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.

RPG Breeze (Cancelled)

Tdata

Sponsor

My initial ideas are thus:

Point6: In addition I would like to see basic In/Out templates.
To explain, a template for getting on a horse or in and out of a boat. 

This might be a Engine and Template idea.  A decent horizontal stair system would be refreshing. 
Once again I'll explain a bit.  In all of the RM series, it is impossible to do a horizontal staircase.  Well, not impossible, but for a novice... 

One last thing, thought I do understand how difficult it would be, some sort of on-the-fly editing.
One of the things that irks me most is a stupid spelling error that I can't find after i close the game.  I'm thinking more Step Debugging than true in-game editing.  If the editor could follow along with the test play so that you can fix the mistake and keep going without starting the game all over.
 

e

Sponsor

What about scripting, or anything alike? Or will developers be able to modify the source code?

Will it be like RMXP, with an embedded interpreter? If so, will there be a debugger integrated with it?
 
Of course scripting will be available- in fact, more powerful than VX.  We're using BriskVM for the scripting language.
There are tools available to scripters- the built in script editor, "plugin" support which allows mods to the editor itself, is object-oriented in nature, syntax highlighting, and script import/export options.  And it's better organized.

Horizontal staircase- this will most definately be addressed.  Thank you so much for the recommendation, we'll try to have it in the stock tilesets.

On the fly editing- basic map editing, *possibly*.  There will be a script console, similar to the same function in BethesdaSoft's Morrowind and Oblivion.  There will also be several debugging options not present in RMXP.  For example, fast forward and slow motion (increase/decrease framerate), live party editor, and item handling debug menus, among others. 

We are making every effort to support a widescale, powerful system.  I'm trying to bring special FX via OpenGL or DirectX; this is not a definite, or even a probably.  It's an "I'm trying", and a quite possible fail.  But if we get motion blur and whatnot, it will be truely like Christmas :D  Screen transitions were implemented earlier today, and we're working to expand beyond what RMXP offers, into fully scripted  transitions (although simple "custom fade" transitions will still be doable.

Progress is steady.  We have a working map editor, tileset support (going for multiple file support) and a configurable party.  Tis' only the beginning.


Edit: As for the source code, this will be more of a holy grail.  By charging for the program, our development staff (english, by the way) will be spending a lot of dedicated time.  And even the hidden classes and methods will have full documentation available.  And if someone were to demonstrate a good knowledge of the program, and willingness to play nice in the forums, we'd be glad to bring them aboard and let them sift throught the estimates 22,000 lines of source code that bring you RPGA.

Edit 2: An apology to vgvgf and Alexander Morou.  vgvgf, this project is in no way .rxdata related and should not detract from your project.  Not trying to steal your show.  And to AM, I have financial records from January of this year related to the development of this project, and it is in no way attempting to detract from your contest.  I fully support your project/contest, and hope this won't offend you in any way.

Edit 3: Not sure, but I don't think it's possible to add a poll to an existing topic.  For character templates, would you like to see merely human, or more "race variety" like in the Elder Scrolls series? (Human, Elf, Orc, Catperson, etc.)  The character development process is generation, not premade characters like in RMXP.  If you would like to see races, either reply or PM me, and let me know what races you would like to see.  No need to mention the standard Human, Elf, Halfling, Orc, Catperson (pending effective name) or gerbils.

Also, to Tdata, In/Out templates: probably not. An effective and open-ended vehicle system, however, quite possibly.
 

e

Sponsor

For debugging, I was thinking more of a full featured debugger; console is nice though, compared to what we work with in RMXP/VX (without the Console module, that is). But still, being able to set breakpoints and watches and check the call stack would be awesome.
 
I like the idea of a fully integrated, fully functional debugger; and would like to say this feature is in no way "out of the picture".  I just can't make any promises regarding it, as I have to see how the programming team feels about it.  I honestly don't know how hard it would be to implement.  There will be a console, printed (.txt) console log, with echo support, and more detailed error messages (will show what arguments got passed before crash, rather than just a generic "wrong number of arguments (2 for 1) or things of this nature.

I'll have more information on the debugging stuff later after I hear back from the developers.
 
Got the first build today- and I have to admit, while nowhere near fully featured, I was shocked.
Just the "Tile Properties..." box was amazing.  It features a full, dynamic map zooming, the ability to resize tiles to any size (you could use the same tileset for a giant world, or a tiny world, by changing 2 numbers), the ability to specify tile slice settings (how big pieces the tileset image should be cut into), and x_tile_count support, allowing us to use a tileset image that is anywhere from 1 tile across, up to 32 tiles across.  Still no limit on tileset vertical height.

