Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

EasyRPG, effort to clone RM2K(3), cross-platform compatible player

Hi, my name is Francisco de la Peña, from the EasyRPG project, an effort to making a free clone of RPG Maker 2000 (and 2003, in fact almost the same thing).

Now a bit more of info about the project:

URLs:

EasyRPG official homepage (down, now moving)
EasyRPG Subversion repository | ViewVC access
CIA.vc SVN comit information: EasyRPG | RSS feed
Sourceforge.net project info | RSS feeds (now moving)
IRC channel #easyrpg at irc.freenode.net
Developer blog: delaPipol (tag: easyrpg) | RSS feed (Spanish)
Foros Comunidad EasyRPG | RSS feed (Spanish)
Almacen de EasyRPG (Material) (Spanish, updated monthly)

Concept player shots by Damizean (LMU reader , upper and lower layer working only, old):

Map test 1 (all water subtiles and animatited tiles working):

http://img66.imageshack.us/img66/3830/testbs5.png[/img]

Mapt test 2 (larger, with events, events not shown, unimplemented by now from "The Observer" game):

http://img263.imageshack.us/img263/5944/test2kr5.png[/img]

TIP: Use arrow keys to scroll map.

Download test 1 (SDL.dll included).
Download test 2 (same executable as test 1) (SDL.dll included).


Concept editor shots (design only):

Windows:
http://img83.imageshack.us/img83/1130/e ... tortf7.png[/img] http://img132.imageshack.us/img132/9558 ... oneci7.png[/img] http://img145.imageshack.us/img145/2666 ... ptiil1.png[/img] http://img152.imageshack.us/img152/4641 ... graiz9.png[/img] http://img152.imageshack.us/img152/7972 ... tiosw6.png[/img]

Ubuntu:
http://img138.imageshack.us/img138/6047 ... nterj4.png[/img] http://img178.imageshack.us/img178/8906 ... manep9.png[/img] http://img294.imageshack.us/img294/1027 ... erikb3.png[/img] http://img145.imageshack.us/img145/8315 ... sagyz0.png[/img] http://img401.imageshack.us/img401/5514 ... wfaap9.png[/img] http://img294.imageshack.us/img294/8114 ... ectbd1.png[/img]
 
I think the current text you have running for the event editor is just fine.

I've got some questions, though:
1.) What is it programmed in?
2.) Any Non-English Releases planned? Say, Japanese for example?
 
Oops, I forgot this post (I need to subscribe for topic replies). One year later, the replies :blush::

1.) What is it programmed in?
2.) Any Non-English Releases planned? Say, Japanese for example?
1.) C++
2.) Yes, using gettext capabilities. UTF-8 support, so Japanese locale would be, too.

You are using Wx for GUI?
Yes, the editor GUI uses wxWidgets. The window designer used is wxGlade.
P.D.: Mac OS X Tiger screenshots:
http://img.skitch.com/20080504-t8g2rii5 ... 6a9cmi.png[/img] http://img.skitch.com/20080504-xgfwx8a1 ... wpsrcn.png[/img] http://img.skitch.com/20080504-xfu6s964 ... aag7cc.png[/img] http://img.skitch.com/20080505-ji72k131 ... s93ygc.png[/img]


Now, a PSP port test of the map viewer (part of the player interpreter):
http://comunidad.rpgmaker.es/download/f ... &mode=view[/img]
Video: http://es.youtube.com/watch?v=307a8EjlT8o
You can download eboot, too. Also there is a DS port available, too. The player part is SDL based.
 
I cant remember the last time I was so disappointed.

I tried the DS version and I got a error screen T_T

but from the looks of it, the final revise was last month. is this just a test version?
 
You need to patch the ROM with DLDI for your specific DS cartridge FAT filesystem (R4, M3...) first.

Still it's a porting test of the map reader, but Lobomon's branch and trunk/tools have more work still to implement in the main player of the trunk. The player tested on the DS, PSP and GP2X is very old (made about 2005). The player engine by Lobomon uses SDL_gfx to enlarge via rotozoom.c the system textures for menus, can load all sprites, charset, battle animations, midi, sounds, etc. but still lacks the full rm2k file format implementation, still in the trunk/tools folder of the SVN. In conclusion, the player is still WIP.
The editor part is very earlier for now, the first priority is the player emulation.
 
ChronoStopE":34nuzsp3 said:
missingno":34nuzsp3 said:
it's already free

I was just ganna say that, isn't it ALREADY free... you can get it from Download.com :/

I believe Des meant more in the free way, like how Dark Knight is out on dvd.


Linux friendly is an awesome feature. I wouldn't have remade 2k though, I'd have remade XP; but that's just opinion.
 
First stable release of easyrpg will be a rm2k(3) interpreter only, like ScummVM but for RPG Maker games.
Later releases: Editor and own format with new features. The editor design is based initially on rm2k layout, but the editor will use a new format and old rm2k(3) only for project import. The new format would come with new features, still in discussion. The idea is the progressive change of the GUI between versions, to make a soft migration of the rm2k user to the new platform without serious incommodities. Then the player engine will be rewritten (not from scratch) to support the new own format and features.

You need to patch the ROM with DLDI for your specific DS cartridge FAT filesystem (R4, M3...) first.
er... would you mind giving a little bit of instructions please?

