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mickygor
post Mar 30 2010, 03:26 PM
Post #81


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This looks really brilliant! I'd take Lua over RGSS any day biggrin.gif I'll likely purchase this on release, and I'll definitely register for beta testing. You really know what people want, and you're including it all. One question: will the Lua support allow people to "modify" the engine? For example, add in minor features to streamline the production of their specific game?
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Rukiri
post Mar 31 2010, 01:28 AM
Post #82


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QUOTE (Abominae @ Mar 24 2010, 01:43 PM) *
Perhaps, on your website, you can request programmers to develope scripts to be applied to the LastEnd engine. I'd probably start by asking jneul (if he's still around) and 2dgamestudios (ditto). They seem to be more than capable programmers who might actually be up for something like that. Considering their own game engines were abandonded, it might even encourage them to restart those programs (even if they turn down the offer).

This seems to be the most promising game-maker engine I've seen outside of the big-name engines like DarkBasic Pro & Gamestudio ($900!!! X_X). So, hopefully, it will see a Beta test (because a beta test almost universally means there'll be an official release).

Dark-Basic PRO is terrible when you get further into it.. DarkGDK is only good because of C++.
Gamestudio is just epic! And $900 is really cheap when it comes to game engines, I've spent over $1000 on Torque 3D and it's awesome.

Any idea when this will be released?


__________________________
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
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1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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Zinx10
post Mar 31 2010, 03:45 PM
Post #83


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QUOTE (Rukiri @ Mar 31 2010, 02:28 AM) *
QUOTE (Abominae @ Mar 24 2010, 01:43 PM) *
Perhaps, on your website, you can request programmers to develope scripts to be applied to the LastEnd engine. I'd probably start by asking jneul (if he's still around) and 2dgamestudios (ditto). They seem to be more than capable programmers who might actually be up for something like that. Considering their own game engines were abandonded, it might even encourage them to restart those programs (even if they turn down the offer).

This seems to be the most promising game-maker engine I've seen outside of the big-name engines like DarkBasic Pro & Gamestudio ($900!!! X_X). So, hopefully, it will see a Beta test (because a beta test almost universally means there'll be an official release).

Dark-Basic PRO is terrible when you get further into it.. DarkGDK is only good because of C++.
Gamestudio is just epic! And $900 is really cheap when it comes to game engines, I've spent over $1000 on Torque 3D and it's awesome.

Any idea when this will be released?

Do you have every possible maker?


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My Games
Phelxyre: Time Unbound (Current Project)
Game Thread
A game where you start in the future, but you go to the past, to make things right, hopefully.

The Hidden World
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Rukiri
post Mar 31 2010, 04:41 PM
Post #84


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Pretty much.. DBP is awful and really shunned at many game dev communities..


__________________________
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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Zinx10
post Mar 31 2010, 05:40 PM
Post #85


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QUOTE (Rukiri @ Mar 31 2010, 04:41 PM) *
Pretty much.. DBP is awful and really shunned at many game dev communities..

I have mainly the RPG Makers...I do not have a job, for I am not old enough for good-paying jobs, so I could not get any $900 programs.

ON-TOPIC: How is it coming along?


__________________________
My Games
Phelxyre: Time Unbound (Current Project)
Game Thread
A game where you start in the future, but you go to the past, to make things right, hopefully.

The Hidden World
Game Thread
An Arcade-style game where you must go through various puzzles to see if you go home.

Here are all the things I Support (They Include Links!)




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Nommy
post Apr 1 2010, 09:18 AM
Post #86


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QUOTE (Zinx_therpgmaker @ Mar 31 2010, 08:40 PM) *
QUOTE (Rukiri @ Mar 31 2010, 04:41 PM) *
Pretty much.. DBP is awful and really shunned at many game dev communities..

I have mainly the RPG Makers...I do not have a job, for I am not old enough for good-paying jobs, so I could not get any $900 programs.

ON-TOPIC: How is it coming along?

If you're 16 and willing to save cash, then that should be fine. At 7.25 (Federal minimum wage thru most states), with a part time job (20 hours a week, 4 weeks a month), would land you with about $500 after taxes. Save $100 each month...

