
"If you click on the Soundtrack icon without opening any project, the engine crashes."
Confirmed.
"The engine crashes if you click on the following items in the Edit menu > "New Maps", "Map/Area Settings" & "Delete Map"
I assume you meant if there's no project loaded? Confirmed.
"If you delete the project folder or change it's path, the engine would continue to show a Error prompt that it "Cannot open x.rp" until a new project is opened, no matter how many times you restart.. The desired behaviour should be that it should change it's config values after the first restart."
Confirmed.
"Pressing Esc in Database opens Set Maximum dialog box."
Confirmed. What is this I don't even?
"There doesn't seem to be any change if you change the tiles from 16*16 to 32*32."
AH! HAHA! YOU'RE WINNER! I was wondering how long it would be before someone points this out.
32x32 has minimal effect right now because I don't have a set of materials in the double resolution
format to test against in both the editor and engine. Once I get those, I can test every drawing command
that it adapts to a change in resolution properly.
"It's a complicated one so I'm just going to explain the steps to reproduce it."
Confirmed.
"You can't exit out of Esc from any menu except game menu. You have to press "X". Steps to reproduce: Just open Load Game screen and try to exit it by pressing Esc."
This is because ESC and TAB are both defaulted to actually bring up game menu.
There's already an alias system inside the engine so this will be configurable later.
"You can't close any dialog box by Esc. Esc is like the universal key of exiting out of dialog/message boxes."
In every PC game I've ever played, hitting ESC brings up a menu.
"Can't scroll the Map Editor with mousewheel."
Map scrolls in 2 directions, so I'm not sure what I want mouse wheel to do.
As for your feature requests, I've already got those planned. Except
"Double Click to set an Event."
Click and/or click dragging actually selects upper tiles on the map.
RPG20XX lets you make events made out of multiple tiles on the map
(their collision properties are included in the event's tile body)
This is a lot of stuff and it helps, thanks. You've already in 3rd for bug hunting and suggestions:
<MakoInfused> 23
<DarkFox> 19
<DragoonHP> 10
<Link_2112> 6
<NewBlack> 6
<NeithR> 5
<Someoneman> 3
<orochii> 3
<matthewac95> 2
<MarkusT> 2
<Ramza> 2
<Common> 1
<Cage> 1
<Konradix> 1
0.16 Released
Yes, it's just like the old Erase Event command. Teleporting out of the map and back will have it reset. This is best used for visible enemy encounters, destructible objects and the like.
For item pick ups that you'd like saved to the game, use the local variables (you can specify if a specific variable is local or not when you're setting variable). This means the variable belongs to the event. You can have any of these and the save file size only increases for each used local variable. This also lets you just clone item pick ups and for all of them to be individual item pick ups.
RPG Maker 2003 had none of this so you always had to re-assign a new variable/switch every time. The later RPG Makers had "self switches" that did the above.. I think. Mine are local variables (not just switches) and you can have any of them you'd like.
For item pick ups that you'd like saved to the game, use the local variables (you can specify if a specific variable is local or not when you're setting variable). This means the variable belongs to the event. You can have any of these and the save file size only increases for each used local variable. This also lets you just clone item pick ups and for all of them to be individual item pick ups.
RPG Maker 2003 had none of this so you always had to re-assign a new variable/switch every time. The later RPG Makers had "self switches" that did the above.. I think. Mine are local variables (not just switches) and you can have any of them you'd like.
Nostalgia Engine
I see you finally changed the title image, so I'm not getting false positives anymore. ha Also, when I looked at the second screen I thought my screen had a red dead pixel.
No, I actually threatened to Twitter echo every false positive report I get from followers like you from Avast to Avast and that's when they finally responded. The RPG20XX title logo you see is still hosted at landtraveller.com.
Nostalgia Engine
Turns out even if you put a single quad into a display list and spam that, it still improves performance by 20% for the above perspective tile map situation.
0.14 Released
- In the Direction setting in the Step command, if you set it to Up, the next time you go to change it, Up+Right is selected. Only happens with Up. http://i.gyazo.com/5eb1884de82a5ef8d046afb75391820c.mp4
I see that one
- Item name text runoff; prevents longer item names without scaling down the whole font. http://i.gyazo.com/a29a61ff8e80096f13e084983dd722d4.png
That's the current expected behavior.
- Shake command doesn't return view to its original position after ending, so the view stays permanently offset by some amount. http://i.gyazo.com/b2d41d32437552cd440b860ff94603dc.mp4
I see this one
- Teleporting while in the process of moving into another tile causes you to jump to (0,0) and turns everything else black until you stop moving. http://i.gyazo.com/3f69fd7182c36ce466969cb7dc54dbc2.mp4
I can't actually reproduce this one.
