FDELAPENA'S PROFILE

Search

EasyRPG Player 0.4.1 "Blind Attack"

EasyRPG Player 0.4.1 “Blind Attack”

It's time for the first bug fix release since December. The new release features a heavily improved event interpreter, many fixes to the battle system and other minor improvements.

But at first something completely different: In December one of our developers held a lightning talk at the 32c3. Check out the article and the slides. And there is the lightning talk:

https://easy-rpg.org/videos/lightning-talk-32c3.webm

One port that is not maintained by us, is for the Pandora. The user "Ingo Reis" has a Youtube channel where he showcases all the homebrew for the Pandora. Check out running "Zelda Links Awakening" (Inofficial RPG Maker version) on the Pandora:



Now back to the changelog. As usual we group the detailed changes in our blog post in "Interpreter", "Battle system" and "The other stuff" ;).


Interpreter

The way how interpreter updates are executed in the original engine was figured out via many hours of testing and using a tool we invented ("event tracer"). This probably fixed hundreds of games. The games we are aware of the got fixed are Doraemon: Nobita's Resident Evil (#692), Dungeoneer: A Beautiful Escape (#677), the combat system of Violated Heroine and speaking with Marin in Zelda: Link's Awakening. Read the details in the linked issue if you want to know, how chaotic the interpreter is: #753

Event movement speed/acceleration was too high due to a script bug (#762), which made the school hunt event in .flow unplayable:

https://easy-rpg.org/blog/wp-content/uploads/flow041.webm

Above/Below hero events that collide with the Player character are now triggered. This fixes the game Dyhortfight. (#661)

After defeating Orca the game Wadanohara did not continue properly. This was a bug in the way how win-handlers are executed. (#702)


Orca was defeated

Nyria can rescue her mother now in Vampires Dawn 2. This was caused by a quirk in the way how RPG Maker encodes events. (#724)

The game Embric of Wulfhammer's Castle got many issues resolved:
  • The "Frame" (a strange RPG Maker 2003 feature which overlays a frame over the map and is not scriptable) got implemented (#694)

  • Tile opacity was not restored after loading a savegame (#695)

  • Scripted events did not continue properly after losing a fight. We are not sure how this got fixed, probably same issue as Wadanohora. (#682)


Left: Old version without frame and incorrect transparency. Right: New, corrected version

After using an Inn in 7thjojo a black screen appeared. #769

The Sacred Tears: TRUE crashed in the savegame scene. This was due a bug in the reencoding of strings in movement commands. This bug got fixed in liblcf. (#556)

Issues in Doraemon: Nobita's Resident Evil got fixed by improvements to the event interpreter and by implementing "Condition: Started by Action Key"

Ara Fell heavily relies on variable changes for the fade-in effect on the title screen. This way we found a performance bug: The Player always refreshed common events when variables were updated. This doesn't make sense because common events are only influenced by switches. Now the title screen in Ara Fell is fading in smoothly. Another title crash was caused by another data structure optimization of RPG Maker, this time in terrain data. (#785)

Events can now jump onto the field of the Player when they are above or below the hero. This fixes a game breaking bug at the end of のび太戦記ACE (Nobisen ACE). (#822)

Picture rotations calculates the angle now correctly. (#722)

The interpreter holds execution now when a vehicle is (un)boarded. (#768).

The ATB flag for RPG Maker 2003 battles is now saved and toggling and checking via event commands works now. (#796)

Calling a non-existant Event page shows a warning now instead of crashing. (#689)

When a message contained a "kill" (\^) command and a choice the kill flag was not reset and killed the next message. (#783)

Using of "*.script.wav" files result in a more descriptive warning now because they require Ineluki's Key Patch which is not implemented (#731).

Exit Game (RPG Maker 2k3 1.11 feature) returns now to the Game Browser (if available) instead of closing the Player (#791).


