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RPG 20XX Engine

author=WolfCoder
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.
Alright so a few follow-up questions.

  • In the FF6 battle, the screen scrolls up directly into a new battle. Would such a transition be possible, where one battle fluidly proceeds to the next? I suppose you can do something resembling that in RM2k3 already with events and scrolling maps.
  • What exactly is a "complex background"? I assume it's a background which already has it's own effects/animation?

RPG 20XX Engine

I have a few questions about the intended battle system(s).

  • 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?
  • 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?
  • 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?
  • 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.

RPG 20XX Engine

author=Nightblade
This is still being worked on? How far along is it?
http://rpgmaker.net/games/2664/blog/12524/

This was released yesterday. The project is indeed still being worked on and it seems to be going at a very promising pace. I don't know if WolfCoder even knows when it'll be completed though.

RPG 20XX Engine

author=magnaangemon01
I have to ask. Can this game play Final Fantasy: Endless Nova? I've been wanting to play that game for a long time, but I think you have to have RPG Maker 2003 to play it.
This is an entirely different maker than RPG Maker 2003, so no it will not be able to play that game. You can, however, just download RPG Maker 2003 and it's RTP to play your game, since at most places on the internet it's completely free.

Very Retrouvaille

Grammatically the "Very" at the beginning doesn't make sense, but given the look and feel of the game I'd say the current title fits just as well as just "Retrouvaille" would have.
My impression of the title was that it was a play on words, with retrouvaille meaning something in another language but if you take the first 10 characters you get "Very Retro". Another way of looking at it is a fun poke at the artistic community and the way some of them see art, seeing as this is an artistic game (and a good one at that). Like I could imagine some pretentious art critic saying something like "Zis piece ez quite very retrouvaille! Hon hon hon".

Anyway, that's just my take on the title. Good work on the game!

RPG 20XX Engine

author=WolfCoder
It tries to load the last edited project, but continues if it can't. This is what it should be doing.
Fair enough. On this note, though, will there be an option which turns off this "load the last project" feature in the final release? This is just a preference question.

RPG 20XX Engine

author=WolfCoder
Does it do that if you just open and close it (without doing anything)? If so, send me a ZIP of the project that does it.
Thankfully no, after messing around with the program some I figured out when it happens. There are 2 conditions...

1 - When I trigger the "fill tile" bug (which causes the program to freeze and I have to force close it), if I try to open RPG 20XX again afterwards the editor will not show up on the screen, though the icon for it still appears on my task bar at the bottom of the screen.

2 - A different issue I accidentally discovered. If you have RPG 20XX open when you put your computer to sleep (like, say, when you just close the laptop, which I have a habit of doing), the editor will again not show up. However, this problem seems a bit different, because when I try to reopen the program after this occurs it will give me the "Cannot open <file>" dialog it gave before, only it will try to open a project which I have already deleted, more specifically the first project I created with the program.

EDIT: I just tried that second case again, and right now the program seems to be behaving properly even after I close and reopen the laptop; however, I know this particular issue has happened to me before recently, though I may have misdiagnosed the cause of it.

RPG 20XX Engine

I'm running into issues with opening RPG 20XX. I deleted the old RPG 20XX downloads and got a fresh one from the site, but when I extracted & tried to open RPG 20XX, it keeps giving me an error saying "Cannot open (file location of previous test project)" and then does nothing after that.

I've deleted and redownloaded the program twice now I think, but clearly I'm not doing something right.


So I found out what I have to do from reading the comments in the blog posts, you have to delete the "rpg20xx" folder in AppData (for others who might be having this problem, it's C:/Users/<User Name>/AppData/Roaming/rpg20xx).

However, while messing around with the program I think I might have found a bug. I'll get back to you with more details on exactly when the bug occurs (it's very late where I am now, so I should go to bed), but it has to do with the "fill tile" feature of the map editor.
Besides that, it also seems like whenever I close the program I can't get back into it unless I do the AppData thing again. I guess I'm not closing the program properly or something, so some help there would be cool too.

RPG 20XX Engine

So then I'm assuming how fast a unit moves in an ATB battle is determined as some kind of ratio where it's like...

(normal atb speed) * (this guy's speed) / (slowest guy's speed)

...or some derivation of that.

RPG 20XX Engine

I think I understand what you're saying, but obviously it'll be easier for me to be sure once I get my hands on the program and start fiddling around with it.

author=WolfCoder
The first N derived stats will be labeled and reserved depending on your chosen default battle system.
So we get to choose what battle system we want? Like a choice between RPG Maker 2000 or 2003?

Also, speaking of ATB speeds, how will the ATB set up in 20XX compare with that of 2003?

Sorry if it seems like I'm interrogating you, I'm just looking forward to working with this engine and I'd like to know more about it.
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