Follow the DLDI end-user instructions:
http://dldi.drunkencoders.com/index.php ... structions
http://dldi.drunkencoders.com/index.php?title=Win32_GUI <-- the patcher tool, if you use Windows

You need to do this for any homebrew software which use filesystem access (able to read files outside .nds and .gba rom).
 

e

Sponsor

I don't understand exactly what you need. I mean, based on the screenshots, the English seems fine to me.
 
delaPipol":26yvyvtf said:
First stable release of easyrpg will be a rm2k(3) interpreter only, like ScummVM but for RPG Maker games.
Later releases: Editor and own format with new features. The editor design is based initially on rm2k layout, but the editor will use a new format and old rm2k(3) only for project import. The new format would come with new features, still in discussion. The idea is the progressive change of the GUI between versions, to make a soft migration of the rm2k user to the new platform without serious incommodities. Then the player engine will be rewritten (not from scratch) to support the new own format and features.

You need to patch the ROM with DLDI for your specific DS cartridge FAT filesystem (R4, M3...) first.
er... would you mind giving a little bit of instructions please?

Follow the DLDI end-user instructions:
http://dldi.drunkencoders.com/index.php ... structions
http://dldi.drunkencoders.com/index.php?title=Win32_GUI <-- the patcher tool, if you use Windows

You need to do this for any homebrew software which use filesystem access (able to read files outside .nds and .gba rom).
cool thanks but final question, just to make sure, this lets rm2k game get played on ds. it isnt a editor but just like a emulator or something of that route?


edit: I went on the site and figured it out on my own.
 
Just a few questions, since I'm interested in the logistics of such a system:

1.  How much of the file format is supported, namely the map/event format.
2.  Why not, instead of rewriting the format/rendering architecture, build an abstraction layer that can support native RPG Maker 2003 and your format?  The new features would be part of the abstraction layer, the RPG Maker 2003 features would utilize defaults for the areas that it doesn't cover upon transition.
3.  I noticed your player merely scrolls an existing map, the map also seems to lack inbetween tiles as utilized by tilesets (ex. tree edges), is this part of the fact that it's only partially supported (or the maps used are just poorly made)?  -- I have an online associate that worked on similar logic and he discovered a large part of it involved using tiles that were 8x8 instead of 16x16, hiding this fact from the user (most tileset makers have figured this out).  The transitory steps were picked at random using the hard-coded logic of the tileset order.
4.  If you're making an emulator to remake an existing program, why propose new features to begin with?
5.  Extending upon #4, if you're extending the features, why not just make an original program, and not have to gradually transition away from the RM2K(3) concepts?
 
1.  How much of the file format is supported, namely the map/event format.
The trunk/player used for the widely ported map test is just a partial MapXXXX.lmu implementation. Upper and lower layers, with 2 bugs: Still unimplemented 8x8 tile transition between near coast sea water and deep (darker) ocean water and a minor bug rendering autotiles under certain condition. Whole Event layer is still unimplemented.

The trunk/tools have some tools which output data to the stdout. lmtreader supports 100% RPG_RT.lmt file. lmureader can read basic map event layer data (event properties, event number sheets, event command list and some event command data (show message, and a few more). There are a basic ldbreader, too, with some tabs implemented (but still very buggy).

The branches/lobomon-branch/player has a more advanced player than the trunk version, without new file features support except graphic reading coords, like system graphics, charset, battle animations, etc. There are music/sound suport, text support and basic menu scenes.

The changes made to the Lobomon's branch combined with file format specifications in trunk/tools will be combined and merged to the player trunk.

2.  Why not, instead of rewriting the format/rendering architecture, build an abstraction layer that can support native RPG Maker 2003 and your format?  The new features would be part of the abstraction layer, the RPG Maker 2003 features would utilize defaults for the areas that it doesn't cover upon transition.

We're very few people with limited spare time, so the main goal will be the rm2k(3) basic working ASAP to prevent the permanent development delay. Once reached that, more people would be interested and believe in the project.

3.  I noticed your player merely scrolls an existing map, the map also seems to lack inbetween tiles as utilized by tilesets (ex. tree edges), is this part of the fact that it's only partially supported (or the maps used are just poorly made)?  -- I have an online associate that worked on similar logic and he discovered a large part of it involved using tiles that were 8x8 instead of 16x16, hiding this fact from the user (most tileset makers have figured this out).  The transitory steps were picked at random using the hard-coded logic of the tileset order.

Player test supports most of the 8x8 subtiles (except lacking deep water transition) and a minor bug not visible on the posted screenshots. The tree lack in "map test 2" is because that tree edge is a event tile, and the event layer was not supported. Open that map with RPG Maker to view the fact.

4.  If you're making an emulator to remake an existing program, why propose new features to begin with?
5.  Extending upon #4, if you're extending the features, why not just make an original program, and not have to gradually transition away from the RM2K(3) concepts?

The first idea is to support original RPG Maker games and play it on any SDL supported system. If the project is opened and converted, we can't modify games without permission (default Copyright behavior).
We still can the specs to the new format and take the decision rewrite the later engine from scratch if needed, so we decided initially to improve the initial engine to save time, but this can be changed if the project scene grows.
 
Just curious, you keep using 'trunk'.  By this do you mean the 'root' or 'base' of whatever it is you're talking about?  Your usage of it is somewhat confusing.

Also regarding #4/5: So you're intent in the end on making an open ended rendering architecture for standard Role-Playing games, that offers the functionality to open RM2K(3) projects for export into your format, due to the fact that the editors, you will be providing, not being able to save changes that are made to the files (if I understand your copyright comment, that is)?

Edit: Also, good luck with your project.  Perhaps later you can discuss the specifics of the features you want to add to an already functionally expansive system.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top