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I'm in the progress of remaking the first post, when it's done that'll be stuffed full of new screenshots.

This is a very early piccie of some of the graphics I myself have been making. It's not very good and it's still WIP but it's a start.



(The shadow colour is shitty and serves only to show where the shadow will be; I can't remember what colour I'm using for shadows or even if I'm having shadows as Refmap tiles don't by default.)

To see what the graphics will be like this is the site they are from:

http://www.tekepon.net/fsm/modules/refm ... p?mode=map

Though I'm not going to be just copy and pasting these into Vengeance and calling it origional.
 

Jason

Awesome Bro

This hasn't had a post for over two weeks so I'm gonna bump it, hopefully this way, Wyatt (Or Whynot, whichever works) can update it :thumb:
 
8th February to 4th March... quite a leap huh.

Sorry I haven't posted here in a while, and if there doesn't seem much progress on Vengeance.

Here's the lodown:

- Attempting to construct my own engine within RMXP
I.e. a new engine specifically for Vengeance, without using a single default script or Netplay script

The following default classes will be used:
- Graphics
- Bitmap

As that's why I'm using RMXP (I do not know of a way of manipulating graphics on a screen with Ruby itself).

I can use the maps I have already created for Vengeance to do this, so they won't be lost.

My current progress is:

- Scene_Game
Essentially this is Scene_Map from RGSS. Shows player sprites.

- Pixel based movement with player animations
Player animations are more detailed than a four-frame movement. You can run, jump, climb, crawl, and each of these different movements are animated with a different animation.

So at the moment... you can move around. That's all.

Tonight I'm going to try and implement online capability into this very basic system - i.e. showing other players on the screen, showing them move and animate, and then implementing a full keyboard input system, chat system (I hope to use IRC in the future for this), and then forum-integration through use of a MySQL database.

Once that is done I will work on a basic PvP battle system, and will launch a demo of the game for ye's to play around with.

If you're question was "there doesn't seem to be much progress" then a, that isn't a question, and b, there er... hasn't been much progress, no.

Oh and a rebrand:

The gay nx:media name has become Clockwork Engineers. Don't ask me why.
 
I remember before playing the alpha (if that's what it was called) that we could see other players but not different monsters nor battles people were having. Are you also going to make it so we can and even share quests and whatnot? (thinking like WoW)
 
@Muk: Hopefully, yes.

@Smit:

As that's why I'm using RMXP (I do not know of a way of manipulating graphics on a screen with Ruby itself).

:cute:

I won't be using any RTP graphics either btw, just the Graphics class (i.e. built-in script).
 
That is actually a pretty good idea.
Good luck!

But if you're creating your own engine anyway, (except for the Graphics class) I'd suggest you move away from RMXP.
There's no reason to stay in RMXP if you're not using anything from it.
 
The Bitmap and Graphics classes for RMXP are hidden, so unless I made my own (or found some) I've gotta use RMXP somewhere even if it's just a medium to shove the scripts into.
 
Commodore Whynot":3ergxw85 said:
The Bitmap and Graphics classes for RMXP are hidden, so unless I made my own (or found some) I've gotta use RMXP somewhere even if it's just a medium to shove the scripts into.
I'm pretty sure you'll using the RMXP's game code and map editor and some part of the Database...
you can't reprogram the Bitmap class & Graphics module since, its within the DLL and is accessing the .NET GDI+
unless your program a new RGSS102E.dll..
well, RMXP is a pretty good engine.. but it limit you making MMOGs..
since the Data is hackable. I suggest you making an encryptor which encrypt
your actual game folder, that can be done in C# or either C++..
 
I probably won't be using the map editor or game code, as I'm using pixel movement and maps made without a grid.

I'll either make a systems test or post some videos later.
 
Commodore Whynot":2nidyaqi said:
I probably won't be using the map editor or game code, as I'm using pixel movement and maps made without a grid.

I'll either make a systems test or post some videos later.

The maps are using a tiles system
which limit you to have a 32x32 tiles only, but incase you have a new map editor
you will have to reprogram the map instance...
 
nowayskill":26yr4zta said:
Commodore Whynot":26yr4zta said:
I probably won't be using the map editor or game code, as I'm using pixel movement and maps made without a grid.

I'll either make a systems test or post some videos later.

The maps are using a tiles system
which limit you to have a 32x32 tiles only, but incase you have a new map editor
you will have to reprogram the map instance...

What are you going on about nowayskill? Wyatt just said he probaly won't be using RMXP to map.
 
I suppose I should really work on this more.

I'm trying to think what "animations" there could be to make it more... well, less like a tile-based game.

Movement
- Walking (4dir)
- Running (4dir)
- Climbing
- Riding a steed (multiple steeds available)
- Sailing (small row-boats?)
- Swimming

Emotes
- Happy
- Sad
- Jump
- Wave
 
Can we see the progress now? Because youa said omega in the last month, I want to see the it.

So:

Maps?
Quests?
Enemys?
Characters?

Sry for bothering you but I want to know when can I download it :wink:
 
:cry: I WANNA DOWNLOAD THE GAME! It says that there are 1024 people online but I can't download the client and whenever I click the download link it doesn't work. How is Venetia lvl 99 if you can't even download the game? It just takes me to some weird kingdom forums. Not the vengeance forums. PLEASE HELP!!! :pissed:
 
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