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lastend


VRS gives you the power to create your own original role-playing games without any special knowledge or training. All you need is a computer an a imagination, and your on the way to making your own game. VRS allow for almost endless maps that can contain up to 10,000,000 tiles. Let's take a look at some more of its features.

You might think it's hard to make a game, but it's a breeze to find your way around LastEnd VRS. First, make a map that'll serve as the stage for your adventure, then set up your Player, NPC (enemy monsters), items, magic-everything you need for a good RPG. Finally, create some events and place them around the map. Once complete all you have to do is hit the build game option and your very own original RPG is complete. Mapmaking is as simple as a jigsaw puzzle when you have tiles to work with, and with 10 layers you can make it look and feel the way you want it.

FEATURES

•Lua Scripting
•Larger Maps
•1 to 10 Layers
•Unlimmited Tilesets
•Unlimmited Animated Tiles
•Supports Any Grid Size
•Project Templating
•Double 64 Bit Encrypted Resouces
•Customizable Workspace
•Supports XBox 360 Controller


LINK TO DOWNLOAD
LastEnd.com - Main website, and Forums
lastend
Here the newest feature list I have up on the site now. More will come, it a work in progress.

Layers
We allow for 10 Layers of graphic on the gameboard. Each layer has it own collision setting.

Layer Changing
We allow the player to change what layer they are on. This allow for things like bridges, and gives a 3D feel to the engine.

Game Board
Unlike the other RPG makers out there we allow almost endless Game Boards that can contain over 10,000,000 tiles each.

Collision
Collision is set to a tile and if used on any layer will stop the player movement on that layer. This allows for the design of bridges. You can also setup object collisions. Object collision is an area where the player can move but objects cannot.

Music
The music system allow unlimmited songs to be on a map. It supports .mp3, and midi. Adding a song is as easy as right clicking the music part of the treeview, and selecting the songs you want.

Tile Painting
The Painting mode takes over the whole right bar. Tiles can be placed one by one, or you can use a selection box to grab an area of tiles. Also it allow for you to select any grouping of tiles by holding down the shift key and clicking the ones you want. This is great for objects that are not your typical square shape.

Items
Items can be placed anywhere on the board. They are not tile based, and can have any X, Y position. Also animated items are supported.

Scripting
The event system supports Lua scripting.
Nommy
HMMMM.....

Interesting...
lastend
----------------------------Removed---------------------------------
lastend
Because of a strong demand for scripting we are adding scripting to the TODO list. Each event will have a scripting textbox. We will be using Lua for this. This will in power a event to do out of the box tricks, but still allowing for the simplicity of flaged events.
Nommy
3 things

1 - The website needs a lot of work. Not too many people are going to use a website that looks so... dull.

2 - The snapshots need to be fixed.

3 - Don't mix and match sprites and maps. Using the Link sprite is okay for demonstrations... but it looks really bad when put together.
lastend
Agree. The site is in bad need of a head banner. If anyone can make one, and I like it. They will get to be a beta tester, have their name in the credits, and will get a free copy of version 1.0. The banner will need to be about the current width of the site content area.

Rukiri
This just seems limited when compared to RPG Maker XP and VX, how would this appeal to eastern communities? While I'm from the US, I'm on many Japanese RPG Maker communities(quite more often than I am here).
lastend
Right now it wouldn't unless they can read english. However I will be adding a xml string database so the engine will be able to uses other languages. At this time I can't tell you if it will be in version 1.0 .
lastend
The scripting system is coming a long really fast. Here is 3 custom function I have added to LastEnd Rpg Maker Lua scripting.

int Gameboard_Player_Damage(int damage)
Returns the total hit point that are damage. The player can also take damage by using this function.

MessageBox_Show(string message, string tile)
Display a in game message box.

