I could try it, and maybe get my graphics sister (I meant, not system >.>) to try as well if you want...? A gear shaped as an E, correct? I'll see if I do something in PS CS5 and find some textures! :3
If I had any money, I would donate it to you. But sadly, I do not
This post has been edited by MagitekElite: Sep 9 2011, 06:50 PM
Group: Member
Posts: 47
Type: Developer
RM Skill: Beginner
This is blowing my mind right now, It's hard to comprehend what you're doing here. This is just GOLD I would love to use it, you've got my support all of the way!
This post has been edited by Nof56: Nov 1 2011, 12:36 PM
__________________________
S.P.O.R.D.<- Military acronym meaning Steaming Pile of Rectal Discharge.
Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate
I'm excited to hear what you've done and I really hope you finish with Enigma as soon as possible. I have a few suggestions that would be nice to add, but I hope it doesn't take too much extra time to do. I wasn't sure when you would need to have these things in mind in order to allow for them in the program, but hopefully I'm not too late....
-"Bottomless" tile sets would be nice, at least as far as reasonably possible.
-I'm not sure what you had planned for the use of a mouse in-game, but you could give the option to use the mouse to move the character around and interact with events.
-It would be nice to have the option to use multiple tile spaces in any direction for sprites. In VX you can have sprites two tiles high, but when you try to make a two tile wide sprite, for instance a cow, bus, or anything wide, than only the middle tile that it supposedly occupies can you not walk through. I would suppose the easiest thing to do would either be to make a selection for tile width and height in the event window, or have a selection screen for tile width and height for each sprite set.
-I read someone suggest what they called 3D sounds. If you do that I would suggest having the option of using 3D sounds with a 2D game as well.
-A menu and title screen customization wizard would be nice since so many people like to customize these, or at least I assume since there are a number of scripts out there.
-I don't even know if this is possible but I'm throwing it out there because I've thought of it and hundreds of others like me. Perhaps... an optional intro "movie" using pictures, or an actual video file?
-This one would be helpful in most types of games. An in-game "calender" with seasons, years, days, normal variables, and normal switches. This could keep all of the events that have a condition attached to them organized in a calender tab for easy access and organization. Also, for those who want time to pass in their games, it would allow for in-game calender based game play without a lot of eventing work.
-This one I'm going to need pictures for because I don't think anyone would understand if I just tried to explain it, as well as the fact that I don't think it's been done before. The only name I came up with for it was a Successive Command right-click feature.
Images
You select what you want to be duplicated, and then you right-click and select Successive Command.
A window would appear that shows the highlighted field (Top, highlighted in blue), allows for the player to highlight what they want succeeded (Middle with orange), and allows the player to select where they want the duplications to appear (Bottom with orange). Also there should be an input for the number of reproductions (Shown at bottom of image), as well as options so that they can add, subtract, multiply, and/or divide the succeeded variables and conditional branch conditions by the number typed (Not shown in image). (*Phew* I hope you could understand that.)
For this end result you would select to add 1 to the succeeded. Notice how the duplications are added to the conditional branch above it just like it was selected in the Successive Command Window to create a "chain succession". (I hope I'm making myself clear.... I don't know how else to explain this.)
-Lastly I wanted to add ideas for what you called templates. Board game/card game, Arcade game, action and/or fighting (think Teken), and also Adventure with jumping and so on (?) (think tomb raider).
Anyways, I realize all of these ideas may not be implemented, but here they are anyways. Don't worry about them if they're too far out to realistically be put into the program.
-My last suggestion is that you find more people to help you create this program as soon as possible. Personally I'm really hoping you will so the wait won't be so long.
Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed
Gonna steal my way into this topic.. @Under Regarding your successive command right-click thing; you can derive an algorithm that won't require several conditionals. For example you only need to set "Koo" to the value of "Time of day" - 11
__________________________
Got 30 minutes? Then you've enough time to play this awesome game: - potentially promising project page - thanks holder
Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate
QUOTE (Night5h4d3 @ Nov 12 2011, 06:15 PM)
Gonna steal my way into this topic.. @Under Regarding your successive command right-click thing; you can derive an algorithm that won't require several conditionals. For example you only need to set "Koo" to the value of "Time of day" - 11
Wow you're right. It would be nice to have figured that out on my own.... However, I was just trying to show an example and I think the Successive Command idea would still be useful in some cases, especially if you wanted to add three to one variable and multiply the other. Basically it would cut down on a lot of time for eventers.
Anyways, I'm just a novice eventer and a lot of simple things just go over my head for some reason. I probably end up doing a lot of things the hard way because of that.
Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15
First of all im sorry for the lack of updates here, been really busy with everyday life. But i do have one little important update to announce which i hope most of you here will be happy to hear about.
I have started work on a 64-bit version of the engine. So those of you who run 64-bit computers, will be able to use this to their advantage! i will post more about this another time.
Now to answer some questions.
