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RPG Breeze (Cancelled)

Beta team members will basically be given access to the purchase and registration page, but won't be charged any money for it. The program will be lisenced to you, and you only. And don't bother trying to transfer it; it won't work without your login. So to answer your question, it will be a direct download from the website.

I don't like bumps in the date, either. But the fact is, I'm still going to be waiting another year for Halo 3 Recon :( I understand you want to see a release, as do we. Fact is, that the program simply is not a "better-than or equal to RMXP", it's a straight up unique and revolutionary 2D engine. And I won't be releasing it until that's true. There are legal reasons as well. If I release a version that's head to head with RMXP, I could be sued for dirivitive works and the project canceled altogether. It's a different product, and I'm not comfortable releasing it until it's completely different.

Trust me, I'll release it as soon as I comfortably can.
 
Alright. With legal stuff involved... Well, I get that. I guess I'll bide my time; twiddling my thumbs, playing some games... You know...
 
lol Jayden...patience, dude!

oh yeah, I'm all for a finished product. The LAST thing I wanna see from RPG::A is blue-frikkin-screen of frikkin death! =P

email will probably be the best way to get ahold of me, Theory. I only check this so often :biggrin:
 
I guess you deserve a description of what is taking so long.
So here's a breakdown of the questions the new game wizard will ask:

Page 1:
Game Title (generate?)
Subtitle (generate?)
Title Screen Type:
+Text Based (Simple)
++Text Options
+Graphic Based (Advanced)
++Graphic Options
Title Screen Background
Title Screen Effects
Title Screen Music (with intro/custom loop support)

Page 2:
Stat System:
+Simple
+Advanced
Enable Racial Support?
Enable Perks & Quirks?
Leveling System:
+None
+Exp Based, Classic
+Stat Based, similar to Elder Scrolls
Movement System:
+Tile-based (Retro)
+Pixel-by-Pixel (Modern)
Battle System:
+Turn Based (Classic)
+RTAB
+Action Battle System (Zelda-esque)
Currency System:
+Simple
++Currency Name
+Advanced

Page 3:
Enable Class System?
Object Set:
+Simplified
+Full
Enable NPC Wizard?
Inventory Type:
+Type A (Party-based)
+Type B (Per-Character)
Enable Weight Limit?
Map Level:
+Basic (Classic)
+Enhanced (Features Ice, Swamp, etc)
Enable Enhanced Water?
Enable Player Jumping?

Page 4:
Enable MiniMap?
Use Map Menu?
Enable Fast Travel?
Menu Mode:
+Static (Classic)
+Smart (Changes based on # of characters in party)
Enable Custom Window Wizard?
Enable Cinema Mode? (letterbox effect, player controls locked)
Save & Load System:
+Basic
+Advanced (Savestate)
Time System:
+None
+Real Time (like the pokemon games)
+Time Emulation (faster time, reccommended)
Calendar System:
+None
+Real-Time
+Custom/Emulated (reccommended)
Nature Emulation:
Use Regional Weather?
Use Seasonal Weather?
Change tileset by season?

Page 5:
Shop System:
+Basic
+Advanced (required for advanced currency)
Item Forging System:
+None
+Basic
+Enhanced
++Enable Alchemy?
++Enable Cooking?
++Enable Harvesting?
++Enable Smithing?
++Enable Enchanting?

Page 6:
Enable Shaders?
Enable Particles?
Enable Real-time Lighting?
Enable Natural Lighting? (weather, storms, lightning, day, night-related)
Enable Fogs?
+Single Layer
+Dual Layer
Enable Panoramic?
Enable Transitions?
Enable Hardware Acceleration?

Page 7:
Enable Visual Equipment?
Character Creator (repeat as many times as needed, can still access later)

Page 8:
Enable Automatic Project Backup?
Enable Live Support? (runs during testplay, help you fix problems automatically)


======================
And that's just the new game wizard. May not resemble this exactly when it's completed. This just sets up the game and editor to the specifications you select.
 
theory":9qt0k0tc said:
Use Regional Weather?
Use Seasonal Weather?
Change tileset by season?

