Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
BUILD 661 -Walk camera code rewritten -Culling in shadow handling disabled now -In character creator wizzard, now model can be rotated with keyboard -Ground wireing in map editor -Fixed collision of some tiny objects
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
*UPDATES* --------------
BUILD 670: -PNG-s with alphamap was loaded incorrectly -Battle system's lag fixed by lowering minfps latency -Some battle shocking effect added for the simple attack in the battle system -The runtime now supports the folowing widescreen resolutions: 1360x768, 1280x768, 1680x1050, 1920x1080FullHD
(mirrors will be refreshed with the new version until night!)
*SOLIDARITY WITH THE CITIZENS OF LONDON* ---------------------------------------------------------- Living in an extreme-liberal country should be very hard in this days. Until the massacre of the invading hordes in the UK, every London/Manchaster citizen gets back 5 Euro after buy!
Group: Local Mod
Posts: 1,634
Type: Artist
RM Skill: Skilled
Rev Points: 5
I tried it out. It doesn't lag as much on my computer, then again I have a good comp to run this sort of thing.
What really bugs me about this system are the controls. The character movements feel wacky and uncontrolled. Why not just have the left and right arrow keys move the character in that direction as oppose to simply rotating the character?
Anyway, my biggest complaint comes from the event editor. For an "easy to use maker" the interface was quite confusing and I had no idea how to end a command properly. You would think you could select each line with the mouse click, but you can't. It was absolutely frustrating as certain options seemed to keep repeating themselves (like selecting a window for the text box). I couldn't even figure out how to exit it properly.
Speaking of interface, you really need to do a better job in explaining the controls of both the editor and the in-game controls. Your help file gives some useful information, but not enough. I didn't even realize that you had to edit the scripts by clicking the "insert script" button, THEN selecting an already-placed script to edit it. It would be more convenient to just have you click on it to open. It was just a confusing mess.
That said, I found it hilarious how it appeared that the snakes you battled were biting at your crotch.
This has potential, but it needs a lot of work.
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Click here for other crap
QUOTE (gamezerstudios @ Jan 18 2010, 03:29 AM)
i don't like blogs last time i got one my desktop blew up!
ROFL!!
Dragons and Eggs! Please click :3
Weird Dragon is weird.Pretty Dragon is pretty. Midjet Dragon is a midget.Cool Dragon is cool. Awesome Dragon is AWESOMEOkay Dragon is... Meh UGLY DRAGON IS UGLY! >_<... Ok seriously WTF!? Another Pretty DragonPrettier Dragon WOAH BADASS!Woah... Same as before. >_> Ooh it's a godly looking dragon!Ooh, it's a dragon prettier than the other two! ... Okay seriously what the hell is this thing?
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
thank you for your reply,
,,What really bugs me about this system are the controls. The character movements feel wacky and uncontrolled. Why not just have the left and right arrow keys move the character in that direction as oppose to simply rotating the character?'' Character controlling was based on vote by 10-20 makerists back then. Then i was removed the bugs about it, so this is how the control got its current form.
to edit the scripts yeah, maybee the apperance of some parts of the editor is a bit underdocumented, i tryed to keep the apperance so easy as i was able, however, you was able to found the things, if you have concrete suggestions from the apperance, please tell them and i will think on it
,,You would think you could select each line with the mouse click'' This hint is relevant to my interests.
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
operation antiCRY: ------------------ In the past 4 days, i coded. I did nothing else. I have total eaten 4 times: 4 x 3 slice of bread. I have total showered 1 time. So i currently stink.
The reason is, that i have started to make serious performance and structural update in the code, and i have accidentally found brutal bugs, wich was now appeared more stronger, becouse i now compile the executables in optimized 6x86 mode.
(And accitdentally, something, somewhere is released, and i had a buggy software to competite with it, so i had to fix it without any delay.)
It was very gory to workaround these bugs, but i cant wait any longer with this patch, so i had to release it IMMEDIATELY, build670 was awfull. So i worked as hard as i can to put the new version together within the shortest possible time, this was a huge coding-rush, i take this maker very serious. EVERYBODY SHOULD TO UPDATE TO THIS VERSION. build 681
-Changed loading screen design -Some small design changements in the maker's editor -Changed right parameter panel -Testing map now resets script execution properly -Fixed pentagram flickering in the battle system -Now editor automatically uses the Non-Power-Of-Two textures, if it can -Battle system enemy selection may showed wrong enemy, fixed -Enemy may attacked alreday dead hero becouse of an unitialized data in the code -Magic list showed broken Red Magic parameters until it floated to the screen -60% speed up in the graphics pipeline -Graphics engine caused matrix stack overflow, fixed -Graphics engine sometime touched shader functions without reason, fixed -Battle camera may showed wrong image when the teams showed -Battle system printed memory garbage sometimes, when an attack affected the whole team -Heroes and enemys now squat correctly, if they injured seriously -Cacheing recived a loading bar -There may was broken vertices above the heroes when they stopped walking, fixed -20-30% speed improvement in the animated model loading -Battle camera code now does not watch to upward if the enemy/hero is small -Better radar -Scripts was missing from radar, fixed -Now you can switch lines in script editor by clicking into they line number -From now, failsafe Direct3D mode available for GPU's without OpenGL drivers (experimental, in game mode only)
download links will be refreshed within the next 16 hours.