Like a baby, 9 months later, a responsibility you couldn't comprehend comes into your life.


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Zinx10
post Apr 1 2010, 12:03 PM
Post #87


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Rev Points: 5




QUOTE (Abominae @ Apr 1 2010, 10:18 AM) *
QUOTE (Zinx_therpgmaker @ Mar 31 2010, 08:40 PM) *
QUOTE (Rukiri @ Mar 31 2010, 04:41 PM) *
Pretty much.. DBP is awful and really shunned at many game dev communities..

I have mainly the RPG Makers...I do not have a job, for I am not old enough for good-paying jobs, so I could not get any $900 programs.

ON-TOPIC: How is it coming along?

If you're 16 and willing to save cash, then that should be fine. At 7.25 (Federal minimum wage thru most states), with a part time job (20 hours a week, 4 weeks a month), would land you with about $500 after taxes. Save $100 each month...

Like a baby, 9 months later, a responsibility you couldn't comprehend comes into your life.

You see...I am not even 16.


__________________________
My Games
Phelxyre: Time Unbound (Current Project)
Game Thread
A game where you start in the future, but you go to the past, to make things right, hopefully.

The Hidden World
Game Thread
An Arcade-style game where you must go through various puzzles to see if you go home.

Here are all the things I Support (They Include Links!)




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ngoaho
post Apr 2 2010, 05:43 AM
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lua over rgss, i don't think so huh.gif , but last end rpg maker over rpg maker is possible happy.gif
p/s: i'm looking for a rgss editor, anyone have.

This post has been edited by ngoaho: Apr 2 2010, 05:56 AM


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lastend
post Apr 3 2010, 04:49 AM
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(For advanced users eyes "Will be included in templates for non-scripters")

If someone was good with both lua and rqss the they could make Lua read rgss. For example that video settings script i've been working on now has io for load and saving the video settings. I wanted users to have control over all video settings and how they look so I allow it to be pure script.

First I'll show the entry page that loads the video settings script. after that I'll show the video settings page. It still under going work but it works without a problem.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("engine")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("VideoSettings")


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 Text", _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, "UI.Load('VideoSettings.lua', true)", -1)
  UI.Button.Add(dialogID, 14, "Settings", _offsetX - 200, _height - 88, 150, 20, "Engine.ShowVideoSettings()", -1)
  UI.Button.Add(dialogID, 15, "Exit", _offsetX, _height - 64, 150, 20, "Engine.CloseWindow()", Keys.Escape)
end



function Window_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

function tobool(str)

    if str == "false" then
        return false
    end
    return true

end

function LoadVideoSettings()
    io.input(Engine.ApplicationPath() .. "\\test.vid")
    t = io.read("*all")
    io.close()

     local tempTable = split(t, ",")
    VideoSettings.SetDevice(tempTable[1])
    VideoSettings.SetResolution(tempTable[2], tempTable[3])
    VideoSettings.SetRefreshRate(tempTable[4])
    VideoSettings.OnWindowedFullscreenChanged(tobool(tempTable[5]))
    VideoSettings.OnOkClicked(nil,nil)
    
end

function split(str, pat)
   local t = {}  
   local fpat = "(.-)" .. pat
   local last_end = 1
   local s, e, cap = str:find(fpat, 1)
   while s do
      if s ~= 1 or cap ~= "" then
     table.insert(t,cap)
      end
      last_end = e+1
      s, e, cap = str:find(fpat, last_end)
   end
   if last_end <= #str then
      cap = str:sub(last_end)
      table.insert(t, cap)
   end
   return t
end

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


CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")
Scripting_RegisterClass("camera")
Scripting_RegisterClass("videosettings")

-- Attributes
dialogID = nil
CBResolution = nil
CBAdapter = nil
CBDevice = nil
CBAdapterFormat = nil
CBRefresh = nil
CBBackBuffer  = nil
CBDepthStencil = nil
CBMultiSampleType = nil
CBMultiSampleQuality = nil
CBVertex = nil
CBPresent = nil
RdoWin = nil
RdoFull = nil

function loadVideoUI()
      local _width = Engine.GetWindowWidth()
      local _height = Engine.GetWindowHeight()
      local _offsetX = _width - 160

