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RPG Breeze (Cancelled)

So what's the end goal of this project, a commercial program.  If so, how much, or can you release that kind of information at this stage?

Also, at this speed, what solution did you use for interfacing with a scripting engine?  IronRuby, IronPython, something else?  I doubt you've written a parser, intermediate code interpreter, and scripting control all on your own in this time frame.  Since those alone can take some time (unless you're using LEXX/FLEX and YACC/Bison).
 
To be completely honest, I don't know how it works, I just know it does.  As mentioned a few times, the coding side of things is outsourced.  I have access to the source code, but from my limited technical perspective, I can't make enough sense to answer your question in full.  The map editor is written in BlitzMax, the script engine (game "player" app) is in BriskVM.  That's all I can really say.

Price is leaning around $30, just to clear that up.

Sorry if communication is a bit lagged- been tied up in a lot of business decisions (and it's tax time.. yay! XD)  <~sarcasm, kids.
 
Well, that's one way of looking at it.

I take a concept- I find something with a niche, and a decent level of demand.  Then, I look at what it needs to be.  And I write.  A lot.  The tech documents for Architect started as 6 pages, and is now up to 23 pages (and still growing.)

Then I look at the investments needed: development, content, art, features... and I figure out how many people, or more accurately, what ind of people, it would take to pull this off.

I'm well-versed in many aspects of game development.  Jack of all trades, master of none.  I knew coding was my weakest point, and so in order to be realistic with this project, I would have to outsource it.  Noone on here wanted the job, so I went to GetAFreeLancer.com and posted it there, where it was taken 2 days later.  For the most part, I'm happy with the developers.  There was an issue, but it's been resolved.

Then I look at content.  I can personally take care of music, and interface art.  I can also pixel, just not from scratch.  So I outsourced the template and a couple other elements.

Then there's scripting, the backbone of it all.  The developers, from the beginning, knew what I was asking for, and sure enough, got it worked out.  I can script- I may not be the best, but I can do it.    So I'm doing pretty much all the scripting, at which point I'll outsource again for optimization- a veteran scripter (hopefully from here) to come through and fix what needs to be fixed, and get it running smoother / more compatible.

So, yeah, I am the business-oriented individual.  After all, we all have bills to pay.  But beyond that, this project is a passion of mine, and believe me, I've got my fingers everywhere in it.
 
The Dynamic Isometrics Engine will *not* be in the initial release.  However, due to the high demand, I'll try my damnest to have it in shortly after.

Love the tileset, for quality and shadows, it's nearly untouchable.  I guess I should be clearer with what I mean by "Top-Down"... I actually meant similar to the RTP of RPGMaker.

Honestly, if you can produce a tileset of this quality from the RMXPRTP perspective, consider yourself on board.
It's clean, clear, vibrant.  I was hoping to get Inq., but no matter what kind of $ figures I throw at him, he doesn't respond to PMs, apparently.
Love what I see so far.  I'll PM you your developers' liscence info when I to the office in the morning.  Keep it up Rico, your unfailing support has been appreciated, and is now being rewarded.
 
yeah, Inq sent me a pm saying he wasn't interested, has too much going on IRL to take on a project of this size and magnitude.

he did give me some advice which I am taking to heart, and it really helps  =O

edit: BTW is the size of the tileset ok? it's based on a 64x64 grid, not 32x32... (this is kind of important before I get too far along with the tileset)

latest and greatest demo map:

http://i181.photobucket.com/albums/x259/Ricoman2000/PATHSTEST2B.png[/imgzoom]
 
It's good- but the perspective thing is important, and, if possible, let's base it on a 60x60 grid.  I can always resize it, but it's best if that's not neccessary.
 
OK, sounds good...

got a question for you. are the character sprites gonna be 60x60 as well, to fit in with the tileset?

I'll just let this tileset be a practice run then, and start on the perspective tileset. 60x60 it is.

BTW, here's the latest map with the final tileset:

http://i181.photobucket.com/albums/x259/Ricoman2000/MAP003.png[/img]
 
Interesting.  I'll send you an email from a different address.

Edit: And to answer the previous question, no.  Sprites will be roughly 30x60 based.  I'm going to implement a collision mask type of thing for it, so there shouldn't be any problems.
 
theory":253zm292 said:
Sprites will be roughly 30x60 based.  I'm going to implement a collision mask type of thing for it, so there shouldn't be any problems.


nice, man. that's gonna be beautiful! I'm working on a victorian house now in RMXP perspective as a test for the 60x60 size...
 
wow...this is an amazing program from what I've read. If this does come out (which I'm pretty sure it with all that you've put into this) I think I'll defiantly purchase this program. Hopefully you can keep us updated and keep progressing on this. vgvgf's program that he is working on has pretty much died due to lack of responses on his part. So, keep us up to date! I'm really looking forward to seeing some screenshots of this program once they're ready.

it's too bad that I don't have anything to contribute though...I'm not much of anything besides an eventer, and basic scripter...

though something I just thought of. You said that the scripting language for this game is going to be BriskVM, correct? Well, I searched around online for a tutorial to start reading up and learning ahead of time, but I can't really find any good tutorials. The best that I could find came with a download of the program where you only get 10 minutes of usage...So my question is, are you going to include a tutorial on how to use this language or give us a good link in the least???

Thanks!
~xgamexfreakx
 
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"...

 
lol of course a full and comprehensive documentation will be included.  I happen to be an English major- and this is something I couldn't forgive myself for not including.

Sorry for the lack of screenshots and whatnot.  To be honest, there's just too much going on between personal matters, business expansion (which is a horrible and disgusting and equally frightening experience, btw) for me to keep up with everything.

For an update, the project is moving along smoothly.  We're just starting to recover from the holiday season (I got a 12y.o. bottle of scotch for christmas! my friends know me well.) and things will be back to full steam soon.  I'm working towards leaving a few other projects in order to dedicate myself to this project 100%.  Now that things have officially hit the scripting point, it's much more my domain.  And I work fast, so I'll have a lot more to show over the next 2 weeks.  I swear I'll have screenshots within 14 days.  Probably much sooner, but I can't afford to make promises, just in case.

If any scripters or pixel artists want to apply, what I can offer is a free license (and beta access), and depending on the level of your contribution, possibly a free developer account (no charge for marketplace items).

Integrating the program with MySQL on the official forum has opened up a levy of new features that are coming along quite interestingly.  I'll keep you all posted as this develops.

To answer a question I got in PM (though I have no idea why someone would actually ask me this): yes, there will be a license verification to use the program.  The system is tough to crack.  I'd love to depend on the honesty of the public, but we all see the amount of piracy that RMXP suffered through; if I am to deliver a far superior product, I at least need to make sure I can collect on my investment (which is growing by the day.)

[EDIT] @Ricoman: I do like the last one best.
 
Just a quick comment- the posts your signs hang from are one-sided.  I'd recommend splitting these out to different files- one for the sign, and one for the "icon" that goes over the sign.  I have dynamic layer support and a few other features that could make this play together in some fascinating ways.  Just keep them seperated (think layers) and that way we can have 15 diffferent sign styles to match buildings, but the signs can use the same symbols for consistancy.
 

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