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Game Engine - Visual RPG Studio, Free 30 day trial |
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Mar 31 2010, 01:28 AM
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emerge -avt awesome! Wait... it brings me.... HERE?!

Group: Revolutionary
Posts: 1,723
Type: Scripter
RM Skill: Advanced

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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?
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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 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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Mar 31 2010, 03:45 PM
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Master of Darkness

Group: Revolutionary
Posts: 1,194
Type: Developer
RM Skill: Advanced
Rev Points: 5

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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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Mar 31 2010, 04:41 PM
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emerge -avt awesome! Wait... it brings me.... HERE?!

Group: Revolutionary
Posts: 1,723
Type: Scripter
RM Skill: Advanced

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Pretty much.. DBP is awful and really shunned at many game dev communities..
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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 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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Mar 31 2010, 05:40 PM
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Master of Darkness

Group: Revolutionary
Posts: 1,194
Type: Developer
RM Skill: Advanced
Rev Points: 5

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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?
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Apr 1 2010, 09:18 AM
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Level 30

Group: Revolutionary
Posts: 704
Type: Developer
RM Skill: Intermediate

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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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Apr 1 2010, 12:03 PM
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Master of Darkness

Group: Revolutionary
Posts: 1,194
Type: Developer
RM Skill: Advanced
Rev Points: 5

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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.
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Apr 3 2010, 04:49 AM
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Level 11

Group: Revolutionary
Posts: 178
Type: Developer
RM Skill: Masterful

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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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Apr 6 2010, 01:11 AM
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Level 11

Group: Revolutionary
Posts: 178
Type: Developer
RM Skill: Masterful

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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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Apr 9 2010, 06:38 AM
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Level 11

Group: Revolutionary
Posts: 178
Type: Developer
RM Skill: Masterful

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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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Apr 13 2010, 09:11 PM
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Level 11

Group: Revolutionary
Posts: 178
Type: Developer
RM Skill: Masterful

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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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Apr 15 2010, 08:39 AM
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Level 7

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

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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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RPG Inventor version 0.0.4.1 and the user guide is on my website -go on try it you know you want to Job Vacancies: Artists are required for making graphical resources, which will include interface assets, tile sets, character sets, battler sets, window skins, panorama’s, weapons, icons, monsters etc. I am willing to pay money for talented artists, but you will need to prove your skills to me first, please send me a sample of your work, and identify your charges and I will contact you if I am interested.
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Apr 19 2010, 03:22 PM
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Level 11

Group: Revolutionary
Posts: 178
Type: Developer
RM Skill: Masterful

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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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