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RMXP Engine made in... Game Maker?

Hello everybody,
I've been working on a secret project for about 3 months now and I think it's about time to unveil parts of it. I'm using Game Maker (http://www.gamemaker.nl) to make an RPG Maker XP style Engine. It's coming along pretty nicely, but still hasn't come close to RMXP's awesomeness just yet.

RMXP Similarities
Turn Based Battle System:
I have nearly completed the battle engine, I only need to fix a few more bugs to get it just right.

Movement and Tile Placement:
Completed.

NPCs:
Getting close...

Menu and Shop System(s):
100% Completed.

Unique Traits of my Engine
Mouse interacts with All Menus:
I wish RMXP could do that... Anyways, the engine can detect the mouse in all of the menus, not just the Main Menu system.

Diagonal Movement
I don't know if there is a way you can get your Actor to move Diagonally in RMXP, but it can in all 8 directions.

Negative Priority and Surplus Priority
You know how RMXP goes from 0 to 5 Priority for the tilesets? It can go from -99 to 99 priority.

Multiple Tilesets in a single Area
I hated it in RMXP where you could only have a single tileset per room. I made it so that you could have as many as you want and in almost any file format, (that Game Maker can recognize).

Is there a Demo yet?
I have one, but it's not recent at all. I'll update this topic when I have a decent download ready.

But if you REALLY want to see a demo, here's a link to the Topic Page: DIA RPG Engine.

Here's the updated download link: Beta 3.

-DF81
EDIT: Didn't see any rules about advertising, sorry. So to fix this, I'm going to turn this into a question: Have you ever tried to make an RMXP Engine outside of RMXP before? If so, in what Program/Language/Console was it based it?
 
Well, after five minutes messing around with it I would like to say good job, although it is a tad slow, and the UI is lacking. But great job if it was done by just you. I doubt that many people would use it though, cosidering it does not best RMXP in anything. But props anyways.
 
Here's the updated download link: Beta 3.

When using the Builder, there is an option to switch Design Modes.
(File-->Object Mapper)
It says that it is not Implemented yet, but it is partially.

I have made a list of the usable NPC functions, and have included them within this text file: NPC Functions.

There are other functions for the other Events, but not any that require testing yet.

Events: (Type in the Name to change events)
-obj_wall, Walls.
-obj_spawn, Spawn Points.
-obj_trans, Transition Points. (go to different MAP)
-obj_locked, Locked Objects. (Something that requires a Key Item to unlock)
-obj_chest, Chests.
-obj_npc, NPCs.
-obj_secret, Chests that are invisible and react to any direction.

Typical Calls:
-obj_wall-
Does not require any code, but you may use code if you wish.

-obj_spawn-
spot = <SPOT ID>;
destspot = <SPOT ID IN THE OTHER MAP>;
rm = "<MAP NAME>";

-obj_trans-
spot = <SPOT ID>;
destspot = <SPOT ID IN THE OTHER MAP>;
rm = "<MAP NAME>";

-obj_chest-
chest_id = <THE ID OF THE CHEST>;
itemid = <ITEM ID, Use: item_get_id("NAME"), keyitem_get_id("NAME"), or equipment_get_id("NAME")>
itemtype = <"ITEM TYPE, USE 0 FOR ITEMS, 1 FOR EQUIPMENT, 2 FOR KEY ITEMS">;
number = <NUMBER YOU WANT TO GET, MAX IS 99>;

-obj_secret-
secret_id = <THE ID OF THE SECRET>;
itemid = <ITEM ID, Use: item_get_id("NAME"), keyitem_get_id("NAME"), or equipment_get_id("NAME")>
itemtype = <"ITEM TYPE, USE 0 FOR ITEMS, 1 FOR EQUIPMENT, 2 FOR KEY ITEMS">;
number = <NUMBER YOU WANT TO GET, MAX IS 99>;

-obj_locked-
lock_id = <THE ID OF THE LOCK>;
key_id = <THE KEY ITEM NEEDED TO UNLOCK>;
locked = <WHETHER OR NOT YOU WANT IT TO START AS LOCKED>;

-obj_npc-
This is explained in the NPC Functions file.

Also, the use of GML is permitted. BUT, any use of "Blacklisted" GML functions will result in a Termination of the Engine.

NOTE: The Builder's UI is still very un-user friendly. I plan on rewriting it in C++ later on. If you know Bloodshed Dev C++ and want to help, that would be great.


Enjoy,
-DF81
 

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