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

    UI.Label.Add(dialogID, "Display Adapter", 10, 50, 180, 23)
    CBAdapter = UI.ComboBox.Add(dialogID,200, 50, 300, 23)

                UI.Label.Add(dialogID, "Render Device", 10, 75, 180, 23);
                CBDevice =  UI.ComboBox.Add(dialogID, 200, 75, 300, 23);

    RdoWin = UI.RadioButton.Add(dialogID, 0, "Windowed", 240, 105, 300, 16, true)
    RdoFull = UI.RadioButton.Add(dialogID, 0, "Full Screen",240, 147, 300, 16,  false)

                UI.Label.Add(dialogID,"Adapter Format", 10, 180, 180, 23);
                CBAdapterFormat = UI.ComboBox.Add(dialogID, 200, 180, 300, 23);

    UI.Label.Add(dialogID,"Resolution",10, 205, 180, 23)
    CBResolution = UI.ComboBox.Add(dialogID, 200, 205, 300, 23)

    -- Refresh Rate
                UI.Label.Add(dialogID, "Refresh Rate", 10, 230, 180, 23);
                CBRefresh = UI.ComboBox.Add(dialogID, 200, 230, 300, 23);

                -- BackBuffer Format
                UI.Label.Add(dialogID, "Back Buffer Format", 10, 265, 180, 23 );
                CBBackBuffer = UI.ComboBox.Add(dialogID, 200, 265, 300, 23 );

                -- Depth Stencil
               UI.Label.Add(dialogID,"Depth/Stencil Format", 10, 290, 180, 23 );
                CBDepthStencil = UI.ComboBox.Add(dialogID, 200, 290, 300, 23 );

                -- Multisample Type
                UI.Label.Add(dialogID,"Multisample Type", 10, 315, 180, 23 );
                CBMultiSampleType = UI.ComboBox.Add(dialogID, 200, 315, 300, 23 );

                -- Multisample Quality
               UI.Label.Add(dialogID,"Multisample Quality", 10, 340, 180, 23 );
                CBMultiSampleQuality = UI.ComboBox.Add(dialogID, 200, 340, 300, 23 );

                -- Vertex Processing
                UI.Label.Add(dialogID,"Vertex Processing", 10, 365, 180, 23 );
                CBVertex = UI.ComboBox.Add(dialogID, 200, 365, 300, 23 );

                -- Present Interval
               UI.Label.Add(dialogID,"Present Interval", 10, 390, 180, 23 );
                CBPresent = UI.ComboBox.Add(dialogID, 200, 390, 300, 23 );

    UI.Button.Add(dialogID, 13, "OK", 0, 24, 150, 20, " OnOK_Clicked()", Keys.Enter)
    
    SetEvents()
    SetControlsData()
end

function SetEvents()
    UI.ComboBox.SetChangedEvent(dialogID,CBAdapter , "OnAdapterChanged()")
    UI.ComboBox.SetChangedEvent(dialogID,CBResolution , "OnResolutionChanged()")
    UI.ComboBox.SetChangedEvent(dialogID, CBRefresh, "OnRefreshRateChanged()")
    UI.ComboBox.SetChangedEvent(dialogID, CBDevice, "OnDeviceChanged()")
    UI.ComboBox.SetChangedEvent(dialogID, CBAdapterFormat, "OnAdapterChanged()")
    UI.RadioButton.SetChangedEvent(dialogID, RdoWin, "OnWindowedFullscreenChanged()")
    UI.RadioButton.SetChangedEvent(dialogID, RdoFull, "OnWindowedFullscreenChanged()")
end

function OnDeviceChanged()
    VideoSettings.SetDevice(UI.ComboBox.GetSelectedItem(dialogID, CBDevice))
    UI.SetEnable(dialogID, RdoWin, VideoSettings.GetDeviceCanWindow())
    UI.SetEnable(dialogID, RdoFull, VideoSettings.GetDeviceCanFullscreen())
    local isWindowed = VideoSettings.GetIsWindowed()
    UI.RadioButton.SetChecked(dialogID, RdoWin, isWindowed)
    UI.RadioButton.SetChecked(dialogID, RdoFull, not isWindowed)    
end