Gameboard_Item_Remove(string name)
Remove a item from the gameboard

If anyone want a function added to the scripting system just post it here and i'll see what I can do about getting it added.
Mister America
i was too lazy to open the spoilers
lastend
Here a link to the scripting functions added so far.

http://lastend.com/scriptingfunctions.aspx

If anyone want a function added to the scripting system just post it here and i'll see what I can do about getting it added.
dorky106
may want to make a ToS for it as well so people don't claim it as their own, as well as stuff like if u dont want ppl to use it for a commercial game or wat not
lastend
Due to legal reasons, and naming issues LastEnd RPG Maker website has taken over the LastEnd.com Domain. You can now find all the project information at LastEnd.com . The old address will stay up for a few more days so I can fix any image links posted around the web, then it will be gone.
lastend
QUOTE (dorky106 @ Nov 19 2009, 05:58 PM) *
may want to make a ToS for it as well so people don't claim it as their own, as well as stuff like if u dont want ppl to use it for a commercial game or wat not


Commercial games will be allow on it. Not sure yet what the terms will be.
Nommy
site could use a little more polishing up.

The details need to be elaborated... vastly.

One of the things you should add to the FAQ is a "Why you should use Last End RPGMaker instead of ______". For one, I'd like an answer to that tongue.gif
lastend
Here a few reasons why.

Performance: Do more and runs faster. We have added 1 more layer to the system for a total of 4, and the gameboard maxium size can go up to 4,000,000 tiles. Keep in mind that 4,000,000 tiles would take a bit to design. We just wanted to give the user the option if they wanted it.

Easier to uses: With many precode event based flags, scripting wont be required to do many of the advance features; however scripting is advilable if needed. Lua rocks.

8 way actor animation. PerPixel movement. Adjustable event sizes. Plus many more things that are not coming to me right now.

One of the best things Enterbrain has going for them is their art that comes with it. Once I find some good artist this wont be a problem.


What system would you like more details on?
Rukiri
Lua is awesome, most if not all of the Japanese RM community wished XP used it.

As for the battle system don't implement one make it so that the user has to create his/her own, and if a perfect Zelda BS can be done I'd be happy to use it.

Also the resolution should be customizable as it was very tedious in XP and heck it's not perfect, and also there shouldn't be Tlle size limits. The user should set it when the game is setup.

So like 8X8, 16X16, 32X32, 64X64 etc

I'm very good when it comes to prorgamming so once or if the scripting engine is completely done I could work on some starter kits.

- Chrono Trigger starter kit
- Sword of Mana Kit
- Legacy of Son Goku Kit
- Super Mario Bros Kit (Scripting is a + for this)

I could also make a comparison to LERM to Game Maker and how it stacks up to a GM Rpg.

As for the 8 Dir movement it's useless to have the sprites face that way unless you have matching tiles. I prefer 4 way 8 dir movement.
Please make sure both methods of 8 dir movement can be used, or if source is available the user can edit it.
Xach-Crisis
Hey i thought id try to help you with the smallest i could, a logo, but its pretty tribally, and i can do many retries as long as you ask me, i havent done logos in some time and i were missing it, so i just took a chance and hope i made it good and not to tribally, i am trying to stay away from that

lastend
That really good. The dragon color would need to be change so the text sticks out a bit more.
Xach-Crisis
Ofcourse, just tell me which color and i will get on editing it sometime soon hopefully
jneul
just curious as to how you got your dialogs looking like that by the way, did you use something like irisskin, or did you actually manage to alter skin yourself, if so i am intetrested in how you did this.
lastend
The editor dialogs are all just c# .net forms. The game engine side uses whatever image you give it for that part of the gui. Keep in mind Windows 7 is doing the main layout on that dialog.
jneul
QUOTE (lastend @ Dec 3 2009, 08:47 AM) *
The editor dialogs are all just c# .net forms. The game engine side uses whatever image you give it for that part of the gui. Keep in mind Windows 7 is doing the main layout on that dialog.


are you using the x86 or x64 version, i have a x64 computer so i am going to try the new windows, because i am fed up of xp, it's not the first time i have had to re-install it this year lol
Edit: also which IDE are you using is it Visual Studio 2008??
lastend
QUOTE (jneul @ Dec 3 2009, 02:19 AM) *
QUOTE (lastend @ Dec 3 2009, 08:47 AM) *
The editor dialogs are all just c# .net forms. The game engine side uses whatever image you give it for that part of the gui. Keep in mind Windows 7 is doing the main layout on that dialog.


are you using the x86 or x64 version, i have a x64 computer so i am going to try the new windows, because i am fed up of xp, it's not the first time i have had to re-install it this year lol
Edit: also which IDE are you using is it Visual Studio 2008??


x86, but if you have x64 that would do even better on Win7 from what I've read on it. Yep I'm usesing VS08 for web design and games. Been waiting for VS10 to get out of beta in hope that it works a bit better with css. VS08 web sites in visual mode don't uses themes. I'm hoping they upgraded this.
Puck
once i'm convinced its safe for my comp and won't lag, i'm sold. looks slightly complicated in comparison with 2k 2k3 XP or VX but hey its worth a shot.

are their any videos of how it works or like any way for the people who wanna use this can see what its like without having to install it?you should put a vid on youtube or something. i like how big you can make maps, make an ABS game on that and you just kicked legend of zelda in the butt XD
Nommy
Try to get someone to do a grammer/spelling check for your system/website/instructionmanuals/etc.

