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> Express Game Maker, Make 2D games
Express Game Mak...
post Feb 5 2010, 02:11 PM
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We are pleased to announce Express Game Maker (EGM)!




Ever wanted to make games but you don't know how to program or draw? Wait no more! Express Game Maker is a 2D game making software that requires no programming or artistic knowledge to use. Make games for Windows, Xbox Live, and Silverlight.


What makes Express Game Maker different from the rest?

Intuitive user-interface… powerful C# engine… ease of use… loads of features… and multi-platform deployment.

EGM is designed from the ground up to be user friendly as well as powerful. Keeping in mind both beginner and advanced users, EGM has features to cater for all.

Beginner game developers will be able to take advantage of:
    • Project templates that come with pre-setup data to quickly get them started.
    • Resource packages that provide graphics, font and audio they can use in their games.
    • The release version of EGM will also come with a built-in tutorial system to guide you through creating your first game.
Advanced users will be able to make their own project templates and take full advantage of:
    • The custom databases.
    • The powerful event editor.
    • Multi-Variable System.
    • The particle system.
Programmers can enhance their games by adding their own code to the fully open source C# engine written on top of XNA and even share the code with others.

ExpressGameMaker.com/Features
Check out the weeklies for more info.


ExpressGameMaker.com – Our main website
facebook.com/ExpressGameMaker - EGM on Facebook
twitter.com/EGMaker - Follow us on Twitter


Place one or more of these in your signature and spread EGM! (Link back to this thread or our website) biggrin.gif








This is Virtual Impact Studios LLC's first project! The Release Candidate’s Release Date is planned to be sometime in May-June 2010.

All content is work in progress and is subject to change without notice.

This post has been edited by Express Game Maker: May 16 2010, 11:10 PM
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Scriptless
post Feb 5 2010, 03:32 PM
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From what you've described and by the looks of the graphics this basically looks no better than an Enterbain Engine. The presentation for you're game maker is nice however, I would like to see some more reasons why I would choose this engine, and on this site.


Edit: Why are you showing this, when you don't even have a beta out?


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Express Game Mak...
post Feb 5 2010, 06:33 PM
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The purpose of this post to create awareness of EGM and introduce it. We didn't release a beta and won't because the application is almost complete and we don't want to spend time preparing a beta (which would take time). We will release a demo once the application is finished for the purpose of public testing and feedback.

As far as the engine, we didn't reveal anywhere enough information yet so I can understand the conclusion you came to smile.gif but as I noted in the post we will try to do so every 3 days. We will also upload several videos, demo games and finally a demo of the program.

The first set of graphics will be for the Medival RPG Genre. We will try to release more graphic packages few months after the initial release of the program, such as arcade. These graphics are meant as starters for new users. Advanced users can use their own graphics or edit the ones we release of course. We encourage team work and sharing so we won't release new graphics often (but enough to make a good game), only as starters for new users.

I hope you will give EGM a chance once the demo is out. smile.gif
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Rob_Riv
post Feb 6 2010, 03:12 AM
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QUOTE (Express Game Maker @ Feb 6 2010, 02:33 AM) *
We didn't release a beta and won't because the application is almost complete and we don't want to spend time preparing a beta (which would take time). We will release a demo once the application is finished for the purpose of public testing and feedback.

The 'public testing demo' is essentially a beta.

Aside from the C# engine. You really need to state these "loads of features" in the thread, specifically what differentiates this from Rpg Maker.


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kabuto202
post Feb 6 2010, 10:36 AM
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Well for one there's particle animations, I can also see collision detections, just look at the screen shots.


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Scriptless
post Feb 6 2010, 11:36 AM
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Isn't this supposed to be in Ad Plaza? If there's no release of this engine I think it should be moved.


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kabuto202
post Feb 7 2010, 10:08 AM
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It can be argued either or, I suggest you leave it as is.


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Doing low rate web design, contact me if you're interested. Costs that are not included in my rate are: Hosting, Domain, and advertising.

Doing low rate logo designs, contact me for information.

Prices of rates go down based on how many USEFUL premade graphics you provide me with.
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lastend
post Feb 7 2010, 08:30 PM
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QUOTE (kabuto202 @ Feb 7 2010, 11:08 AM) *
It can be argued either or, I suggest you leave it as is.


Agree. I enjoy reading about upcoming game engines.