QUOTE (Under @ Nov 12 2011, 09:32 PM)
I'm excited to hear what you've done and I really hope you finish with Enigma as soon as possible. I have a few suggestions that would be nice to add, but I hope it doesn't take too much extra time to do. I wasn't sure when you would need to have these things in mind in order to allow for them in the program, but hopefully I'm not too late....
-"Bottomless" tile sets would be nice, at least as far as reasonably possible.
I have something similar in mind, don't worry there will be no limitation to the amount of "layers" you can use.
-I'm not sure what you had planned for the use of a mouse in-game, but you could give the option to use the mouse to move the character around and interact with events.
In game mouse features will be implemented, think of Diablo 2 style mouse functions, but the functions are completely customizable ofcourse!
-It would be nice to have the option to use multiple tile spaces in any direction for sprites. In VX you can have sprites two tiles high, but when you try to make a two tile wide sprite, for instance a cow, bus, or anything wide, than only the middle tile that it supposedly occupies can you not walk through. I would suppose the easiest thing to do would either be to make a selection for tile width and height in the event window, or have a selection screen for tile width and height for each sprite set.
I'll have a look into this, cant really say what i have in mind at the moment, sorry about that.
-I read someone suggest what they called 3D sounds. If you do that I would suggest having the option of using 3D sounds with a 2D game as well.
3D sounds will be able to be used within 2D games also, so don't you worry about that
-A menu and title screen customization wizard would be nice since so many people like to customize these, or at least I assume since there are a number of scripts out there.
A visual customization screen will be available for those who wish to use one, and hard code can also be used if the user so wishes.
-I don't even know if this is possible but I'm throwing it out there because I've thought of it and hundreds of others like me. Perhaps... an optional intro "movie" using pictures, or an actual video file?
I have been thinking about something along the lines of this, but i am not sure if it will be a necessity. I can always make a plugin once the engine has been completed if this feature is in high demand.
-This one would be helpful in most types of games. An in-game "calender" with seasons, years, days, normal variables, and normal switches. This could keep all of the events that have a condition attached to them organized in a calender tab for easy access and organization. Also, for those who want time to pass in their games, it would allow for in-game calender based game play without a lot of eventing work.
I will definitely look into a feature like this. Thanks for mentioning it.
-This one I'm going to need pictures for because I don't think anyone would understand if I just tried to explain it, as well as the fact that I don't think it's been done before. The only name I came up with for it was a Successive Command right-click feature.
Images
You select what you want to be duplicated, and then you right-click and select Successive Command.
A window would appear that shows the highlighted field (Top, highlighted in blue), allows for the player to highlight what they want succeeded (Middle with orange), and allows the player to select where they want the duplications to appear (Bottom with orange). Also there should be an input for the number of reproductions (Shown at bottom of image), as well as options so that they can add, subtract, multiply, and/or divide the succeeded variables and conditional branch conditions by the number typed (Not shown in image). (*Phew* I hope you could understand that.)
For this end result you would select to add 1 to the succeeded. Notice how the duplications are added to the conditional branch above it just like it was selected in the Successive Command Window to create a "chain succession". (I hope I'm making myself clear.... I don't know how else to explain this.)
Whoa, complicated system going on there.. I'll see what i can do, but im not going to promise a feature like this.
-Lastly I wanted to add ideas for what you called templates. Board game/card game, Arcade game, action and/or fighting (think Teken), and also Adventure with jumping and so on (?) (think tomb raider).
Thanks for the ideas, i had a small list of ideas, but thank you for contributing.
Anyways, I realize all of these ideas may not be implemented, but here they are anyways. Don't worry about them if they're too far out to realistically be put into the program.
-My last suggestion is that you find more people to help you create this program as soon as possible. Personally I'm really hoping you will so the wait won't be so long.
Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate
Yep! Thanks for taking the time to read all of that. I'm glad you're still at work and haven't given it up! Honestly this is really exciting, even if only half of the things people have suggested are implemented! I have two more ideas if you don't mind hearing them....
Search Bar: A search bar that allows you to search through variables, switches, common events, or, possibly, map events.
Swap Engine: This one is, again, pretty complicated, but I want to say it anyways. An engine, or whatever it should be labeled, that could search through all of the map events, common events, switches, and variables in order to show you all of the before mentioned items linked into what you're looking at. For instance: If I wanted to move a common event I would have to change all of the call common event commands to the new common event, but if I was in the common event and used the "swap engine" then it would find everything this common event is tied to and I could then easily change all of the call common event commands without worry of leaving lose ends.
Thank you so much for listening to our requests. It's going to make Enigma so much better. I, personally, am excited to hear that Enterbrain will have a little competition, it's better for the rest of us. Keep up the good work!
This post has been edited by Under: Dec 17 2011, 02:50 PM
Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15
QUOTE (Under @ Dec 17 2011, 10:50 PM)
Yep! Thanks for taking the time to read all of that. I'm glad you're still at work and haven't given it up! Honestly this is really exciting, even if only half of the things people have suggested are implemented! I have two more ideas if you don't mind hearing them....