- Change Root command to be nth root instead of square root. The Power command works with any exponent, but Root is limited to only square root.
Raise something to the N:0<N<1 power.
- Change \v to allow decimals?
This is actually a known bug to me for a while.
Thanks for checking.
0.13 Released
Alright, let's try an example. If I go to edit a skill and then click on the "..." to edit the "Associated Command", the list pops up and has no entry selected. For convenience it would be nice if it started with your current selection, rather than nothing. I'm almost certain you probably were going to set this up at some point, but I figured to suggest it just in case.
You mean where it will open the selection dialog already highlighted on the previous item? That is something I have planned and it will effect everything that calls the selection dialog.
The game will wait for the called event to finish before continuing the original caller of the event. What would be nice is if we could have a parallel process that could "call a parallel event", so that gameplay would not be halted.
If you call an event from an already parallel event it won't stop the game unless you use Show Message or something. There's actually going to be a second message command that makes "callouts" where NPCs talk while the player is playing or things are going on.
0.13 Released
Is it supposed to show black bars or something when it goes outside the borders of the tilemap?
If the camera is shoved off the map the color is black (red in debug mode).
1. In-game menu cursor navigation for when a key is held down.
What do you mean by this?
2. When choosing an associated command for a database entry, the currently chosen command should be visibly selected upon opening the menu. This will be particularly useful when there is a large number of selections to choose from, since you won't have to scroll to them.I'm not sure what you mean by this either.3. For CE's, I think the "Every Player Step" is a great idea; will you be implementing more conditions like that? It would be nice to see something like "On Input X". I know you can easily event that, but it would be nice.
Yeah, there's so few common event options right now that I already plan on choosing something more in the future.4. Something I thought that was always missing from the calling CE's was a "wait" or "don't wait" option. It would be nice to be able to "call" an event from a parallel process and not have it halt the game.
You'll have to be more specific at the behavior you want.5. If there won't be a way to "Composite" a single image battler (since you stated that you won't be moving the check box), will there be a Tint/Hue changer for those instead?
Lazy sprite recolors? Just kidding, I just need to pick one of several ideas I already had to implement this.
edit: quote boxes screwed up
0.13 Released
I couldn't really see it before on my own machine, and YouTube will be unable to convey whatever it is clearly. Something about your machine resonates specifically with the game engine to produce whatever it is you see. I don't have to see it all I have to do is reproduce the conditions of your machine. Then, capture the artifacts with my detector like I did before. Once I've done that, I can eliminate them and verify they are gone.
Like I said, I'll have special builds ready shortly.
Like I said, I'll have special builds ready shortly.
0.13 Released
I'm not exactly sure what's going on and I don't quite see it (YouTube itself is choppy). I might have to test on various simulated performances and see if your video card is running either too slow or too fast, or if the VSYNC option is overridden to OFF in your video card driver options.
I think I'll have to start sending you builds directly until it doesn't do whatever it is on your machine.
Why do I hear The Simpsons?
I think I'll have to start sending you builds directly until it doesn't do whatever it is on your machine.
Why do I hear The Simpsons?
0.13 Released
1. There is a delay when rapidly changing direction while moving (Same as Link reported, I just wanted to confirm it). To experience it you simply hit the directional keys in random order rapidly.
No, your character will only change direction on the tiles. I have it just like in RPG Maker 2003: your character will only change their direction when they've "landed" on a tile. If the character cannot move where you want them to, you can change direction as rapidly as you hit the buttons.
Link_2112 is saying the player's sprite "jumps" suddenly when changing direction. This is nothing like what is happening for him.
2. A player's intial level can be higher than their maximum level.
Derp
3. Using the "Shake Screen" command doesn't work unless the player is not currently at the edge of the map (ie: top left corner).
I just tested this one and I can't reproduce it.
4. Parallel process CE's immediately crash the game upon Test Play.
I can't get this one to happen either. What is in the parallel process common event?
5. Changing the maximum entries for any tab to a number smaller than the current max, then selecting edit will give an error (cool) and crash the editor (not cool).
The -1 thing? I see it.
I do get a warning message. I assume it's not being instantiated properly.
When you click OK you save the default values so now you have a defined object.
@Link_2112
Go to C:\Users\<Your Name>\AppData\Roaming\rpg20xx\log.txt after running the engine and show me the contents.














