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> RPG Maker Engine, Well..hey it's a good start for people
Rukiri
post May 26 2010, 11:28 AM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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While game maker's purely awesome, it's hard for some to code RPGs from scratch(tell me about it..) but for the last few hrs I've been working on a RPG Maker (VX) Engine that will surely help users create RPGs the way they want to. Also it's better in the fact that they have total control over it and can change anything they want to.

So far I've completed
- Grid Movement
http://www.rpgrevolution.com/forums/index....mp;#entry411712
- Collisions
- RPG Party (it's posted here somewhere)


But as for the battle system what would you like to see? it's going to be side view but just want some suggestions.



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Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
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Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
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amerk
post May 27 2010, 09:13 AM
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I'm confused, so you're taking the RPG Maker VX and making it better? And what do you mean by total control? Does this mean the limitations of how many tilesets you can have will be removed?

As for sbs, the only suggestion I would have is to customize it so that after you fight a round of battles you see a percentage bar fill up for exp. I've played a few games that include something like this, and this is actually more useful than I would have thought, because I don't have to keep going into status to see when they will level up next, it tells me at the end of each battle.


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Rukiri
post May 28 2010, 02:55 AM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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QUOTE (amerkevicius @ May 27 2010, 10:13 AM) *
I'm confused, so you're taking the RPG Maker VX and making it better? And what do you mean by total control? Does this mean the limitations of how many tilesets you can have will be removed?

As for sbs, the only suggestion I would have is to customize it so that after you fight a round of battles you see a percentage bar fill up for exp. I've played a few games that include something like this, and this is actually more useful than I would have thought, because I don't have to keep going into status to see when they will level up next, it tells me at the end of each battle.


The engine is coded with Game Maker, there IS not tileset limitation. Total control it just makes it easier to change things in the engine.
I just posted the first version to the Dialog script, in version 2 I'll add the choice menu.

Edit:

I figured out diagonal grid movement..what a bloody F****** pain.

basically just using place snapped but only checking each direction, so once I use if place_snapped(snap_x,snapy) { //code } I could code diagonal movements.

Of course they work like they would in rpg maker, it's not super smooth pixel movement, there's always that wait due to it's snapped to a grid(which is the same effect in RPG Maker)

If you guys want Pixel Movement just simpy code your own, but remember you CAN just change snap_x and y to 2. there's problems with "1".
No A-RPG was ever pixel based, it was always on a very small grid, say 4 or less.


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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Dyrian
post May 28 2010, 03:26 PM
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what about Chrono Trigger? I don't think it was grid-based.


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Rukiri
post May 28 2010, 10:39 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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Yea it was, It was either 5X5 or 6X6. Remember small grids appear to be pixel movement.


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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BannedBot 10
post Jun 16 2010, 12:56 AM
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Chrono Compendium is a fan game website for the games Chrono Trigger, Chrono Cross, and Radical Dreamers. This game contain resources for trailers, screenshots, cheats, walk throughs, release dates, previews, reviews, soundtracks and extra advantages. Chrono Trigger is covered the story of young man.
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Rolpege
post Aug 26 2010, 05:53 AM
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In fact, at The Legend of Zelda, Link moves 1 pixel at a time… but it has "corrections" to adapt Link at a grid without making the controls feel unresponsive.

Look at the description of the movement here: http://troygilbert.com/2006/10/the-movemen...egend-of-zelda/

And also, I challenge you to make this kind of movement! wink.gif


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normankane11
post Oct 29 2010, 01:21 AM
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Well, Sounds good and also interesting. Nice to share such a wonder description which indicate whole information about the game. You are right that After read this whole description, I become confident about this game.
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Rukiri
post Oct 30 2010, 10:10 AM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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Well I just cloned RPG makers set_move_route but all I did was just code movement NOT stuff like jump, set direction, move random as most of those things were really useless.

http://www.rpgrevolution.com/forums/index....mp;#entry456533


__________________________
Xeilsoft
- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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fletcher8la
post Nov 12 2010, 10:42 PM
Post #10



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As i know game maker allows to make exciting computer games without the need to write a single line of code. But i don't know the functionality of that.Can you help me.


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norkezz
post Jan 29 2011, 03:45 PM
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Nice that you are going to create an RPG-engine in Game Maker. I've just finished an own system. Very hard in the beginning but it gets more easy when you are busy. I see you completed some parts of it. And about that battle system. The most RPG's use an Turn Based Battlesystem. However that one is very nice, I see more people script their own Action Battle System. I prefer the ABS. It's a hell more easy to create in Game Maker so far as I know and more people will like it.

Good luck with your system!
If you need any help or tips you may send me a pm. I'm very new here on this forum, but an advanced scripter in GML. (Momently I'm busy with an 3D RPG I will tell about more soon.)

Gr
Norkezz

P.S.
If you make it for users open. Make it easy to understand and not a big mess. Organise your code and recource root folders. My system is done now and the only way I still know what everything means and does is because that reason. I'm not sure if it is really what you are going to publish. I thought that you were going to publish an GMK. So yes, remember that. I'm telling it you because there were more people who created one and I couldn't understand it all. And I really like it to see other's tactics.


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