Thats alright, i wont ever give up on this project, i just might run into some days where i get coders block.. I m glad your excited as much as we are.
Search Bar: A search bar that allows you to search through variables, switches, common events, or, possibly, map events.
Thats not a bad idea to be honest with you, why didnt i think of that one haha. I will definitely try and this feature in the editor.
Swap Engine: This one is, again, pretty complicated, but I want to say it anyways. An engine, or whatever it should be labeled, that could search through all of the map events, common events, switches, and variables in order to show you all of the before mentioned items linked into what you're looking at. For instance: If I wanted to move a common event I would have to change all of the call common event commands to the new common event, but if I was in the common event and used the "swap engine" then it would find everything this common event is tied to and I could then easily change all of the call common event commands without worry of leaving lose ends.
Im not to sure whats going on there, seems rather complex.
Thank you so much for listening to our requests. It's going to make Enigma so much better. I, personally, am excited to hear that Enterbrain will have a little competition, it's better for the rest of us. Keep up the good work!
I will listen to any requests, after all, your all going to be able to use it, so why shouldn't you have the features that you want.
I also have another little update, I have started to add code to allow the engine to run on multiple cores, and is optimized to use the max amount of cores you have evenly for certain process and areas of the engine, and with multi-threading allows for me to optimize the engine further allowing for the engine to gain a performance tweek.
Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate
Alright, let me try to explain in an easier-to-understand-way what I already mentioned.
Explanation
The picture explains most of it.
Here you see the event/common event that would call "Common Event". Obviously it can't call "Common Event" if it is moved. With this you could almost say it would be easier to just make event calls "stick" to their common events in the case of a user moving it, but there is another purpose for this sort of thing.
Here you see the other application for such an "engine". Notice I used a switch, a variable, and a conditional branch.
If I move the switch labeled "Fall" to another place, as shown in the picture, then the common event "Common Event Two" will change a blank switch to the "on" position if the variable "Map Number" is greater than 4. If I decided to move the variables "Map Number" and "Help Day/Night", as well as move the switch "Fall" to other locations, this common event will only effect blank switches and variables.
"Swap Engine: .... An engine ... that could search through all of the map events, common events, switches, and variables in order to show you all of the before mentioned items linked into what you're looking at. For instance: .... ... if I was in the common event and used the "swap engine" then it would find everything this common event is tied to and I could then easily change all of the call common event commands without worry of leaving lose ends."
I hope that clears it up for you. If not then I don't think I can explain it.
This post has been edited by Under: Dec 18 2011, 03:03 PM
Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15
QUOTE (Under @ Dec 18 2011, 10:50 PM)
Alright, let me try to explain in an easier-to-understand-way what I already mentioned.
Explanation
The picture explains most of it.
Here you see the event/common event that would call "Common Event". Obviously it can't call "Common Event" if it is moved. With this you could almost say it would be easier to just make event calls "stick" to their common events in the case of a user moving it, but there is another purpose for this sort of thing.
Here you see the other application for such an "engine". Notice I used a switch, a variable, and a conditional branch.
If I move the switch labeled "Fall" to another place, as shown in the picture, then the common event "Common Event Two" will change a blank switch to the "on" position if the variable "Map Number" is greater than 4. If I decided to move the variables "Map Number" and "Help Day/Night", as well as move the switch "Fall" to other locations, this common event will only effect blank switches and variables.
"Swap Engine: .... An engine ... that could search through all of the map events, common events, switches, and variables in order to show you all of the before mentioned items linked into what you're looking at. For instance: .... ... if I was in the common event and used the "swap engine" then it would find everything this common event is tied to and I could then easily change all of the call common event commands without worry of leaving lose ends."
I hope that clears it up for you. If not then I don't think I can explain it.
I'll see what i can do.
Anyway.. Really sorry for the late reply. Hit some rought patches which stopped development for a few months..
But dont worry, its still going strong, and although there is a lack of update, there is now a development blog hosted at Legacy Studios, you can view it here.
This will be the first of places to receive updates, due to my activity being far higher there. I will try my hardest to keep this updated as well.
One major update;
Bloom Shader - Bloom is a computer graphics effect and high dynamic range rendering (HDR) to reproduce an imaging artifact of real-world cameras. The effect produces feathers of light around very bright objects in an image, obscuring fine details. Basically, if an object has a light behind it, the light will look more realistic and will somewhat overlap the front of the object from the 3rd person perspective.
Well, about those icons a page back. I tried at it, but I wasn't sure if you wanted it a solid color with perhaps a shine to it, or make it look like a gear all the way with like rust or something.
I wish I had my Photoshop, I could have probably done a lot better than this, GIMP wasn't designed for this I think. If its not what you are looking for, I think I can find someone who can help.
icons
and if you do like it and the shadow is bothering you, I can remove it.