Battle system

The using of skills and items in battle was improved. This fixes problems in Vampires Dawn 2 and Embric of Wulfhammer's Castle. This affected especially equipment (swords & co.) which contained a skill. (#732). Equipped equipment is also listed now in the item window and usable as a skill. (#745)

Battle music did not play in Embric of Wulfhammer's Castle (#600). This was again a liblcf issue, the battle music was not correctly set after loading a savegame created with the original engine (RPG_RT).

Spell drain (e.g. Blut saugen/sucking blood in Vampires Dawn) was draining HP and not SP due to a typo (#808)

Inflicting states (e.g. Poison) broke due to a bug invented months before 0.4. This works again now and additional effects (HP drain when poisoned) got invented. (#815) Furthermore RPG Maker 2003 battles did not apply states at all (#764)


The "0" (zero) was not always rendered in the Gauge battle system (RPG Maker 2003) because we failed in math (#678), e.g. in Vampires Dawn 2:


Missing numbers in the gauge battle style

Another problem with Vampires Dawn 2 was, that it does not use cursors for actor selections. Therefore it was not possible to see which actor is highlighted for items or skills. The highlighted actor flashes now like in the original engine.(#825).

A crash was fixed in OFF when fighting with an enemy group which spawned additional enemies. Also the gauge of invisible enemies is not updated anymore and heal skills invoked by enemies don't deal damage to them anymore. #723

The "Rundumschlag" Skill always missed in Unterwegs in Düsterburg because it had a base damage of zero (#766)

Return of Touhou Mother locked up in battles because it uses "Get Midi Ticks" for timing (#744). This is still not 100% reliable, at least the combo system won't work.

The "End battle" command was not ending battles (#741, #739)

After reviving a character the dead state was not correctly removed when the item/skill had a power of 0. The revived actor gets now 1 HP instead (#825).

We fixed many deadlocks (battle hangs and you must close the Player) many happening because of death in the battle system (#825):
  • After reviving an actor the dead animation was not reset to the idle animation, which resulted in a hang because the battle system waits until the actor returns to the idle animation.

  • When an enemy and an actor reached a full gauge the same time and the enemy does the turn and kills the actor the dead actor will get the turn and hang the battle. Dead actors get now a gauge of 0.

  • The algorithm for picking the next movable actor had an error in the way how it looped over the party resulting in dead actors being selected which hangs the battle like in the previous case.

  • Enemy Self Destruct and Enemy Escape actions hang the RPG Maker 2003 battle. (#763)

  • The GameOver event command resulted in an hang when used in battles, too. (#771)

The algorithm for battles got improved and supports now the following features (#826):
  • Attribute multiplier and resistance are supported now (e.g. Fire skills that are weak to water enemies)

  • Weapons respect the "Attack attributes" now for getting damage multipliers

  • Weapons can increase the critical hit rate

  • Weapons can inflict conditions

  • Weapon can ignore the target's dodge rate

  • Weapons consume SP now when they have a SP cost and are used as a normal weapon.

  • Atk, Def & co. changes as results of skill/item damaged are applied now in battle. (#767)



Save

Saving the next script line instead of the current one as the next executable line. This resulted in problems in loops because this way loops got exited when the saving occurred while an interpreter was on the "Continue Loop" command. (#770)

The way how states (Dead, Poison, ...) are saved by RPG Maker was incompatible to the way we stored them. This was adjusted and we write more proper savegames now. Together with other minor fixes savegames created by EasyRPG Player are usable in RPG Maker Runtime (RPG_RT) now (though, in some cases, we found more incompatibilities)! (#670)


Android

Starting from Android 4.4 (KitKat) the SdCard is not writable anymore by default. This rendered our additional game directory implementation almost useless. The save directory is redirected now to a directory on the internal storage to work around this issue. (#534, #726)
The architectures armeabi, x86 and mips are supported now. (#413)

Our App is now also available in Korean language (#790).

