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Visual RPG Studio (Beta)

Here two new custom functions.

Playscreen_Camera_Goto(int x, int y)
Jumps the view to this location on the board.

Playscreen_Camera_GotoSmooth(int x, int y)
Moves the view to this location on the board.

banner.png

http://lastend.com
 
Happy to say I got fullscreen working. It allow any settings your video card supports. I'll show screenshots of the settings page once I have the style looking right.
 
Seems interesting to say the least.

Is there a chance for you to add isometric tile support?

If so I may be willing to give a helping hand in the graphic department.

I was making a game with RPGmaker VX but got frustated by how limiting it is in the visual side, so I looked for an alternative and ended here.

After reading the help wanted part of your website I see you request 16x16 and 32x32 tilesets, if you plan to outdo enterbrain in every aspect why do you keep your program within their limits? I'm an artist and I'm awfully turned off by how graphically limiting EB's RPGMaker is.

48x24 characters? 100x50 rings better to me, and give you some room to give the characters some style and personality, tho this doesn't count on having a sword swing or something, you will have to think of something to be able to give the sprites some extra room for such actions, I recommend looking at how mugen used an axis for such situation.



Also, a standard size sounds nice for your regular townsfolk, but what if I want to add an orc? or a horse? the default size just won't cut it, RPGMaker VX has some kind of dynamic way of reading character sets of any size, so you could add characters of varying sizes, I wonder if you could add such a thing to your engine.


Then tilesets, 32x32 was cool when games where running in 320x240, but nowadays filling a 1024x768 screen with 32x32 tiles is just a pain, both to the ass AND to the eyes, everything looks so damn small you can barely tell things apart, give us more room to add some detail so people is more free to beautify their games, 64x64 sounds better to me.

Here are the boards I was making before I decided to look for something other than RPGMVX for my project:
Only finished top left room in the second one :P
 
Isometric programmicly won't be supported; however the art could be draw that way to give a isometric feel.

The reason i'm looking for a player that size is because he needs to fit in the doors on the example map. The Melee attacks will be a larger size to allow for the sword graphic.

Each Player/NPC/Actor can be setup to be any size. I do indeed hate limmits too. For this reason tiles can also be any size greater than 8.

I like your art. It has a bit of that DC Comic look. If you want to submit any work just follow the information off the Help Wanted page.
 
Here what I been working on this past week.
Code:
 

dofile("Scripting\\Base\\Keys.lua")

Scripting_RegisterClass("ui")

Scripting_RegisterClass("engine")

 

 

UI.AddButton(13, "Play", 0, 24, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)

UI.AddButton(14, "Settings", 0, 48, 150, 20, "Engine.ShowVideoSettings()", -1)

UI.AddButton(15, "Exit", 0, 72, 150, 20, "Engine.CloseWindow()", Keys.Escape)
 
The scripting for the UI is going great. The system will allow full control over any GUI control. For users that don't know scripting there are many prebuilt gui objects that need no scripting.

Code:
dofile("Scripting\\Base\\Keys.lua")

Scripting_RegisterClass("ui")

Scripting_RegisterClass("engine")

 

 

dialogID = nil

 

function loadUI()

  _width = Engine.GetWindowWidth()

  _height = Engine.GetWindowHeight()

  _offsetX = _width - 160

 

  dialogID = UI.AddDialog(0, 0, _width, _height)

  UI.SetDialogColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))

  UI.SetDialogCaption(dialogID, "Play Menu", UI.ARGB("White"), 30)

  UI.AddButton(dialogID, 13, "New Game",  _offsetX, _height - 112, 150, 20, "Engine.NewGame()", Keys.Enter)

  UI.AddButton(dialogID, 14, "Load Game",  _offsetX, _height - 88, 150, 20, "Engine.LoadGame()", -1)

  UI.AddButton(dialogID, 15, "Main Menu",  _offsetX, _height - 64, 150, 20, "UI.Load('MainMenu.lua', true)", Keys.Escape)

end

 

loadUI() -- I made this in a function so its attributes drop out of memory once out of scope.

 

function resize() -- Called any time the engine window is resized, it is optional.

  _width = Engine.GetWindowWidth()

  _height = Engine.GetWindowHeight()

  _offsetX = _width - 160

 

  UI.SetDialogSize(dialogID, _width, _height)

  UI.SetButtonLocation(dialogID, 13, _offsetX, _height - 112)

  UI.SetButtonLocation(dialogID, 14, _offsetX, _height - 88)

  UI.SetButtonLocation(dialogID, 15, _offsetX, _height - 64)

end
 
I didn't like how the UI scripting was looking. So I put the UI objects in sub classes of the UI class. At any rate it looks better and is easier to remember syntaxs.