function OnAdapterChanged()
    VideoSettings.SetAdapter(UI.ComboBox.GetSelectedItem(dialogID, CBAdapter))
    VideoSettings.FillAdapters(dialogID,CBAdapter)
end

function FillAdapters()
    FillComboBox(CBAdapter, VideoSettings.GetAdapters(), "")
    SelectAdapter()
end

function SelectAdapter()
    UI.ComboBox.SetSelectedItem(dialogID, CBAdapter, VideoSettings.GetAdapter())
end

function OnRefreshRateChanged()
    local tempRate = string.gsub(UI.ComboBox.GetSelectedItem(dialogID, CBRefresh), " Hz", "")
    VideoSettings.SetRefreshRate(tempRate)
end

function FillRefreshRates()
    FillComboBox(CBRefresh, VideoSettings.GetRefreshRates(), " Hz")
    SelectRefreshRate()
end

function FillComboBox(comboBox, values, plusVal)
    local tempTable = split(values, ",")
    UI.ComboBox.Clear(dialogID, comboBox)
    for i,v in ipairs(tempTable) do
        if not UI.ComboBox.Contains(dialogID, comboBox, v .. plusVal) then
            UI.ComboBox.AddItem(dialogID, comboBox, v .. plusVal)
        end
    end
end

function OnResolutionChanged()
    local tempTable = split(UI.ComboBox.GetSelectedItem(dialogID, CBResolution), "x")
    VideoSettings.SetResolution(trim(tempTable[1]), trim(tempTable[2]))
    FillRefreshRates()
end

    function trim (s)
      return (string.gsub(s, "^%s*(.-)%s*$", "%1"))
    end

function OnAdapterChanged()
    VideoSettings.SetAdaptherFormat(dialogID, CBAdapterFormat)
    FillResolutions()
end

function SetControlsData()
    FillResolutions()
    FillAdapters()
    FillRefreshRates()
    FillDevices()
    local isWindowed = VideoSettings.GetIsWindowed()
    VideoSettings.FillAdaptherFormat(dialogID, CBAdapterFormat, isWindowed)
    VideoSettings.FillBackBuffer(dialogID, CBBackBuffer, isWindowed)
    VideoSettings.FillDepthStencil(dialogID, CBDepthStencil)
    VideoSettings.FillMultiSampleType(dialogID, CBMultiSampleType)
    VideoSettings.FillMultiSampleQuality(dialogID, CBMultiSampleQuality)
    VideoSettings.FillVertex(dialogID, CBVertex)
    VideoSettings.FillPresent(dialogID, CBPresent)
    UI.RadioButton.SetChecked(dialogID, RdoWin, isWindowed)
    UI.RadioButton.SetChecked(dialogID, RdoFull, not isWindowed)
    SetControlsEnabled(isWindowed)
end

function FillDevices()
    FillComboBox(CBDevice, VideoSettings.GetDevices(), "")
    SelectDevice()
end

function FillResolutions()
    FillComboBox(CBResolution, VideoSettings.GetResolutions(), "")
    SelectResolution()
end

function SelectDevice()
    UI.ComboBox.SetSelectedItem(dialogID, CBDevice, VideoSettings.GetDevice())
end

function SelectResolution()
    UI.ComboBox.SetSelectedItem(dialogID, CBResolution, VideoSettings.GetResolutionWidth() .. " x " .. VideoSettings.GetResolutionHeight())
end

function SelectRefreshRate()
    UI.ComboBox.SetSelectedItem(dialogID, CBRefresh, VideoSettings.GetRefreshRate() .. " Hz")
end

function split(str, pat)
   local t = {}  
   local fpat = "(.-)" .. pat
   local last_end = 1
   local s, e, cap = str:find(fpat, 1)
   while s do
      if s ~= 1 or cap ~= "" then
     table.insert(t,cap)
      end
      last_end = e+1
      s, e, cap = str:find(fpat, last_end)
   end
   if last_end <= #str then
      cap = str:sub(last_end)
      table.insert(t, cap)
   end
   return t
end

