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RPG Inventor - A New RPG Maker in development

So can you use different tilesets on one map? I think you mentioned that, but it wasn't quite clear. From what the screenshots look, I think my assumption is right.
 

jneul

Member

Lazer Kirby":169zk712 said:
So can you use different tilesets on one map? I think you mentioned that, but it wasn't quite clear. From what the screenshots look, I think my assumption is right.

yes you have unlimited tileset and autotile usuage, which saves users a lot of time, no more combining tilesets :biggrin:
 
How does that work? Isn't that the same as your system combining them for us, ultimately causing lag?

Also, I'm looking forward to more event commands, and the ability to make your own menus without scripting.
 

jneul

Member

Kiriashi":ksa5f3rl said:
How does that work? Isn't that the same as your system combining them for us, ultimately causing lag?

Also, I'm looking forward to more event commands, and the ability to make your own menus without scripting.
no, that's not how it works, the system does not combine them at all, bascially i just coded it so that all resources are accessible by the program (simple really) what rpg maker xp did is just added a limiter so you could only have 1 tile set and the defined auto tiles, the only difference this makes is that rpg xp maps take up less memory and load instantly, whereas mine take up a 1-2MB (sometimes more depending on what you have on screen) and take a couple of seconds to load.
Each tile on the map has a Bitmap variable, this basically holds the graphical information for each tile, and it makes it easier when you come to load and save the map.
We are currently working on a way to reduce map loading times, as we are aware that even a small delay can frustrate users.
Thanks for the feedback and I'm sure your idea for menu editing without scripting, should not be too hard to implement.
 

jneul

Member

computerwizoo7":3mue9znp said:
the resolution on screen, is it a bigger window size than rpgmxp?
At the moment the program runs at 938x735, which is just temporary for now, it does not have full screen mode as of yet, we will change this so it can run in different resolutions (for different computers depending on specs).
The three modes we are considering are:
  • 800x600
  • 1024x768
  • 1280x1024
Also full screen mode will be available for those who run the program at a lower resolution (as it will just stretch the screen to fit)
 
Wait, maps take up 1-2MB?! So if you had 300 maps, it could be 300 - 600 MB! That is too much for an RPG. I think you should come up with a way to make the maps a smaller size.
 

jneul

Member

Lazer Kirby":3a18217d said:
Wait, maps take up 1-2MB?! So if you had 300 maps, it could be 300 - 600 MB! That is too much for an RPG. I think you should come up with a way to make the maps a smaller size.
thanks for the suggestion already on that problem, the issue being that certain solutions may lead to slower map loading times, it is better to use a solution that will take less space without increasing map load times (it is not as easy as you think).
we was thinking of having a combined bitmap for each layer and then compressing all the data, for saving purposes, when it comes to retrieval we would have to retrive and uncompress the data and set it to the map, it should speed up map loading and save space, but we are currently looking at other solutions as well.
 
M...M...Megabytes..? :shock:

Defiantly lower that!


Would it be possible to load all the maps in the game into the computer's RAM at the beginning of the game, instead of loading them at different individual times? That sounds like it would be much better for the player.
 

jneul

Member

Kiriashi":2nt71g9y said:
M...M...Megabytes..? :shock:

Defiantly lower that!


Would it be possible to load all the maps in the game into the computer's RAM at the beginning of the game, instead of loading them at different individual times? That sounds like it would be much better for the player.

We used to load in all maps at the beggining, but we thought that this was not a good idea, can you imagine waiting for 500 maps to load into memory before playing the game (each one takes a couple of seconds), you would be there waiting for a long time (from a users point of view)
The best way is to load up the first required map, then to dynamically load in the next required maps in the background while the user is playing the game (rather than doing it on a map change request), the only problem being is that sometimes on odd occasions you will still get a short map load time, the best way around this is to find a better way to store and retrieve maps.
 

jneul

Member

Not at the moment, it was programmed in XNA on windows XP. We will look into doing a version that will run on a 64bit OS, we will let you all know once we have decided the outcome.
 

jneul

Member

Update: first of all I would like to make an apology for my absence lately the past two weeks have been very busy, i have now upgraded to windows 7, so i should now be able to get back to working on RPG Inventor.
Also this means that I should be able to make an x64 version of RPG Inventor :biggrin: (don't worry we are still supporting x86 as well)
 
jneul":2gxod564 said:
Update: first of all I would like to make an apology for my absence lately the past two weeks have been very busy, i have now upgraded to windows 7, so i should now be able to get back to working on RPG Inventor.
Also this means that I should be able to make an x64 version of RPG Inventor :biggrin: (don't worry we are still supporting x86 as well)

Why not just make it an x86 build so it will work on both x64 and x86 machines :)
 

jneul

Member

That's what I am going to have to do now anyway because direct x and xna does not work with x64, as i just found out the other day, you have to override the program to target the x86 platform to make it work.
Such a shame i was hoping to see it running in full x64 glory.
 

jneul

Member

Update: at last now RPG Inventor has the ability to run in the following resolution modes:
  • 800 x 600
  • 1024 x 768
  • 1280 x 1024 (full screen)

pictures:
800x600.png

800x600

1024x768.png

1024x768

1280x1024.png

1280x1024
 

jneul

Member

Ok not a big update, but I finally got my Icons done, how I wanted them to be, with many thanks to OceansDreams(rpg revolution site).
Screen shot:
NewIcons.png
 

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