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RPG Breeze (Cancelled)

I don't have a beef with the number f layers however a second event layer would be good! What do I mean? Simple you have an event that say makes a sound when you step on it however a monster can't walk over it because to events on the one layer can't be on the same tile.
With two event layers you can now have NPC's and monsters walk over non-visible events. (or possible over-the-top events)
So make a second event layer!!! :thumb:
 
I'll add a "Collision Type" option that can be set to "Category A", "Category B", or "Both".
You can also using 2 levels with this as well, giving you a total of 6 collision types.

The layer system has changed, too:
Level A- Layers 1,2,3,4 and Object
Level B- Layers 1,2,3,4 and Object

The editor is pretty much pre-beta.
The player/scripts are in alpha stage.
 

arev

Sponsor

There's a month untill the release date and your "Screenshots" spoiler says "Updating... Please wait."... Plus, it's been like 9 days from your first release? Do you really think you can finish this in a month, given all the ideas you've presented in the first post? Anyway, how far with the work are you?
The features are like a "almost-perfect-rpg-editor-wishlist", so forgive for beeing a little sceptic without any more real information. Good luck though.
 
Do you really think you can finish this in a month,

I agree, this is a pretty tall order - especially when your adding new features as their suggested to tag a date so close as just a month from now. Can we really expect this in January? Maybe you should reconsider the projected release date, if anything just not to mislead people.
 

e

Sponsor

I have a question, and while it may seem stupid or pointless to you, I think it's pretty valid: why do you have Japanese characters in your logo, when its obvious you are not and neither is your product (unless you're outsourcing to Japan and want to "represent")?
 
@snail: The product is multilanguage, though you're right, the primary is English.  I just like Japanese.  My tattoos are in Japanese as well.  The logo will probably change before release, when I have all the materials to work with.  I'll keep your comment in mind.

@arev & Surmuck: I can't say how close to the first it will be.  I'm hoping for release spot-on, and we're making rather good progess to support that.  If it does get pushed back, it will still be in January.  I don't have enough reason to push the release date at this time.

@everyone: I know the screenshots and promo say updating.  I'm personally reworking the entire GUI of the editor, and was hoping to wait to release screenshots until I get it how it should look.

It is a tall order.  And I am doing my best to make it a "perfect" RPG editor.  As for where we are with it, we've got the map editor (with all layers and functions listed so far), we've got the database with basic functionality, we've got the script editor, basic scripts (for startup, title screen, load/save, and navigation) and about 25% of the art.  And over $1100 into development already (it's eating into my breakfast fund :(  )

Now, while I have your attention, I'd like to ask what the community thinks about the marketplace feature.  It just gives content authors a chance to make a few bucks for their hard work and valuable time.  There's a $25 hard cap on it, along with a suggested pricing list.  It supports any kind of content, from items to scripts to maps.  It supports "unique" content, to which the hard cap doesn't apply (these items, once bought, dissappear from the marketplace.)  There will constantly be free content from theoryStudios, and a good RTP to begin with.  The whole program is tied into the forums (although there is a way to use it offline) and this is both for security, and for updating/marketplace support.
 
hey, just had a thought, don't know how practical it is but it'd be friggin cool...

how about allowing animated GIFs for the armor/weapon/item icons? that would RAWK hard!
 
That would be nice- but i really don't see it happening.  At least not right away.  I'll be sure to add some way to animate the icons, I just don't see it in the initial release.

To the people questioning the possibility of it: Please keep in mind that to experienced developers, added small features only takes an hour or so.  I'm sure there will be bugs, but also remember this: the application features an automatic updater.  Harder or less important features can be added later, and bugs can be addressed later as well.
 
This sounds like a project of which I'm interested in- The feature set is nice, and you seem to be organized. May I ask if you're using a cross-platform language, or platform-specific language/api?
 