function OnWindowedFullscreenChanged()
    local _isWindowed = UI.RadioButton.GetChecked(dialogID, RdoWin)
    SetControlsEnabled(_isWindowed)
    VideoSettings.OnWindowedFullscreenChanged(_isWindowed)
    OnResolutionChanged()
    
end

function OnOK_Clicked()
    VideoSettings.OnOkClicked(nil,nil)
    Save()
    UI.Load('MainMenu.lua', true)
end

function SetControlsEnabled(isWindowed)
    UI.SetEnable(dialogID, CBResolution, not isWindowed)
    UI.SetEnable(dialogID, CBRefresh, not isWindowed)
    UI.SetEnable(dialogID, CBAdapterFormat, not isWindowed)
end

function Save()
    io.output(Engine.ApplicationPath() .. "\\test.vid")
    io.write(VideoSettings.GetDevice() .. "," .. VideoSettings.GetResolutionWidth() .. "," .. VideoSettings.GetResolutionHeight() .. "," .. VideoSettings.GetRefreshRate() .. "," ..tostring(VideoSettings.GetIsWindowed()))
    io.close()

end

function Load()
    io.input(Engine.ApplicationPath() .. "\\test.vid")
    t = io.read("*all")
    io.close()

    local tempTable = split(t, ",")
    VideoSettings.GetDevice(tempTable[1])
    VideoSettings.SetResolution(trim(tempTable[2]), trim(tempTable[3]))
    VideoSettings.SetRefreshRate(tempTable[4])
    --VideoSettings.OnWindowedFullscreenChanged(_tempTable[5])
    --VideoSettings.OnOkClicked(nil,nil)
    
end

loadVideoUI()


This post has been edited by lastend: Apr 3 2010, 04:50 AM


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lastend
post Apr 6 2010, 01:11 AM
Post #90


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Posts: 178
Type: Developer
RM Skill: Masterful




Here a script that wont make your brain pop.

Credts.lua
CODE
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")

dialogID = nil
y = 0

function LoadUI()
    local dWidth = Engine.GetWindowWidth()
    dialogID = UI.Dialog.Add(0, 0, dWidth, Engine.GetWindowHeight())
    local lblID = UI.Label.Add( dialogID, "By Eric Tennant", 0, 500, dWidth, 40)
    UI.Label.SetAlign(dialogID, lblID, "center")
    Engine.AddTimer(20, "Loop()", "timerName")
end

function Loop()
    y = y-1
    UI.Dialog.SetLocation(dialogID, 0, y)
    if y == -800 then y = 0 end
end

LoadUI()


This post has been edited by lastend: Apr 6 2010, 01:12 AM


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Nommy
post Apr 7 2010, 12:44 PM
Post #91


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I really hope this comes with a "HELP ME!!! x_x" file.


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lastend
post Apr 7 2010, 01:43 PM
Post #92


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Posts: 178
Type: Developer
RM Skill: Masterful




Yea offline and online help.

But it not as hard as you would first think. Many of the properties are dropdowns menus like any true / false, Zoning Map, and player state. Other properties Like size or location is set by using the mouse on the event over the board.

Any options can be mix or match, For example if the zoning map is set to same it works as a teleporter.


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lastend
post Apr 9 2010, 06:38 AM
Post #93


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Posts: 178
Type: Developer
RM Skill: Masterful




For the side scroller I created a little gravity script to control the player. Funny when you think about mario, he was able to jump 4 x his height. Must of been a small planet. At any rate it not earth gravity but it is following Einstein & Newton rules.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")
Scripting_RegisterClass("characterdialog")
Scripting_RegisterClass("player")

SinceLCMS = 1

function loadUI()
  _width = Engine.GetWindowWidth()
  _height = Engine.GetWindowHeight()
  _offsetX = _width - 160


    Engine.AddTimer(33, "Loop()", "timerName")
end

function Loop()
    local toChange = math.floor(0.00001 *   (math.pow(SinceLCMS,2)) )  
    if toChange > 15 then toChange = 15 end -- Set Terminal Velocity

    if Player.ChangeY(toChange) == true  then
        SinceLCMS  = 1
    else
        SinceLCMS = SinceLCMS + 33
    end
end

loadUI()