Code:
dofile("Scripting\\Base\\Keys.lua")

Scripting_RegisterClass("ui")

Scripting_RegisterClass("engine")

 

dialogID = nil

 

function loadUI()

  local _width = Engine.GetWindowWidth()

  local _height = Engine.GetWindowHeight()

  local _offsetX = _width - 160

 

  dialogID = UI.Dialog.Add(0, 0, _width, _height)

  UI.Dialog.SetColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))

  UI.Dialog.SetCaption(dialogID, "Main Menu", UI.ARGB("White"), 30)

  UI.Button.Add(dialogID, 12, "UI Test", _offsetX, _height - 136, 150, 20, "UI.Load('UI Test.lua', true)", -1)

  UI.Button.Add(dialogID, 13, "Play", _offsetX, _height - 112, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)

  UI.Button.Add(dialogID, 14, "Settings", _offsetX, _height - 88, 150, 20, "Engine.ShowVideoSettings()", -1)

  UI.Button.Add(dialogID, 15, "Exit", _offsetX, _height - 64, 150, 20, "Engine.CloseWindow()", Keys.Escape)

end

 

loadUI() -- Is in a function so its attributes drop out of memory once out of scope.

 

function resize()

  local _width = Engine.GetWindowWidth()

  local _height = Engine.GetWindowHeight()

  local _offsetX = _width - 160

 

  UI.Dialog.SetSize(dialogID, _width, _height)

  UI.Button.SetLocation(dialogID, 12, _offsetX, _height - 136)

  UI.Button.SetLocation(dialogID, 13, _offsetX, _height - 112)

  UI.Button.SetLocation(dialogID, 14, _offsetX, _height - 88)

  UI.Button.SetLocation(dialogID, 15, _offsetX, _height - 64)

end
 
Here a list of all the dialog commands. Let me know if you want anymore added.

Information
The UI Dialog class allows you control over dialogs. All of the following commands can be accessed by using [ UI.Dialog. ] You will have to register the UI class.


Functions

int Add(int x, int y, int width, int height )
Add a dialog. Returns the id of the created dialog.

SetCaption(int dialogID, string text, int fontColor, int height)
Creates and enables the caption.

SetColor(int dialogID, int color)
Set the background color of the dialog.

SetColors(int dialogID, int topLeft, int topRight, int bottomLeft, int bottomRight)
Set the background blended colors of the dialog.

SetLocation(int dialogID, int x, int y)
Set the dialog location.

SetSize(int dialogID, int width, int height)
Set the dialog size.

SetFont(int dialogID, string faceName, uint size)
Set the dialog font.

SetFontColor(int dialogID, int fontColor)
Set the dialog font color.

...The site will be updated once we get a few more of the scripted objects documented...
 
Here are the button Commands.

Information
The UI Button class allows you control over buttons. All of the following commands can be accessed by using [ UI.Button. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height, string luaEvent, int Key)
Adds a button.

SetClickEvent(int dialogID, int id, string luaClickEvent)
Set the button click event.

SetLocation( int dialogID, int id, int x,int y)
Set the button location.

SetSize(int dialogID, int id, int width, int height)
Set the button size.

SetText(int dialogID, int id, string text)
Set the button text.

string GetText(int dialogID, int id)
Returns the button text.
 
Well crap I just found a major one that is needed in all objects. Remove(int id) . This will be a easy update.

Update: Remove has been added to ui objects.
Remove(int dialogID, int id)
Remove a button.
 
Good news the UI scripting system is just about in beta status. I have coded all the wrappers to the appliction, and have documented them. The new UI documentation will be posted to the projects website once I complete each UI object example.

Moving forward I have move myself to the scripting IDE side of things. So far I have added many new options. Like colored syntaxs, text zoom, and auto complete sytaxs. This is now an other area that I will post more information on once its documentation is done.
 
Here a small list of features for the LastEnd RPG Maker built in script editor and a screenshot.

LastEnd%20RPG%20Maker%20Script%20Editor.png


FEATURES
Function lookup
Colored Syntax Highlighting
Intellisense
Text Zoom
Find, Replace, Replace all
Cut, Copy, Paste
Debugging
 
Texture Area Editor: Allow you to select part of a texture for the object graphic. By filping the selection box you can flip or mirror objects with a simple click an drag of the mouse.

LastEnd%20RPG%20Maker%20Texture%20Area%20Editor.png


The texture shown is for the gui objects. The texture it self is still a work in progress.
 
OK that was just a test form. It will be mixed with the animation form. That form will make single texture objects very easy to uses. Making animated objects more simple will be my next on going task a long with making a toggleable (animated/non-animated) Texture Area Editor form.
 
Here is the new version of the Texture Layout Editor. The form is resizable. This is what it looks like for objects that can't be animated. I will show screenshot of it in animation mode once it's ready to be shown. (Aka still working on it.)

LastEnd%20RPG%20Maker%20Texture%20Layout%20Editor%20-%20GUI.png
 
Nice job LE. I think you're making great progress. Hope it gets finished. Also what will the battle system be like? Side view, action battle system, ect.
 

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