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amaranth
post Feb 7 2010, 10:59 PM
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I have a few questions:

1. Are animated tiles supported (autotile & regular)?

2. Is there a scripting area for advanced users? Or must we edit the C# source code to make deeper changes? Will there be an SDK if we have to dig through C#?

3. Is there mouse support for our games?

4. Is this freeware or shareware? If shareware, will it be available for commercial games?


This post has been edited by amaranth: Feb 8 2010, 10:07 AM


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Express Game Mak...
post Feb 8 2010, 04:22 PM
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Thanks guys and we are having some website problems (locally) at the time so we couldn't talk about about two more features Audio and Eventing, we will do so as soon as we solve the website problem.

kabuto202 (thanks smile.gif) pointed out some of the obvious and some more we revealed are multiple-tilesets per map, tile manipulation, layer effects, unlimited layers, animation editor (for use for both sprites and effects), ability to play videos, handling multiple audios at once (max 100) and custom workspace. These are just the few of what we released so far but we rather let the demos and videos do the talking (soon) smile.gif For now, register the forums and stay up to date with latest updates!

QUOTE (amaranth @ Feb 7 2010, 11:59 PM) *
I have a few questions:

1. Are animated tiles supported (autotile & regular)?

2. Is there a scripting area for advanced users? Or must we edit the C# source code to make deeper changes? Will there be an SDK if we have to dig through C#?

3. Is there mouse support for our games?

4. Is this freeware or shareware? If shareware, will it be available for commercial games?

1. Of course smile.gif.

2. Open source engine (C#). The engine currently is node based (IE, Screen > Menu / Map > Event > (Some other processors)). Everything is made of Processors and Data. Processors process data and are updateble and/or drawable. Processors can also process other proecesses (ie. Map Processor > Event Processor ) There will be a documentation of the engine.

The reason there is no script functionality is because our main aim is for multi-platform engine. C# is a very easy and powerful language (I started from Ruby and went straight to C#). If we add scripting, the engine will not run on XBOX Live which would create an inconsistency. There are efforts to get Lua to work on Xbox Live and we are watching that closely.

3. There is keyboard, mouse and xbox controller support. The mouse support can be used in Event activation, variables, and conditions. You can also pick a mouse graphic through settings (the current screenshot of the settings is a bit old). Unfortunately we have some problems with the website development so we couldn't upload about the next feature on our list, Eventing. It would have made a few things much more clear.

4. Shareware and yes, we would love it if our tool is used in a commercial game.

If you have any questions, don't hesitate to ask. I will try to answer what I can.

This post has been edited by Express Game Maker: Feb 8 2010, 05:09 PM
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SowS
post Feb 9 2010, 05:35 PM
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nice features there! if i decided to use this i'll definitely learn C#... laugh.gif
EDIT:
i forgot that it's shareware. i don't want to buy!!!!!!


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Express Game Mak...
post Mar 5 2010, 03:58 PM
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QUOTE
This week on EGM we’ll update you on EGM progress and talk about the first EGM resource pack. The website development is on hold for now as version 2 of the website is being planned by the webmaster which will be a total remake of the whole website with many exciting features!


Read the rest here:
http://www.expressgamemaker.com/Community/...March-2010.aspx
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Express Game Mak...
post Mar 5 2010, 07:05 PM
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QUOTE (Rukiri @ Mar 5 2010, 08:03 PM) *
I'm gonna create a basic A-RPG with this, if I like it I'm using it.
But is it really tile based?.. I like tiles but love using objects to><..

If you need help let me know^^


Nope, it's not tile based. It has two easily switchable/usable ways to map which is tiled and free. The movement and collision is completely pixel based.
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Rukiri
post Mar 5 2010, 07:06 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!
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That's good.

To bad it's not available for me to test it.


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post Apr 2 2010, 06:22 PM
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Hello everyone,

This week on EGM we will release the first video on EGM and tell you about our progress.
You can watch the video on our youtube page http://www.youtube.com/user/ExpressGameMaker.

Don't forget to rate the video! smile.gif
http://www.youtube.com/watch?v=nqnXRAF7gSE&fmt=22.

This video is for those who are already familiar with EGM or any other game maker and game development. Our next video will be for those who are unfamiliar with it smile.gif.


So far, the development on EGM is going smooth and we have already started the first phase of the private beta testing.

The battle system and the menu maker are also almost complete. We’ve tweaked the UI and added some new UI elements to make EGM easier to use some of which can be seen in the video.