The buttons enter/cancel/shift were not usable anymore in the layout editor, because their names were not translated. (#777)

You can now send bug report emails from the in-game menu. This feature is heavily used since then and we already got hundreds of emails. Thank you for your help improving the Player!


Emscripten

Player Emscripten failed to download sound effects invoked via "Play Sound" in movement commands (#509)


OS X

OS X had a tearing issue in fullscreen (#704)


Wii

The Wii port got some love, too. Debug log messages are not spammed on the screen anymore (#742) and overscan issues got fixed. (#743)


Misc

System background mode "tiled" got implemented (#479), now the menus render correctly in AE:


Correct, tiled rendering mode in the background

Fixed equipment can't be changed anymore in the Equip scene (#800)

The savegame path stayed at the toplevel directory when using the game browser (#750). When launching multiple games from the gamebrowser, the first engine of the first was used for all (#755).

Rendering issues for HP/MP got solved in RPG Maker 2003 games (#715), for example in El Heredero del Rey:


The numbers are now readable

"F12" and "end game" stop now the music playback when returning to the title scene (#756).

The ICU data file got updated to support Thai. Thai itself is currently unusable in Player due to missing font support. But this is a first step. (#746) Another encoding problem got resolved in Nobita's Biohazard (Korean version). Some files were not found (#649).

The Player is now packaged via the Open Build Service. (#499). You can download packages for your favourite Linux distributions.

We support now Windows RT. Read the previous blog post for additional information (#728).

We work around a bug in the audio library (SDL2_mixer) we use, which fixes MS ADPCM playback (#710).


liblcf

As mentioned earlier savegames in Sacred Tears broke due to an encoding bug in liblcf. (#155)

The message stretch settings was not written to the save game data. (#170)

Battle and other music effects were not correctly loaded from a savegame. (#173)

The ATB (for RPG 2003 battle) field was added. One field less to go. The savegame compatibility gets better and better! (#171)

The savegame parser is now more fault tolerant and should crash less when encountering bad savegames (#175)


For developers

  • The CMake build passes the C++11 flag now #737

  • Autotools generates proper (not tainted) tarballs now. #712

  • The "platform" subfolder got removed and the files are now stored in the src directory like all other files #772

EasyRPG Player 0.4.0 RELEASED!

EasyRPG Player 0.4.0 “Poison Attack”

If you are celebrating christmas: Merry christmas! For everybody else: Today is your lucky day!

Today we release version 0.4.0, Codename “Poison Attack”.

This version introduces a simple game browser for all platforms (except Android, which already has a native one) and fixes lots of important issues in the game interpreter and battles. Furthermore the new conditions and events of RPG Maker 2003 v1.11 (The official English release) are supported now.

The new version codename refers to the next database tab (skills), and “Poison Attack” is the first skill in the list.


Battle

The battle against Sylvia in Unterwegs in Düsterburg resulted in a hang because battle animations were repeated endlessly (#656).

Fixed a divide by 0 crash during battles in Mystic Sunrise because some battlers had zero MP (#653).

Battle event pages with start condition "actor turn" or "enemy turn" don't run multiple times now in the same turn. This fixes repeated message issues in OFF (#674).


Boss battles finally working better in OFF

Fix hang in battles in Monigote Fantasy when using idle animation states (#608).

Pending battle events were not correctly cleared in RPG Maker 2003 battle system when the battle ended. The next battle deadlocked the game (#652).

Loading a save from RPG_RT didn't restore RPG 2003 battle commands correctly, rendering battles impossible (#601).

Pressing F12 during a RPG Maker 2000 battle crashed the game the next time a battle started (#419).


Interpreter

There were many fixes to the interpreter which are a bit difficult to explain. Most of them are related to the execution order of events and special corner cases of the RPG_RT interpreter. In short: Many games will work better.

Ib: Interpreter hanged in the sketchbook bucket house (#629).

Ib: Picking of one piece of the Guertena painting was not possible. The reason for this was that there were two events that started when pressing "Enter" but Player only started one (#669).