This is the direction VX should have taken.  It features the ability to load 3 tileset images at a time.
We're brushing up the visual layout of the editor (it was *uuuuggglllyyy*) and then I'll post screenshots.

[Edit: Sorry for the double post- didn't realize it until it was too late.  Like that time back in chem 101...]
 
OK here's my 2 cents wishlist:

1. ability to change icons to whatever size (within reason) without having to use scripts or write code

2 an option to have a visual equipment window (in the same vein as the one in Diablo) that shows icons according to what the character has equipped

3. and PLEASE for the LUVAGAWD remove the stupid 9999 limits on HP, MP, etc. Make it more like 9,999,999

4. Add a spellcheck for writing storyline or dialog. PLEASE!!

5. Make a selection screen where you can change how many armor/weapon/item slots you can have on a character, from like 4 to 16

6. And I'm not sure if you're doing this or not, but animated battlers would be great...

7. Add in the rotation/scaling/mode7 stuff if you can, it might be easier if you're actually going to use OpenGL or DirectX capabilities...
---------------------------------------------------------------------------------
EDIT:
putting all of my images/pictures here for those who don't like scanning through threads

OK final version of my RPG Architect Weaponsmith sign LOL



OR do you like THIS one better?



CRAP I should just stop EVER saying "Final"...




top-down tileset I was experiment:
MAP003.png



OK Theory, here's what a demo of a 60x60 tileset would look like:





I drew these from scratch in photoshop so that they can be broken down into 60 pixel squares

OK this is a 120 pixel high sprite:



took the biggest template I could find, stretched it out to the right size, then drew mine over the top to make this template. These are just samples, like I said the actual walking one I'm still working on but it's almost done =)

 
lol thanks for the thoughts- most of these are already being considered.  A breakdown:

Change icon size- as you may know, I developed the "Greater Icons" script for RMXP.  As the developer of said script, there is no way in hell I could ever miss this.  (That's a definite yes, if you were wondering.)

Equipment window- wouldn't hurt anything.  I'll make it an eventing option.  It's in.

I'll set a hard limit, due to overflow prevention.  But it will be at least 6 digits, if not higher.

Spellcheck:  Probably not.  This would save us all so much headache in those poorly translated scenes- however, I don't feel like making a word bank to check against, nor do I have the foggiest idea where to begin on such an implementation.  I won't say no, I'll run it by the guys.  Long story short, if I can do it without increasing development time, and for free, it'll be in.  If not, maybe someday in the future (this does use an updater, remember.)

There's a menu for this.  It currently allows up to 8 slots, because visual equipment is built in.  I'll make it 8 visual slots, and an indefinite number of non-visual slots.  And yes, it can be defined on a per-actor basis.

For initial release, it will be side-view battle system.  This is changable in scripts, and will be updated.  As for animated battlers, maybe in a future update that expands battle options.  If battlers are used, they will definately be animated.

Rotation- full support, and thank god, it's lag free.  Mode 07, not in the initial release, as I don't understand it well enough yet.
Scaling- wait for the screen shots, probably monday.  Scaling *anything* is already implemented.

Great ideas, I like where this is going.  Keep it coming.
 
This is such a cool project. Totally keep this thread updated as you guys get stuff done, and post screenshots soon!
Sorry I couldn't come up with a more productive post - but I'm definetley looking forward to seeing screen shots on this.

Thought of a question: I assume this is a commercial venture?
 
Yes, it will retail for between $25-$35.

There will be a few chances to get free liscences whilst development is still in progress.
1. The Winter WonderMAP 001 contest.
2. Sign up to be a beta tester- BETA TESTERS MUST BE ABLE TO CONTRIBUTE RESOURCES TO OUR COMMUNITY.
3. Come up with the most important feature, and post it in this thread.  We'll have a vote on it towards the end and give the top 3 ideas a lisence.

Screenshots will be up Monday night or Tuesday morning, when I get the next build.
 

Tdata

Sponsor

I've got a couple more Ideas.

1. Multi-Tiled Events -- Basically, support for multi-tiled events.  An example would be the Wagon Charset from XP.  only the center-front tile is impassable.  Also being able to align them correctly.  IE::A 2-tile door is to be aligned so the left edge is the starting point.