Wow. I sent a PM to you earlier outlining how to do this, and offering to help as soon as I got the hang of the programming language. (Why must the name be harder to remember than Ruby?) Anyway, since you haven't looked at that PM yet, I assume you were planning to do it on your own? Also, I want to point out that you'll probably want weather to have seperate audio channels, so that it doesn't affect the game design. You'll also want the game builder to be able to select the audio files that will play, and possibly design the different weather patterns. (Depending on how advanced they are. I'm one of those people who would probably go as advanced as possible and sink or swim)

Edit: Have you been reading my posts recently? There are several systems in this (game time, advanced money, and weather, to name a few) that aren't usually included in a wide variety of games, but that I have been attempting to assemble for RMXP. (And, most notably, I have been succeeding at assembling them) Here, let's take a look at what I was planning on includng in my World Settings SDK:

theory":9qt0k0tc said:
Stat System:
+Advanced

Enable Racial Support?
Leveling System:
+Stat Based, similar to Elder Scrolls
Movement System:
+Pixel-by-Pixel (Modern)
Currency System:
++Currency Name
+Advanced
Inventory Type:
+Type B (Per-Character)
Enable Weight Limit?
Map Level:
+Enhanced (Features Ice, Swamp, etc)
Time System:
+Real Time (like the pokemon games)
+Time Emulation (faster time, reccommended)
Calendar System:
+Real-Time
+Custom/Emulated (reccommended)
Nature Emulation:
Use Regional Weather?
Use Seasonal Weather?

Change tileset by season?
Shop System:
+Advanced (required for advanced currency)
Item Forging System:

+Enhanced
++Enable Alchemy?
++Enable Cooking?
++Enable Harvesting?
++Enable Smithing?
++Enable Enchanting?
Enable Real-time Lighting?
Enable Natural Lighting? (weather, storms, lightning, day, night-related)
Enable Fogs?
+Dual Layer

OK. Everything in bold is something I have explicitly stated the possibility of inclding in that kit, while everything else is a set of additionas that I have considered, and are easily derived from additions I have already mentioned. Most of this stuff is certainly not necessary, although it would definitely be a perk over RMXP. In fact, almost the entirety of the RMXP default systems can be covered by just a few of the options on the list you posted.
 
ok theory, got a ton of ideas for how to execute some of these, I'll email you tomorrow =D

specifically, the character generator :thumb:
 
@Glitch - I did read your thread awhile back. To be honest, most of those were already planned. In fact, the only one I can recall offhand was I really liked your Celestial events. However, I don't believe it's going to make the cut for RPG:A. You have to understand, pretty much every one of the items listed in your thread (with the exception of celestial events) is already an existing script. Maybe not packaged up all pretty, but my lists have been around longer than your thread (most likely) and were made from scripts that I used to develop ManaStorm (my tech demo) in RMXP. You yourself saw my battle system, if I recall. Either way, you've been on the beta list since before I started the project. If you don't believe me about the scripts, start translating your searches into japanese and korean and use google. I've found hundreds of interesting scripts.

@Rico - Looking forward to it.

[edit: glitch, read your PM. wow. I swear I didn't read that before posting this! That is creepy, though... Get on AIM sometime. I have something to show you.]

Edit 2:
New feature set:

Demo Limitations:
Allows the creator to set demo limitations, such as time limit, level cap, etc. in order to easily release a demo.
 
theory":6qv6c0i8 said:
@Glitch - I did read your thread awhile back. To be honest, most of those were already planned. In fact, the only one I can recall offhand was I really liked your Celestial events. However, I don't believe it's going to make the cut for RPG:A. You have to understand, pretty much every one of the items listed in your thread (with the exception of celestial events) is already an existing script. Maybe not packaged up all pretty, but my lists have been around longer than your thread (most likely) and were made from scripts that I used to develop ManaStorm (my tech demo) in RMXP. You yourself saw my battle system, if I recall. Either way, you've been on the beta list since before I started the project. If you don't believe me about the scripts, start translating your searches into japanese and korean and use google. I've found hundreds of interesting scripts.

@Rico - Looking forward to it.

[edit: glitch, read your PM. wow. I swear I didn't read that before posting this! That is creepy, though... Get on AIM sometime. I have something to show you.]

Edit 2:
New feature set:

Demo Limitations:
Allows the creator to set demo limitations, such as time limit, level cap, etc. in order to easily release a demo.

Yeah, I did know that pretty much every script I planned to include existed already. The project has a two-fold purpose. It is to increase my abilities in Ruby, and it is to pull a great deal of those scripts together into a tangible, compatible form.

Also, I knew for a fact that you hadn't read the PM before posting, which is why I was so surprised. (In this forum software, PMs will switch from one box to another as soon as they get read by the person they were sent top. Until they are read, you still have the power to edit them or delete them, although the person will know if you deleted a message after sending it to them.

Anyway, I hope you can get this done as fast as you say.
 
That's... Scary :blank:

Just a few quick questions:

You'll be able to go back and edit that, right? Like, if you end up wanting something different?
Is Custom Window Wizard basically a scene generator?
Will there be a right-click or help button that goes more in-depth to each of those features?

Also, love the demo limitations. I never would've thought of that; it's a great idea.
 
You'll be able to add features, I can't promise smooth removal but I'll see what I can do. As for a help menu, there will be a little window with a help doc embedded that expains what each option does.
 
wow...there is a lot more going into this than what I've thought it was going to be. I cannot wait for this to be released.