This post has been edited by lastend: Apr 9 2010, 06:39 AM


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lastend
post Apr 13 2010, 09:11 PM
Post #94


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Posts: 178
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RM Skill: Masterful




Every template will come with it own video, and control settings screens built in to the template. Editing these scripts you must know basic programming. This following script is the user define controls screen. It allow for the user to set the control to any key on the keyboard.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("engine")
Scripting_RegisterClass("ui")

-- Attributes
dialogID = nil
txtUp = nil
txtDown = nil

-- Functions
function init()
    loadUI()
    read()
    loadEvents()
end

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)
    txtUp = UI.TextBox.Add(dialogID, "",  _offsetX, _height - 196, 150, 50)
    txtDown = UI.TextBox.Add(dialogID, "",  _offsetX, _height - 146, 150, 50)

    UI.Button.Add(dialogID, "OK", 0, 24, 150, 20, " OnOK_Clicked()", Keys.Enter)
end

function loadEvents()
    UI.TextBox.SetKeyPressedEvent(dialogID, txtUp, "KeyToTextBox(" .. txtUp .. ")")
    UI.TextBox.SetKeyPressedEvent(dialogID, txtDown, "KeyToTextBox(" .. txtDown .. ")")
end

function KeyToTextBox(id)
    UI.TextBox.SetText(dialogID, id, UI.Dialog.GetLastKeyPressedName(dialogID))
    UI.TextBox.SetTag(dialogID, id, UI.Dialog.GetLastKeyPressedID(dialogID))
end

function SetData(id, keyName, keyID)
    UI.TextBox.SetText(dialogID, id, keyName)
    UI.TextBox.SetTag(dialogID, id, keyID)
end

function GetData(id)
    return UI.TextBox.GetText(dialogID, id) .. "," .. UI.TextBox.GetTag(dialogID, id) .. ","
end

function GetKeyID(name)
    Engine.DoString("value = Keys." .. name)
    return value
end

function Window_Resize()
    local _width = Engine.GetWindowWidth()
    local _height = Engine.GetWindowHeight()

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

function split(str, pat)
    local t = {}  
    local fpat = "(.-)" .. pat
    local last_end = 1
    local s, e, cap = str:find(fpat, 1)
    while s do
        if s ~= 1 or cap ~= "" then
            table.insert(t,cap)
              end
        last_end = e+1
        s, e, cap = str:find(fpat, last_end)
    end
    if last_end <= #str then
        cap = str:sub(last_end)
        table.insert(t, cap)
       end
    return t
end

function  OnOK_Clicked()
    Save()
    --Exit code goes here
end

function Save()
    io.output(Engine.ApplicationPath() .. "\\controls.set")
    io.write(GetData(txtUp))
    io.write(GetData(txtDown))
    io.close()
end

function read()
    local file = io.input(Engine.ApplicationPath() .. "\\controls.set")
    local t = file:read("*all")
    file:close()

     local tempTable = split(t, ",")
    SetData(txtUp, tempTable[1], tempTable[2])
    SetData(txtDown, tempTable[3], tempTable[4])
end

init()


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jneul
post Apr 15 2010, 08:39 AM
Post #95


Level 7
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Group: Revolutionary
Posts: 102
Type: Developer
RM Skill: Beginner




QUOTE (lastend @ Apr 14 2010, 05:11 AM) *
Every template will come with it own video, and control settings screens built in to the template. Editing these scripts you must know basic programming. This following script is the user define controls screen. It allow for the user to set the control to any key on the keyboard.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("engine")
Scripting_RegisterClass("ui")

-- Attributes
dialogID = nil
txtUp = nil
txtDown = nil

-- Functions
function init()
    loadUI()
    read()
    loadEvents()
end

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)
    txtUp = UI.TextBox.Add(dialogID, "",  _offsetX, _height - 196, 150, 50)
    txtDown = UI.TextBox.Add(dialogID, "",  _offsetX, _height - 146, 150, 50)

