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New app- RpgCreator

Hi I was working with theory but we went our seperate ways, he wanted to work on a C# application and I wanted to stick with the original source code, but anyway, I have been working on the same application previously known as Rpg::Architect.
Im using LUA as the scripting language, I was using BRiskVM before but the author went AWOL and isnt fixing any bugs. LUA is solid though and quite easy to use.

The screenshots can be found at http://slenkar.webs.com/apps/photos/alb ... id=5317757.

You could almost make a full game using LUA right now, and the Editor is scriptable.

I wanted to ask a question: do most of you feel comfortable with scripting? or just using the editors?
Do you need scripts to be made for standard RPG fare like Inns,shops,NPC's, battles?
 
I know I'm not theory, but this just irritates me. I had the pleasure of testing the system, it was not only slow, but it looked nothing like what it was promised to be: a large reason why you two went separate ways.

The main thing he wanted changed was the scripting system, and only after you two go your separate ways, do you change it? This is funny because: you, and whomever else, were presumably paid to make a program. Even if you weren't, only after you decided to part paths, did you change the primary issue with the system. To top it off after it's all said and done, you try to tout it on the website you've thoroughly already made him look bad on?

One of the primary things you need to learn is deadlines do matter, he kept missing his, or more accurately, you kept missing yours? If you're not sure how long something will take, consider your options, make a plan of action, and decide how long something will take you to make. If you can't fully describe the problem, you don't fully understand it.

I can't really tell what it is you've been spending your time on. The IDE you've provided is far from a development platform. Take a look at professional programs, like Eclipse, Visual Studio, RPG Maker, and so on, to get an idea of how to properly use your design space. One of your screenshots is a blank dialog. Even if it's a Multiple Document Interface, it's not a good example of what your program can do (unless 'nothing' sums it up).

It's also a good idea to use those little things you seem to lack a lot of: Labels. You have a lot of functional elements on your dialogs, but you don't have any descriptive elements to aid new users in what they do. The box next to the scripting editor to the right? A person who's new to the program won't understand that it's the list of scripts for the project. The mystic box next to the Map Zoom label? What does it do; right now it says 'trev', the heck does that mean? Turn Left, Turn Right, in what Context? Select, Draw? There's a mysterious third option selected right now, either that or neither one works, because neither is selected.

Are you expecting people to make games with a map editor and scripting editor? Do you provide events like RPG Maker does, or do you plan to make users create everything but the basic rendering elements of their game? Will they have to script everything, including simplistic warps, dialog, cut scenes? Where's your project management coordinated? Do I need to go on?
 
Alexander Morou":1wgk8uf7 said:
Giant rant...

You forgot to mention that he selected the same programming language Theory did for his new project. I'm one of the people who pointed out several major issues with the programming language that, according to theory, slenkar was paid to fix and use. The program displayed looks, as best I can tell, identical to the program that theory had given me as an example of what had been done by you on RPG:A.
 
OK this just hacks me off on several levels...

so you jump ship and take what theory started and try to finish it yourself? isn't that a violation of Intellectual property rights? Having contributed a LOT of material personally to the RPG::A project, I swear if you use ANY of it you will find yourself in serious trouble...

Theory DID NOT go "AWOL", he had issues to deal with IRL, which is something you might want to check into some day. Sounds like you need to unplug from your computer and go outside to discover this thing called "sunshine"

Maybe if you hadn't jumped ship, RPG::A would be much closer to being finished.

/rage /rant
 
Ricoman":2n8q7ha6 said:
OK this just hacks me off on several levels...

so you jump ship and take what theory started and try to finish it yourself? isn't that a violation of Intellectual property rights? Having contributed a LOT of material personally to the RPG::A project, I swear if you use ANY of it you will find yourself in serious trouble...

Theory DID NOT go "AWOL", he had issues to deal with IRL, which is something you might want to check into some day. Sounds like you need to unplug from your computer and go outside to discover this thing called "sunshine"

Maybe if you hadn't jumped ship, RPG::A would be much closer to being finished.

/rage /rant

Actually, he didn't jump ship. Theory fired him because he wasn't delivering on his promises.
 
Anyway, as to not further stray the topic. I'm not sure if it's illegal if he was fired. It really depends on the contract between theory and him when the project commenced.

Sorry for putting the topic so far off kilter; however, I think the project can still become something if slenkar is willing to put the effort necessary to fix the issues. I think the primary thing that irked me was the very mention that it was related to RPG Architect, but that's neither here nor there.

slenkar, what are your overall goals with this project? Do you plan to make more than a map editor and integrate a scripting system? You'll still have to code a fairly decent core to the system to ensure that there's ample speed to handle certain areas of the game.

If you expect someone to code most of... well everything, not many people will like that too much. I'm not sure about RPG maker, but I'm pretty sure large scale cut scenes have a simpler way of being made than using a ruby script command for every action for every NPC and so on.

One thing you could attempt to do is what's called abstracting common concepts, such as shops, battles, players, and so on. Rather than integrating rigid systems for which people to use, you describe the data models for it to work on, such as standard player information, item, monster, and other data elements that, regardless of how it's used, will likely be the same underlying data (most games if they have monsters, have similar data, such as Level, HP, MP, Strength, and other factors). Allowing ease of data management is essential, if this data structure is malleable then it's even better (by that I mean you define the base data used for monsters, and the user can specify new parameters for monsters to have, such as what items they drop, or if they drop other elements on top of items, such as shards, or other game centric elements such as non-standard element resistance, et cetera).
 
I respect the level of support you all have for my project. However, Slenkar has not only my approval, but my blessing on this project. As he said, we decided to go seperate ways. This project is no longer related to Architect. He changed the name, so I am happy. It will be kind of fun to possibly have some competition down the road anyway.

Good luck with your project, Slenkar. Check your PM's here [email went down].

Also, when he said the author went AWOL, he was referring to the author of BriskVM, not me. Though I did go AWOL too for a few days, there :p Try not to be so critical of him and let's see what he can do.
 
Thanks Theory, if this project is a success Ill cut you in on the deal, because you came up with the original Idea, and I respect that.

Ill look into some of the suggestions posted here.
 

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