If I can get enough time, I'll do it. Not this week tho. I'll be taking a final in 20 minutes and I'm off to work after that.
lastend
If you see a spelling or grammer error please let me know.
kaz
QUOTE (lastend @ Nov 24 2009, 10:27 AM) *
Here what the map creation window looks like.







Transparent - not transpartent

Display an in game message box not. Display a in game message box.

A couple of ones that came to mind from the screenshots plus easier not easyer
lastend
Thank you [Kaz]. I have fixed the Form / screenshot.
Redd
Keeps on looking better and better smile.gif keep up the good work biggrin.gif
lastend
Here what I been working on this past week.

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


UI.AddButton(13, "Play", 0, 24, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)
UI.AddButton(14, "Settings", 0, 48, 150, 20, "Engine.ShowVideoSettings()", -1)
UI.AddButton(15, "Exit", 0, 72, 150, 20, "Engine.CloseWindow()", Keys.Escape)
lastend
Here an update to that script.

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

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

  dialogID = UI.AddDialog(0, 0, _width, _height)
  UI.SetDialogColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))
  UI.SetDialogCaption(dialogID, "Main Menu", 0, 30)
  UI.AddButton(dialogID, 13, "Play", _offsetX, _height - 112, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)
  UI.AddButton(dialogID, 14, "Settings", _offsetX, _height - 88, 150, 20, "Engine.ShowVideoSettings()", -1)
  UI.AddButton(dialogID, 15, "Exit", _offsetX, _height - 64, 150, 20, "Engine.CloseWindow()", Keys.Escape)
end

loadUI() -- I wrap this in a function so its attributes drop out of memory once out of scope.
lastend
The scripting for the UI is going great. The system will allow full control over any GUI control. For users that don't know scripting there are many prebuilt gui objects that need no scripting.

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


dialogID = nil

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

  dialogID = UI.AddDialog(0, 0, _width, _height)
  UI.SetDialogColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))
  UI.SetDialogCaption(dialogID, "Play Menu", UI.ARGB("White"), 30)
  UI.AddButton(dialogID, 13, "New Game",  _offsetX, _height - 112, 150, 20, "Engine.NewGame()", Keys.Enter)
  UI.AddButton(dialogID, 14, "Load Game",  _offsetX, _height - 88, 150, 20, "Engine.LoadGame()", -1)
  UI.AddButton(dialogID, 15, "Main Menu",  _offsetX, _height - 64, 150, 20, "UI.Load('MainMenu.lua', true)", Keys.Escape)
end

loadUI() -- I made this in a function so its attributes drop out of memory once out of scope.

function resize() -- Called any time the engine window is resized, it is optional.
  _width = Engine.GetWindowWidth()
  _height = Engine.GetWindowHeight()
  _offsetX = _width - 160

  UI.SetDialogSize(dialogID, _width, _height)
  UI.SetButtonLocation(dialogID, 13, _offsetX, _height - 112)
  UI.SetButtonLocation(dialogID, 14, _offsetX, _height - 88)
  UI.SetButtonLocation(dialogID, 15, _offsetX, _height - 64)
end
lastend
I didn't like how the UI scripting was looking. So I put the UI objects in sub classes of the UI class. At any rate it looks better and is easier to remember syntaxs.

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

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 Test", _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, "Engine.ShowVideoSettings()", -1)
  UI.Button.Add(dialogID, 15, "Exit", _offsetX, _height - 64, 150, 20, "Engine.CloseWindow()", Keys.Escape)
end

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

function 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
rcGingerNinja
There isn't much point in speculating too heavily on why it should be used rather than XP or VX.

It is obviously still in heavy and current development, and the best chance users of VX and XP have going for them, with a developer like this, is the power to actually say something and get what they want put into it.

