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RPG 20XX Engine
RPG 20XX Engine
RPG 20XX Engine
The whole point of the reboot was to follow my own advice back when I cancelled the old RPG Maker 20XX and make it its own standalone toolkit done the right way. The whole reason why RPG Maker 20XX was an uphill climb was to decode all of Enterbrain's bizarre formats.
Now that I don't have to do that, I can build RPG 20XX much easier.
Now that I don't have to do that, I can build RPG 20XX much easier.
RPG 20XX Engine
It lets you add layers and set properties, etc. so backgrounds get their own database entry and dialog.
RPG 20XX Engine
How much control will I have over the battle background as the battle is progressing?
Like, would I be able to make something that looks like the Giygas battle, then change the image 4 times then have it scroll vertically to be replaced by another image like in the final boss battle for Final Fantasy 6?
I don't need YouTube vids, I beat both them games. Anyways, almost anything you can on the map you can do during battle. Common events may run during battles. Now specifically for backgrounds, they are their own entry in the database and you can create complex backgrounds.
Would I be able to cue special effects through attacks? Like could I make the screen wobble and turn blue (or even replace the current background with a different one) when I use a Flood attack? Could I make special effects only apply to the battle background, like make only the battle background shake when I use a Quake attack?
It could be possible to trigger effects like that through derived. Check and see if the Target is using an attack of that element or something.
In the same vein, could I have it where characters that are unaffected by an all-targeting spell not undergo the special effects that go with the spell, like having floating characters not shake with the screen when I use the Quake attack, but all grounded characters shake?
Animations you create take into account hit or miss (2003 did this too if I recall). In RPG20XX you can have frames that hit. It won't shake them (or other targeted stuff) if it misses.
Would it be possible to make a battler with no battler image? I would use this to create a battle like in the Final Fantasy 6 battle I posted above.
Yes. You'll even be able to make the panoramic enemy graphic react to being hit through the derived events.
I didn't create derived just for special effects, it was mostly to create much more strategic and varied battles out of anything.
(By the way, the tileset going to be my submission for the new RTP. Here's a preview)
Hm. It could use a lot more shading to bring the shapes out of everything.
RPG 20XX Engine
Oh! I forgot to mention ANY or ALL of the autotiles may be animated with any number of frames running down you wish (see the water tiles as an example). That should help you animate the cliff grass or whatever. You can configure the animation speeds individually per tile. And its 8 normal animated tiles, not 7. So you might not even need tile transpose to do what you need.
RPG 20XX Engine
I mentioned something about a tile transpose command. It will perform what you need.
.. once it is implemented.
.. once it is implemented.
RPG 20XX Engine
Heh, no problems and no need for ceremonial speech. Yes, documentation is an important step after we all figure out the best way to use RPG20XX.
A lot of Freedom Open Source programs have sub-par documentation or no documentation at all. Or sometimes, way too much documentation with nowhere to start. RPG20XX will have the right amount of documentation. There is an instruction manual planned, you can see the outline here:
https://subversion.assembla.com/svn/rpg20xx/rpg20xxe/manual/rpg20xx.pdf
The first part of the manual will just be a bunch of tutorials to get you started in order from the easiest to the most advanced. The rest of it will be a reference for specific things for you to look up (commands, etc.).
The reason you see a lot of people able to do things is because this software is made to be very similar to RPG Maker 2000, 2003, XP, etc. yet there are several parts of it that are somewhat different. Being hardcore RPG Maker users, they can easily figure out RPG20XX.
A lot of Freedom Open Source programs have sub-par documentation or no documentation at all. Or sometimes, way too much documentation with nowhere to start. RPG20XX will have the right amount of documentation. There is an instruction manual planned, you can see the outline here:
https://subversion.assembla.com/svn/rpg20xx/rpg20xxe/manual/rpg20xx.pdf
The first part of the manual will just be a bunch of tutorials to get you started in order from the easiest to the most advanced. The rest of it will be a reference for specific things for you to look up (commands, etc.).
The reason you see a lot of people able to do things is because this software is made to be very similar to RPG Maker 2000, 2003, XP, etc. yet there are several parts of it that are somewhat different. Being hardcore RPG Maker users, they can easily figure out RPG20XX.
RPG 20XX Engine
..Or you could read more carefully and see it's not finished yet and I'm currently writing it. There will be tutorials and an instruction manual when RPG20XX is further along.
Right click somewhere and click new event to make a new event.
Right click somewhere and click new event to make a new event.
RPG 20XX Engine
There will be an option to set transparent color to one of your choosing, but beware: the editor tracks and updates resources you edit and automatically updates them for you (so you can edit the original image and it'll be updated). This is convenient, however, be sure you use this same transparent color for all resources.
Or if you're using images already in 32-bit with alpha channel, none of this applies to you :3
Or if you're using images already in 32-bit with alpha channel, none of this applies to you :3