As for pushing back the date: yes, it's very very very very annoying. However, if it makes it more completely and less likely to be hacked upon release, then it's worth the wait. A more completed project that takes more time is better than a project that come out to soon and flops face down in the virtual dirt. Good luck on finishing this!! I'll be watching!
 
I certainly agree. It's much better to have a fully functional first release that took a little longer than it is to have a dysfunctional release that comes on time. And there definitely has to be nothing in the way of errors regarding scripting, or we'll end up with stuff like the variables in VX.
 
wow! just found the thread (i need to look around more) at $30, i am SO buying this when it comes out. that actually sounds a little cheap.
well, here's its bump for the day
 
Always glad to see a new supporter. And $30 is cheap. That's the idea. I'm not wanting to get rich, just something to actually cover the development of it. If I break even within a year, I'm good.

Things are really coming together. This week alone I've recieved over 20 contributions from members, in the form of everything from templates, to ideas, to even scripts! So it's really starting to look up.

So thanks to everyone, for all the support. I'll try my damnedest not to disappoint.
 
theory":k5hhzs0v said:
Always glad to see a new supporter. And $30 is cheap. That's the idea. I'm not wanting to get rich, just something to actually cover the development of it. If I break even within a year, I'm good.
And that is why we all love you Theory! Seriously...we do.

Also, what about getting some screenshots up? Maybe a peek at the editor??? Please?
 
xgamexfreakx":2hqomf7x said:
And that is why we all love you Theory! Seriously...we do.
Also, what about getting some screenshots up? Maybe a peek at the editor??? Please?

Kiss arse! lol gamefreak...

I DO have to agree with the last half of that, tho...Theory, any pics you got would be like water to a desert-bound soul...PLEASE??? :cheers:
 
Let's face it. We aren't geting pics of the editor until he's ready for them. He'll probably wait for a while, and add a little time every time you ask. Developers do that, you know. On a more serious subject, would you rather see a screen of an in-development editor using temporary tiles, or a finished editor ready to be released?

I assume he's waiting to give screens because it isn't completely finished, or doesn't have that finished look. That wouldn't be nearly as impressive as a finished editor, would it?

Although, I wouldn't mind seeing any of that temporary RTP he mentioned earlier in the thread.
 
I'm sorry I don't have the RTP finished, yet. We're still using a LOT of placeholder art. [Some VX and some XP stuff.] This is the reason I can't really post screens- because it still displays content that isn't mine to be able to show. I am talking to a well-renowned anime artist about picking up the templates. To be honest, he doesn't want to. But if he agrees, we can be assured of some top notch templates to work with. Soon as I get the templates, I'll post them here for early development.

There are already a few entries for the marketplace system, with more thoughts coming in daily. By launch, I expect a wide array.

The scripting language, again, is a cross between BriskSL and BlitzMax. While I know noone wants to learn a new language, the method with which core functions are exposed result in a much faster engine speed than RMXP. And with a 60FPS standard rate, much smoother animation as well. For those wanting to brush up, google either language and the first result is for manuals to the languages. You can use the entire SL syntax, and about 75-85% of the BMax functions. Potential scripters, email me for beta consideration. It's theory [at] theorystudios.net .

I know you want screenshots, and I plan to fill this urge. Not tonight, but by Monday, I'll try to have daily updates with screenshots for each feature as it's integrated. Official status: We have the engine, the map editor, the script engine, the script editor, and basic features. We're officially at the mad scripting stage. Scripts are all outlined, in a very clever and technical format. It's just a matter of converting them from my notebook syntax into the scripting engine, and a few more tie-ins for the editor.

The beta roster so far is as follows:
Glitchfinder - Scripting assistant, leading the way with our weather system, and beta testing the other scripts.
Ricoman - You've earned beta rights just for the level of support you provide. As soon as we get it ready for you, a beta is yours to command.
jaydenfox - I liked some of your ideas. You'll be doing some hardcore testing for me in the final run- required to inspect and use every feature, inside and out, and report back anything you find that's off.
 
Screenies by Monday are fine. We've waited since what, December? I think a few more days wont kill us :thumb:

Man, who'd have thought that thinking of features lacking in RMXP would ever get me a seat on the beta of the first next-generation RPG Maker. I'll try to hit every feature. If, when you need me to test for you, you can make a list of the most important features that I should be making sure have no bugs or flaws, I can kinda use it as a checklist, and that'd make it easier. I'd be able to remember what I've already done :biggrin:

Edit: Just for the record, I stole your userbars and put them in my sig on another RMXP forum that I frequent (along with a link to this thread), and a few people have started to ask about it.
 
Everything looks good so far, but I just thought of something that would be really cool, will it be able to run on Mac and Linux too? or is it Windows only?
 

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