Ib: Pressing decision/cancel key in the Mirror was closing it mostly instantly. This issue was also affecting Wadanohara and The Gray Garden (#645).

The "Measure time until key is pressed" method of "Process Key Input" incremented the counter ten times faster than RPG_RT, affecting Clock of Atonement (#659)

Mimicry Man: Message Window was not closing (#589).

Monigote Fantasy. Entering houses required touching the tile twice (incorrect handling of "On Touch" events) (#654).

Unterwegs in Düsterburg. A bug in move route handling (Event command: Proceed with Movement) resulted in a hang in Grandys house (#650).

Unterwegs in Düsterburg. The interpreter froze in Grandys Zimmer at Königsberg (#665).

The Sacred Tears: TRUE and Standstill Girl
The main character was not able to move because these games used move routes that could finish in one update tick (e.g. commands like "Change sprite" or "Face left"). RPG_RT will not block the movement in such cases but Player did. This fixed movement in The Sacred Tears: TRUE and Standstill Girl. Which is quite ironic because of Standstill :D.


Standstill Girl is not standing still anymore


The hero in Sacred Tears can walk now

The cursor in the title scene of Sacred Tears: TRUE was not displayed (#559).

Switching from charset to tileset graphics was broken. This resulted in a hang in the library of Boy Ichiro's Modesty (#667).

Support for music loop condition in conditional branch. This fixes a hang in the intro cutscene of のび太戦記ACE (#655).

The rain sound effect was played hundreds of times in Vampires Dawn. Parallel common events are now suspended when the start condition is not met anymore (instead of reset) (#453).

Incorrectly render order (Z value) when tiles were substituted in The Last days according to Ezra (#620).

The new event commands and conditional branch conditions introduced with RPG Maker 2003 v1.11 (English release) are supported now (#587).

The "Change Equipment" was not working correctly (#688)

When an event contained multiple battle encounters the interpreter jumped to the condition handler (win/lose) of the last one (#610).

The call inn command was not working properly, it was not recovering the party and this was making games much harder to play (#631).

Fixed KeyInputProc for games that were created with RPG Maker 2000 and later converted to RPG Maker 2003 (#604).

Events on the map were not refreshed by all events that altered variables (#590).

Screen flash timing was not working properly (#644).

F12 (Return to title) did not reset all values (#651).


Web

Web Audio issues were resolved and now supports MIDI and MOD playback (#641).

Fixed Ogg Vorbis noisy audio playback (#672).


Android

Many improvements for Android (they were already available in the PlayStore since months, but to sum it up):

The buttons are resizable and multiple layouts can be saved. Also portrait orientation is now supported. You can get vibration feedback when you press a button (#598, #597, #591).

Support for systems with x86 CPU (before: only ARM). If it was crashing on start up on your device: Try again.

"EXFONT" rendering (glyph symbols rendered when using $a-$z and $A-$Z codes) finally works. It was broken because our lazy Android maintainer did not update our library for PNG rendering since years :P (#635).


Wadanohara with ExFont on Android

Hungarian translation (#648). Thanks to Farkas Ürdüng.

Japanese translation (#642). Thanks to Mephisto.

Portuguese translation (#686). Thanks to Kennedy Cirino da Silva and Daniel Paim de Mattos!


Other fixes/improvements

Windows XP support has been dropped, sorry!

A Game browser was added (#664). This allows loading games from the current directory. Navigating in other directories is not yet possible, but is useful for embedded devices.


Game Browser showing the many games our developers have

Vehicles displayed on wrong map (#593).

Tile substitution did not correctly update the terrain ID (#638).

Files with names starting with "." were ignored (#637).

The money window ("\$" command) was broken (#632).

Sometimes \c returned the wrong color (#612).

Weather effects were not persisting between maps (#592).


NOT included in this release

Some features were planned for 0.4 but couldn't be finished error free in time: Screen shake and tiled rendering mode for system graphics. They will come in a later release a few months later.