We have only a few more features to complete and EGM will be ready for the second phase of testing.

Remember to tell others about us!
Express Game Maker Team, http://www.expressgamemaker.com

This post has been edited by Express Game Maker: Apr 2 2010, 06:22 PM
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Express Game Mak...
post May 16 2010, 11:07 PM
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Hello everyone,

We know that many of you come from tile-based mapping game makers. So this week we are going to cover the mapping system in EGM and why it's better than the traditional tiled mapping systems. I've used tile-based game makers before and using EGM may feel like the same at first but the more you use it you will notice the key differences.

EGM's mapping system is a layer based free/pixel mapping system. This means you can freely place tiles in a map and each tile is an object with its own properties (scale, rotation, and tint). In short, you don'™t have to follow a grid or be stuck with 3 or less layers.

Since there is no preset grid in EGM, you can have as many layers as you want. Even though there is no preset limit to the amount of tiles, because each tile is an object you'll have to be careful about the amount of tiles you use. In the current version, we haven't come up with a way to use unlimited tiles€ yet.

That's the map editor. It's made up of several components, which are:
1. The map - where you place the tiles and events to.
2. The maps explorer - where you manage your maps.
3. The layers - where you manage the layers.
4. The map's events explorer - an extra simple way to access the events on the selected map.
5. The tiles explorer - contains the graphics you can place on to the map.
6. The tileset editor - where you add the graphics to be used for the map.


Although you don't have to use a grid based mapping system in EGM, it's still best to use tilesets because they are easier to manage then loads of single sprites. However, if you do not wish to use tilesets, you can just easily match the sprite's grid to its size, making it a single sprite like so:


Now, in order to map, we need to create a map which can done by clicking the gridded map icon with the small green plus sign. You can edit the map settings by clicking the gray cog icon.


You can edit the map size, the grid size, the gravity (optional), the effects (BGM, BGS, Tint, and Fog), dim the layers, and snap to grid.
Snap to grid can be used for tile based mapping and can be turned off to pixel map and add details to the map. This is actually my favorite feature in the whole map editor simply because it lets me add the small details and layer tiles on top of each other without using different layers.


Notice that the swords and the shields are on the same layer (named €œEvents€). With snap to grid off, you can place tiles anyway you want. Also, one of the swords is tilted (rotated) by 17 degrees thanks to the edit tile dialog. There are other tiles in the screenshot that are placed by pixel mapping such as the chairs and the torch.

So, why exactly is this an important feature for mapping? In short, tile/grid based maps don't look very natural and pleasing to the eye because everything is neat, squared, and extremely symmetrical. Even if you wanted to make small changes such as a simple rotation or layer/group tiles, you would have to edit the whole tileset in an image editing software (ie. Photoshop, paint) and re-import the tileset. Which is very inconvenient, time-taking and limiting.
Tha's it for now, once the demo is released, we will be posting video tutorials on how to use many of EGM's features.

Remember to tell others about us!
Express Game Maker Team, www.expressgamemaker.com

This post has been edited by Express Game Maker: May 16 2010, 11:12 PM
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eatMe
post Jun 2 2010, 09:40 PM
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Awesome, this is what I wanted to see in an upcoming rpg maker. Easy and simplicity as of VX but more powerful than VX. The only thing I would suggest is the items in another layer need shadows so they can be looking realistic in the map. I wonder if you guys have worked on Shadows? I am sold with your makers.

But where can I download the program?

This post has been edited by eatMe: Jun 2 2010, 09:42 PM


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Rave
post Jun 2 2010, 10:51 PM
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What will be cost of EGM? And more important question - will you plan Linux port or *at least* compatibility with Wine?

//EDIT: Using Mono instead of .NET would improve compatibility with Wine.

This post has been edited by Rave: Jun 2 2010, 10:55 PM
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eatMe
post Jun 3 2010, 12:32 PM
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QUOTE (Rave @ Jun 2 2010, 11:51 PM) *
What will be cost of EGM? And more important question - will you plan Linux port or *at least* compatibility with Wine?

//EDIT: Using Mono instead of .NET would improve compatibility with Wine.


I expect it will not exceed $50 bucks. A million production games of Capcom cost around 50 bucks. Think of the popularity, and economy curve.Sell less for more, sell more for less.

This post has been edited by eatMe: Jun 3 2010, 12:35 PM


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clone1018
post Jun 9 2010, 07:49 AM
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What... Why would you use Wine with a C# application.
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