2.  Gravity/Traction -- A few examples would be:
     A. A character takes walks on Ice, as he walks, he gains speed when he stops walking he continues along the path, gradually slowing down.
     B. A character walks though a swamp, as he does so, he walks 1/3 of his normal speed.
     c. A character on a ship in freefall pushes off, walks, and continues on until he hits something.
 
Swamp, sand, water, shallow water, ice, and movement tiles will all be in.

Multi-tile events:  I'm actually working on this now...  If it succeeds, then yes.
 
Alrite, I got screenshots.
This is just an early build of the map editor, but demonstrates a couple of the features listed above.

http://hosting02.imagecross.com/image-h ... 807ss1.JPG
This one just shows the basic map editor, with the world's worst map made from a ripped VX tileset.
Custom tilesets aren't in yet... :(

http://hosting02.imagecross.com/image-h ... 829ss2.JPG
This one demonstrates the map zoom.  It zooms in or out, via the mouse wheel, to epicly retarded proportions.  You can see each tile at a single pixel, or an entire screen.  Note the Map Zoom: 4.000000 in the upper left corner.

http://hosting02.imagecross.com/image-h ... 548ss3.JPG
This one shows the opposite end of the map zoom function- and how to access the tile properties menu.
'Tis a fun menu, it is.

http://www.imagecross.com/02/image-host ... 178ss4.JPG
This picture demonstrates the tile scaling functions; look at the map zoom- it's 1.0.  The tiles, however, are double their normal size.  Movement and sprites are unaffected.

http://hosting02.imagecross.com/image-h ... 668ss5.JPG
Here's a fun one.  Tiles don't neccessarily have to be square.  You can change slicing options (which is automatically supported for developers by the tileset import/export feature), or just change the tile scaling; in this screenshot we see rectangular tiles (32x64).

Also, a new feature announcement: Global NPCs, and Party NPCs.  You can have an NPC that is automatically a replica of a party member, you can also have global NPCs that can be called to any map in the game without losing thier settings.

Edit (again): Another new feature: Object layer.  Objects include a variety of things: Start point, Respawn (continue) point (two types: save on first touch, and save on every touch); also includes pathfinding waypoints, moving platforms, and a bunch of other stuff.  So there are events, and then there are objects.
 
looks great! I do have one question after looking at the screenshots, it's a question I've had after using both RMXP and RMVX:

Can we PLEEEAAAASSSSEEEEE  have MORE than 4 layers? Like 8 to 10? I don't know if it's possible but I'd LOVE the extra layers for some multi-layered objects

Also, will there be full alpha channel transparency, like variations in opacity like VX or will it be ONLY transparent/opaque like in RMXP? The full value alpha channel would be ideal

I'm writing you a PM Theory, about some ideas for the RTP tileset...
 
lol it will support .PNG files, with full and partial transparency intact. I don't see the need for alpha channel support beyond that of the standard .PNG file, which I thought worked in XP, too?

As for 8-10 layers.  My initial reaction?  WTH FOR?!?!?
But on a serious note, no.  That many layers has no realistic need, and honestly would cause more lag than it could ever be worth.  I'll do 5, though.  Even that's starting to push it, considering there's still another 8 effect layers in this.

Looking forward to your PM.
 
Autotiles is going to be a rough one.  I honestly am not sure yet.
What I'm thinking of doing, though, is rather than having 6 or 8 autotiles (or any defined number) have an autotiles pallete that pops up, granting you access to use as many or as few as you like on a per map basis (with the map only loading the ones that are currently in map).  I'd like to see more directions to it:

Corners, center, sides.  Like default.
However I also want an "angle" tile- when a corner tile is diagonally under another corner tile, convert them both to angle tiles.  This was an oversight in RMXP (or I'm just insane...)
To push it, I'd also like 4 center tiles, placed at random with the brush, and two or more wall tiles.
Most autos wouldn't use it, but for the natural ones (water, mud) this would increase realism.

Of course they will be animated.

We started with a 2 page MileStone A schematic.  As we go, it's already up to 13 pages.  But we're making excellent headway.  I'll be doing pretty much all the scripting, which starts next week if we stay on schedule.
 
ok, PM is on its way Theory...lol I was so tired last night i had sent an email not a PM...




EDIT: I'm starting on a base 50x50 pixel tileset, hopefully will have chars to go with it. I don't know what the standard size will be so I will just go with this until further notice.
 

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