For developers:

This version started using C++11 features to make development more pleasant.

Windows: Because of C++11 you need to build Player with Visual Studio 2015 and because older versions are already unsupported (#595).

EasyRPG Player for iOS (iPhone/iPad)

tl;dr (video with Japanese Yume Nikki game rotating):

https://easy-rpg.org/videos/yume_nikki_ios.webm

Introducing the iOS version of EasyRPG Player, the open source cross-platform RPG Maker 2000 and RPG Maker 2003 game interpreter.

It works with all features (MIDI, MP3 and MOD support, automatic game encoding detection and such).

What is missing yet:
- On screen buttons. Without buttons, games are unplayable on touch only devices. We don't have a cross platform on screen virtual touch button interface but it will be added "soon". It will be used in Windows Mobile and HTML5 ports.

Notes:
- It needs a jailbroken device. We don't have money enough to waste $99/year for the App Store.

Facts:
- Ported without modifying any line of the application code.
- Made without a Mac (cross compiled from GNU/Linux).

[Tool] [Windows] [Linux] XYZ-thumbnailer, preview XYZ images from your file manager!

This new tool is part of the EasyRPG Tools subproject allows to preview those files from your browser. Sometimes you need to check those files and previewing them from RPG Maker is sometimes a nuisance. Now it is possible to do it without the hassle!

Windows version requires Windows Vista or later (Windows XP is not planned at all, it reached end-of-life support).



GNU/Linux version requires a FreeDesktop's Thumbnail Managing Standard compliant file manager (Nautilus, Nemo, Caja, etc.), ImageMagick's convert tool and shared-mime-info.



Utility on RMN tools

Windows source code
GNU/Linux source code

Check README files for installation instructions.

This tool will be submitted later to the RMN engine tools list. done by Ghabry

Note: this tool is pretty effective and might spoil you the game plot before playing it. Watch out when browsing game asset folders.

EasyRPG Player 0.3.1 "Bat", now with a lot better battle system

The most advanced open source RPG Maker 2000/2003 game interpreter introduced a new release.

Highlights are:

- Tons of battle improvements: now hundreds of games heavily battle dependent are more playable, now implementing the majority of battle features.

- Important event interpreter fixes, bringing a lot more accurate RPG Maker experience.

Some pictures:

A German game, "Vampires Dawn 2" with the RPG Maker 2003 gauge based battle style and animations used as large battler sprites:



The very popular French game "OFF" is now working and playable until the end, all riddles are fully working and battles are quite playable, including battle interpreter features such messages, becoming a huge success for the project:



There will be a new release (0.3.2) soon, fixing some regressions and hangs found in the current release and improving battle animations support.

More details in the blog entry.

EasyRPG Player download links are available in the Development -> Engines -> EasyRPG in the RMN website.

Feedback and questions are welcome.

Preview: EasyRPG Player running on 3DS

[RM2K3] [RM2K] Open source tools: LMU2PNG, XYZ2PNG, LCF2XML

LMU2PNG: tool to render a MapXXXX.lmu into a PNG file, including lower, upper and event-as-tile layers (exclusive feature!).

Syntax: lmu2png MapXXXX.lmu chipsetfile.png output.png. Known bug: the PNG ChipSet file must have PNG transparency, it is not reading the transparent index 0 as RPG Maker does yet. Another bug: tile transition between deep ocean and sea water is currently missing.

Rendered map example
Download for Windows

XYZ2PNG: command line tool to mass convert XYZ files into PNG.

The app supports wildcards (xyz2png *.png) and multiple drag and drop selection to the executable icon (except folders yet). Useful to do fast game self-spoilers and other. Missing: PNG2XYZ reverse conversion is not done yet.

Download for Windows

LCF2XML: tool to convert MapXXXX.lmu, RPG_RT.ldb, RPG_RT.lmt and SaveXX.lsd into a more human readable format (XML) and vice-versa.

Useful for game data analysis, savegame cheating and such.