This post has been edited by Geri: Aug 18 2011, 04:35 PM
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
BUILD 685: -nVidia performance bug fixed with some GeForce GPU's -Now frameskip is supported, when framerate is too low -Matrix stack underflow fixed in the graphics engine -VBO overindexing fixed in the graphics engine
2. and 3. mirror is alreday contain the fresh version, 1. mirror will be refreshed within 16 hours
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
BUILD 702:
-20-70% speed-up -sprites now using mipmapping and anizo filtering, if available -fixed a broken filter selection in the graphics engine -application now sets default language to Hungarian in Romania and Slovakia
This post has been edited by Geri: Sep 12 2011, 06:43 AM
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
Intel HD graphics series/GMA series are probably the most famous graphics deaccelerators, wich has around 50+ % market share in the universe among GPU's. And peoples are tortrued me, to make maker3d compatible with this beautifull graphics cards also.
So i just did it. I have added a low graphics quality mode to Maker3D, so the editor currently can run playable on Intel HD graphics series. It can found in the Maker3D menu, and can be adjusted in real time. It also can switched back to full graphics quality easilly. This maybee also helps on SiS and S3 graphics cards.
BUILD 704:
-accidentally, build 702 used a bit darker lighting modell. fixed. -editor can be switched to low graphics mode (Intel GMA owners now can be happy)
please note: download mirrors will be refreshed within 2 day
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
okay mamoswine, this time we gona reach 25 fps with 9800gt, i promise
BUILD 719: -30% more FPS -20% faster content loading -fonts was mistakenly garbage collected sometimes -bug fixed: some nvidia bugs (caused some missing lighting) -added a door sound, a cow avatar, and a desert texture -bug fixed: some minor collision glitches -graphics fonts now got antialiasing -bug fixed: small but annoying border for sprites -fixed broken scrolling with the scrollbar
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
BUILD 746:
-Terrain rendering is optimised (a total +20% performance) -Some little intro thingie added -Fixed the alpha-blending bug on shadowed models -Script wait until exec was broken -Added two new pine-tree models -Added menu that allows copying models, scripts and terrain -Some better interactive menu animations when moving mouse in the editor -Fixed command: SHADOW_DIRECTION -Fixed a minor flaw in the tga loader -Fixed a potentional segmentation fault -Fixed an issue with animations when a model had only 2 keyframe -Font textures was not properly cached. -Paking down/deleting was mistakenly ate the RAM -Terrain texture painting now can be deleted with right click -Character creator accidentally returned a debug string on the console -Added a new overworld music -Added a non-store testmap mode that keeps the whole map after testing -Incrased max number of scripts per map from 80 to 180 -i opened a topic on my upcoming (not yet used) portal for maker3d, some questions can also go there http://kotkaa.no-ip.org/forum/viewthread.p...id=497#post_497
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
BUILD 749 *HOTFIX*:
-This is a hotfix version, the new terrain renderer was broken -The english locale was missing on the copy menu -Added new command: MODELL_ALPHA -Instead of o3 and 6x86 mode, this release is compiled with o2 and 5x86 -Test (throw) caused strange behaviour in the editor -Saving ditchs in the terrain was flawed -There was an issue with decoding negative non-string variables
I just downloaded the demo and it just doesn't seem as great as I thought.
Let me explain.
I had a hard time finding the different menues. I couldn't find the modeling interface at all. I also checked out the scripting/eventing interface. I found that it wasn't quite as organized as the RPG Maker series Enterbrain has released. I couldn't find a way to alter any of the defualt systems such as the battle system. If at all possible, I think this engine needs to be more customizable and more origanized.
I tested the game, and I'm not sure if this is because I have a single core processor, but I averaged 10 FPS. I'm asuming that's why there was a blur effect behind my hero while I was walking. I also thought the battle camera zoomed in too closely on the heroes and enemies making it harder to follow at some points. The style of movement is also a little odd. I didn't like using the left and right arrow keys to turn my hero and the up arrow key to walk. I was hoping it would be sort of like LoZ games were you can walk in any direction without having to manually turn your hero. I.E. If I click the left arrow, my hero would turn left(from player's perspective) and then walk in that direction.
I also hope there's a way to change the animations of the heroes during battle in the full version because they seemed as if they were just there to show that the heroes dont have to just stand still throughout the whole battle.
Overall, this is a great engine, but I think it needs some minor tweaks.
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
InfinateX: thankyou for sharing your thoughs on maker.
,,but I averaged 10 FPS'' You can see the machine req on the site. However, if your system meets the requietments, then you must patch the software tomorrow: the last release was compiled in 586o2 mode instead of 686o3, and this caused some unexcepted performance defect on some systems. I noticed this problem 3 days ago, the patch is alreday done, and will be released tomorrow. You can also switch to low quality graphics mode if you want, and dont forget to install the latest graphics drivers.
,,I couldn't find a way to alter any of the defualt systems such as the battle system. If at all possible, I think this engine needs to be more customizable and more origanized.'' yes, the battle system is built-in ,its a taditional round based rpg battle system, just like in rpgmaker2000, its base-functionality canot be modifyed (unless you script a whole new battle system together from ground).
currently i have no plans to make make changements in the battle system, i now mostly focusing on performance updates, and sometimes i add some minor new content.
the scripting system is simple, but its not related to the script system of any other competitive rpgmaker software. this script system should be able to handle a 3 dimensional scene matrix, so its not comparable with any 2d rpg engine scripting system. my software does not try to mimic anything from other rpg maker softwares. however, script system sometimes reciving new commands, in the next step i will improve string manipulation sometime.
Group: Member
Posts: 38
Type: Developer
RM Skill: Masterful
BUILD 757:
-Fixed a memory bug in file name handling, may caused segmentation fault on some systems. -Fixed several program flow control bugs in while/wend/if/else/endif/exitwhile/exitfor handling
I hope, everyone will enjoy this, please if you have alreday buyd the Maker, or if you are insterested in it, or if you just curious, register on the portal, and say hello!