    UI.Button.Add(dialogID, "OK", 0, 24, 150, 20, " OnOK_Clicked()", Keys.Enter)
end

function loadEvents()
    UI.TextBox.SetKeyPressedEvent(dialogID, txtUp, "KeyToTextBox(" .. txtUp .. ")")
    UI.TextBox.SetKeyPressedEvent(dialogID, txtDown, "KeyToTextBox(" .. txtDown .. ")")
end

function KeyToTextBox(id)
    UI.TextBox.SetText(dialogID, id, UI.Dialog.GetLastKeyPressedName(dialogID))
    UI.TextBox.SetTag(dialogID, id, UI.Dialog.GetLastKeyPressedID(dialogID))
end

function SetData(id, keyName, keyID)
    UI.TextBox.SetText(dialogID, id, keyName)
    UI.TextBox.SetTag(dialogID, id, keyID)
end

function GetData(id)
    return UI.TextBox.GetText(dialogID, id) .. "," .. UI.TextBox.GetTag(dialogID, id) .. ","
end

function GetKeyID(name)
    Engine.DoString("value = Keys." .. name)
    return value
end

function Window_Resize()
    local _width = Engine.GetWindowWidth()
    local _height = Engine.GetWindowHeight()

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

function split(str, pat)
    local t = {}  
    local fpat = "(.-)" .. pat
    local last_end = 1
    local s, e, cap = str:find(fpat, 1)
    while s do
        if s ~= 1 or cap ~= "" then
            table.insert(t,cap)
              end
        last_end = e+1
        s, e, cap = str:find(fpat, last_end)
    end
    if last_end <= #str then
        cap = str:sub(last_end)
        table.insert(t, cap)
       end
    return t
end

function  OnOK_Clicked()
    Save()
    --Exit code goes here
end

function Save()
    io.output(Engine.ApplicationPath() .. "\\controls.set")
    io.write(GetData(txtUp))
    io.write(GetData(txtDown))
    io.close()
end

function read()
    local file = io.input(Engine.ApplicationPath() .. "\\controls.set")
    local t = file:read("*all")
    file:close()

     local tempTable = split(t, ",")
    SetData(txtUp, tempTable[1], tempTable[2])
    SetData(txtDown, tempTable[3], tempTable[4])
end

init()

lol looks like you are still busy lastend, how things going


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lastend
post Apr 15 2010, 02:12 PM
Post #96


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Posts: 178
Type: Developer
RM Skill: Masterful




It going really good. Right now i'm converting the ingame message system to Lua from c#

Forum: MessageBox System


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Zinx10
post Apr 17 2010, 04:16 PM
Post #97


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Type: Developer
RM Skill: Advanced
Rev Points: 5




I am looking at the event editor, and does NEED any basic scripting knowledge?


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lastend
post Apr 17 2010, 09:54 PM
Post #98


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No scripting is needed for the event system to do basic functions. To do more advance action you would need scripting knowlege. I will also be adding more non-scripting event actions for any requested functionality.


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Zinx10
post Apr 18 2010, 02:12 PM
Post #99


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Okay...not sure that you are far enough, but what does the event editor look like in the coding process...like in rpg maker....you have buttons and everything. Will it be like that?


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Game Thread
A game where you start in the future, but you go to the past, to make things right, hopefully.

The Hidden World
Game Thread
An Arcade-style game where you must go through various puzzles to see if you go home.

Here are all the things I Support (They Include Links!)




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lastend
post Apr 19 2010, 03:22 PM
Post #100


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Posts: 178
Type: Developer
RM Skill: Masterful




QUOTE
Okay...not sure that you are far enough, but what does the event editor look like in the coding process...like in rpg maker....you have buttons and everything. Will it be like that?


Basicly its the events Propertie grid.

Events
•Per-pixel placement - Can be placed anywhere on the map, and are not tile based.
•Any Size - Can be made to cover one or many tiles.
•Supports Lua scripting files
•Non-Scripting actions
◦Doors
◦Keys
◦Layer change
◦Player State change
◦Occurs once toggle
◦Play sound
◦Open a message
◦Tile Animation
◦Zoning
■Save map toggle


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