Download for Windows

Tools source code

[RM2K3][RM2K] Battle Self-destruction formula? [SOLVED]

In order to emulate properly this feature, we are trying to guess how is it working.

This formula is not documented in the official documentation.

Do you have any idea about how is this working?

EasyRPG Player 0.3 released!

EasyRPG Player 0.3 “Slime”

We are happy to announce the next major EasyRPG Player release. We want to thank all our developers for the huge amounts of time they invested in improving the Player. The new release is called "slime" everyone's favourite enemy. But what is the 2nd most popular enemy? You will see when 0.3.1 comes out.

Official RPG Maker 2003 release

Before we write about the new features we have an annoucement to make. It was a really unexpected news for all of us: An official English version of RPG Maker 2003 was released. Instead of using an illegal fan translation you can buy a legal version now. This is basicly your only option because our own editor is still far away from being in a usable state. (No we were never in contact with Enterbrain and are not payed for this statement). We read that the sourcecode got lost. Therefore they have to use binary patches. This means the risk that gigantic new features are provided is reduced - Which is good for us. The new English RTP is automatically detected by the Player (#412), games made with the new version will work as good as the old ones.

New features

Now back to the new major release. It brings many important features, some of them were completely missing before, these are:

Vehicles

Vehicles (#219) was one of most important missing feature, breaking many games depending on them. A well known game broken directly at the beginning by this was Don Miguel's Sample Game, you can now cross the lake together with Marcus! The implementation includes boarding/unboarding, vehicle teleport, on board music change, save and load position support, airship terrain based landing check and system graphics based airship shadow (#434, #436, #441).


Don crossing the sea

Map loop

Another important feature implemented is the endless scroll map, vertical, horizontal or both. This was required by some games to work properly and some of them didn't work without this at all. The implementation includes support of special movements, like jumping between loop edges, and takes care of event picture, panorama and camera movement. This change makes the dreams in Yume Nikki finally completely enjoyable. (#455, #457)

Battle improvements

The battle system is one of the most complex and most commonly used parts of RPG Maker. We added further additions to our implementation, including: Items dropped by defeated enemies are now added to the party's inventory (#398) and multi-use items are really multi-use now (#420). Some skills crashed the game when used (#405).

When a timer reaches 0:00 the battle ends now. This is a strange behaviour because there is no way to call a timer based event in battle. But that's the RPG2k way.

The event interpreter got some bug fixes: The command "End battle" is now supported (#393) and weather/tone effects are visible now on-screen (#396). The condition checks "Monster/Hero can act" and "enemy hp" were broken (#367)

We also fixed a deadlock that sometimes occurred in the RPG2k3 battle system. (#474)


Save

As you know RPG Maker uses a binary format and we try to figure out the fields to improve compatibility. Our main problem is still the save file because we are the only ones who try to figure out the format. We don't provide our own format but are compatible with the original RPG Maker savefiles. There were many new fields discovered, some statistic:

In 0.2.2 release we had 1103 chunks in all binary formats (LDB, LMU, ...) of which 81 were unknown (92.66% known). Now with 0.3 new chunks were discovered resulting in a total of 1122, of which 31 are unknown (97.24% known). Yes, 19 new chunks were discovered, it's possible that we discover even more. (#128, #132 and #133)

  • A nasty bug preventing parallel events from continuing after loading got resolved. (#474)
  • Fix savegame corruption for Russian games when encoding was specified in RPG_RT.ini file (#139)

Android

If you checked the PlayStore the last weeks you probably noticed that we made some updates to the Player. Thanks to a new developer (BlisterBoy) the Android version got significant improvements. He added support for the long-awaited button mapping, now you can enjoy all RPG Maker 2000/2003 because all buttons are available on the screen if you want. (#443)

Besides these there were some minor improvments:

  • Accessing the settings for changing encoding crashed the program when the INI file was missing (#435)
  • Support for Joysticks (#392)
  • German and French translation (#412)

Further extensions like support for different game directories and game/engine dependend will come later because our Android developer is currently busy with real life.