I'm thinking he's using a cross platform language, since it's expected for release on Windows and Macintosh, but I can't certify that claim.  I'm just as curious as you are on what framework he's targeting.  If he's targeting multiple frameworks simultaneously, that's a pretty cool feat for the time frame.
 
I have an idea that could be useful! I was thinking it would be really nice to have... animation database inside the characters editor, for creating animations for each character. It would be something like this:

Animation database:

You would be in the character (hero) editor...

Then you could see a box with his animation entries (like: walk up, walk down, walk left.... climb... jump... run up... crawl...)

There you could, using the right-click, select "add animation"... give a "name" to it (there would be a number assossiated to each animation of each character)... the animation then could have a limit of, lets say, 10 frames... or limitless as you wish (much like everything else in your RPG:Architect  :tongue: ) the frames could be made by putting many jpg together (maybe it would be a really pain in the ass, as all the pictures should have the same size... or each animation is made of a png or jpg file where each frame has:

height = ?? pixels
widght = height x n

this way every time we wanted to call an animation (action animation for a character) would be very easy as it be the very organized:

we could call Character[character number].animation[animation number]... or something like that (I'm not the coder, you are!! you decide)  :grin: :grin:

I don't know if that's original enough to get a copy of the program =)

but the program seems to be a really good one! and I sure wanted to give it a try  :wink:

keep up the excelent work :thumb: :thumb:
 
As for the language, it's being produced in BlitzMax, which is crossplatform.  I can change a few variables and compile for Windows, Linux, or Mac.  We're working on the platform side of things to allow for possible console (limited release, such as Xbox Live Arcade) compilation.

As for the comment on animation- not quite like this, no, but there is a simple character animation menu that has most of these functions, just laid out different.

And as for getting on the beta team, not quite, no.  If you'd like to make an official contribution, best do it through PM as the beta is private.
 
Being a possible interested buyer, I wanted to know if the project is running! and how is it!?
It's the least you can do! Since having no info doesn't "call people" to buy your new software.
Is the development running as expected? Will it be somekind of delay on the launch?
(predicable in these kind of stuff?)

Best wishes of good luck! :shades:
 
xykudyax":2cfmb5h8 said:
Being a possible interested buyer, I wanted to know if the project is running! and how is it!?
It's the least you can do! Since having no info doesn't "call people" to buy your new software.
Is the development running as expected? Will it be somekind of delay on the launch?
(predicable in these kind of stuff?)

Best wishes of good luck! :shades:

I'm not sure there is going to be a delay. I've seen how fast theory can work on his own, and how his skills just grow when talking with others about the same thing. He could probably have done this on his own, it just would've taken longer. For those who don't yet know, Theory here makes a living on his programming skills. (I've checked his pages on various freelancing sites, and he seems to do quite well)
 
lol thanks for the support, Glitch!

As for answers:
Yes, the project is running.  We have a [seemingly] stable pre-beta build, and are working on getting the features to play nice together, and all the features listed here.

I do come bearing some bad news, though.  When I originally announced the release date, I underestimated the toll the Christmas season was going to take on the project.  It's slowed development for the time being.  I'm pushing for a new partnership with a little bit bigger organization [who must remain unnamed until a later date] to ensure the timeliness of the matter.  However, this arrangement is not official in any way at this time, and as such, I will say that the release date may be pushed back somewhat.  I know this is enough to destroy my reputation here, but the fact is the quality of the product will be better for it.  And not pushed back as in Halo 3, no, just perhaps 30 days.
 
For right now, I will announce March 1st as the new release date.

I will also announce that I intend to release *before* this date, but don't want to risk pushing back again.  Hopefully still in January sometime, I just can't promise this to anyone.
 
"I know this is enough to destroy my reputation here, but the fact is the quality of the product will be better for it."

Are you kidding? If microsoft can get away with their "pushback dates", "patches and updates", and "Incomplete software" that they ship EVERY Windows release with and STILL be the most successful software company in history, then YOU should be just fine.

I am EAGERLY awaiting this program, it is going to be awesome...
 

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