Run in the Web

As already mentioned in an earlier blog post EasyRPG Player runs now inside your web browser. This port was further improved and supports now asynchronous loading of assets. That means not the whole game is downloaded during start up which significantly improves the loading times. All images and music is downloaded on demand and map files are downloaded while the transition plays. Save files are locally stored, they are lost when you clear the local storage of your browser (#389, #417, #425 and #462).

How about playing a round of Ib? More games will come! We can also help you in releasing your own RPG Maker games to the web. Just contact us!

You will need an up-to-date browser. Firefox runs the games a bit better then Chrome. This could change when new versions of the web browser are released.


Other

Now about other fixes that don't fit anywhere else:

The most funny one is probably a Polish fan translation of RPG Maker that translated a bit too much. The "stop music" event specified by file name "(OFF)" was translated as "(Brak)". The Player accepts now both strings. (#391)

  • Frame skipping is now more smooth (FPS stay constant). Before frameskip was speeding up and slowing down the game which felt strange (#287)
  • PNG transparency was incorrectly applied in some cases. (#358, #430)

This is us reading the libpng docs

  • Referencing a variable indirectly via another variable wasn't working correctly (#387)
  • Transparent textshadow color in Wadanohara fixed. (#394)
  • Common events were reset during map change. In Vampires Dawn this resulted in recasting of transformations after each map change (#402)
  • Switch items (e.g. save stones in VD) were not consumed. Same for skills of type switch. (#403, #404)
  • Timers are now visible on screen (#406)
  • Support for ThisEvent in CommonEvent (references callee of CommonEvent instead of crashing) (#412)
  • RPG2k VALUE (a newer version of RPG2k) uses a different way to encode the Key Input Event ("Enter password" in Don's translation). (#424)
  • Rendering of some sprites/tiles was off-by-one pixel (#428)
  • MoveForward moves now always correctly, map passability fixes and animation speeds more consistent with RPG_RT (#451)
  • Too many games relied on RPG Maker ignoring access to switch/variable 0, which is an invalid index. EasyRPG doesn't warn about this access on-screen anymore. (#458)
  • 32 new chinese characters and Wong sign added to built in shinonome font (#464)
  • Bush depth (Character bottom becomes transparent over bush tiles) implemented (#468)
  • KeyInput command was improved. The game NASU (included with YumeNikki) is now playable! (#469)

liblcf

Most changes in our lcf parsing library were support for new chunks mentioned earlier under "Saves".

  • We fixed a bug in the number parsing code that broke a few games (because the database failed to parse) (#128)

(Source)

[RM2K3] [RM2K] Play RPG Maker games online (UPDATED)

EasyRPG Player is an open source RPG Maker 2k/3 game interpreter.
It is cross platform and works on Windows, Mac OS X, GNU/Linux, Android and more.

Recently, EasyRPG Player vastly improved the HTML5 port. This means you can play games from your browser. To demonstrate the new features, some playable games have been hosted and linked from this post.

Requirements:
- A modern web browser (Firefox, etc.)
- A lesser than 10 years old computer

Click on some of the following links to play them from your browser. No plugins are required, just JavaScript.

The Gray Garden (English translation):
https://easy-rpg.org/play/?game=the_gray_garden

Wadanohara and the Great Blue Sea (English Translation):
https://easy-rpg.org/play/?game=wadanohara

Ib (English Translation):
https://easy-rpg.org/play/?game=ib

Features:
- Save and load works, it is stored in the browser with IndexedDB.
- Audio works, keyboard works, full screen works.
- On demand asset downloading for fast game startup.

Caveats:
- Some stability issues (possibly race conditions due to async asset loading).
- HTML5 Web Audio API lacks proper mixing conversion and may sound weird due to short buffers (browser/emscripten issue).

Enjoy and please give us feedback.
Pages: first 12 next last