Could you ever imagine emailing enterBrain with ideas and getting them, let alone anytime soon? I doubt it.
lastend
Here a list of all the dialog commands. Let me know if you want anymore added.

Information
The UI Dialog class allows you control over dialogs. All of the following commands can be accessed by using [ UI.Dialog. ] You will have to register the UI class.


Functions

int Add(int x, int y, int width, int height )
Add a dialog. Returns the id of the created dialog.

SetCaption(int dialogID, string text, int fontColor, int height)
Creates and enables the caption.

SetColor(int dialogID, int color)
Set the background color of the dialog.

SetColors(int dialogID, int topLeft, int topRight, int bottomLeft, int bottomRight)
Set the background blended colors of the dialog.

SetLocation(int dialogID, int x, int y)
Set the dialog location.

SetSize(int dialogID, int width, int height)
Set the dialog size.

SetFont(int dialogID, string faceName, uint size)
Set the dialog font.

SetFontColor(int dialogID, int fontColor)
Set the dialog font color.

...The site will be updated once we get a few more of the scripted objects documented...
lastend
Here are a few more UI objects that have been documented.

Information
The UI Button class allows you control over buttons. All of the following commands can be accessed by using [ UI.Button. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height, string luaEvent, int Key)
Adds a button.

Remove(int dialogID, int id )
Remove a button.

SetClickEvent(int dialogID, int id, string luaClickEvent )
Set the button click event.

SetLocation( int dialogID, int id, int x,int y)
Set the button location.

SetSize(int dialogID, int id, int width, int height)
Set the button size.

SetText(int dialogID, int id, string text)
Set the button text.

string GetText(int dialogID, int id )
Returns the button text.


Information
The UI Picture class allows you control over pictures. All of the following commands can be accessed by using [ UI.Picture. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, int x, int y, int width, int height, int xTex, int yTex, int wTex, int hTex, string filename)
Add a picture to a dialog.

Remove(int dialogID, int id)
Remove a picture.

SetLocation( intdialogID, int id, int x,int y)
Set the picture location.


SetSize( int dialogID, int id, int width, int height)
Set the picture size.


Information
The UI Label class allows you control over Labels. All of the following commands can be accessed by using [ UI.Label. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height)
Add a Label.

Remove( int dialogID, int id )
Remove a label.

GetText(int dialogID, int id )
Get a label text.

SetText(int dialogID, int id, string text)
Set a label text.

SetLocation(int dialogID, int id, int x, int y)
Set a label location.

SetSize(int dialogID, int id, int width, int height)
Set a label size.



Information
The UI Link class allows you control over links. All of the following commands can be accessed by using [ UI.Link. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height, string luaClickEvent)
Add a link.

Remove( int dialogID, int id )
Remove a link.

GetText(int dialogID, int id )
Get a linktext.

SetText( int dialogID,int id,string text)
Set a linktext.

SetLocation( int dialogID,int id, int x,int y)
Set a linklocation.

SetSize( int dialogID, int id, int width, int height)
Set a link size.

SetClickEvent(int dialogID, int id, string luaClickEvent)
Set the link click event






lastend
Good news the UI scripting system is just about in beta status. I have coded all the wrappers to the appliction, and have documented them. The new UI documentation will be posted to the projects website once I complete each UI object example.

Moving forward I have move myself to the scripting IDE side of things. So far I have added many new options. Like colored syntaxs, text zoom, and auto complete syntax. This is now an other area that I will post more information on once its documentation is done.
Rukiri
Wow uber simple coding man! So clean!
ngoaho
oh my god, i really like it, where is download link.
kabuto202
I give you props for this, I've seen many people say they'll be making something like this but, you're the first person to actually make. You sir, have my respect.
lastend
I been updating this form to support animated and non-animated textures. Most objects with a texture will support both types. I hope to have a working beta screen shot of it soon.
ngoaho
hurry hurry, i can't wait much more. last end, i love you.
commandokev
Awesome dude, this really looks like it could be a hit, especially if Enterbrain's next rpg maker is a bomb, or they don't release one for forever.

I personally would like to test LastEnd, if possible.

Also, I have a question, will this be an rpg system like Diablo? I mean like you go and click to attack and use items and stuff like that, not like Enterbrain's rpg makers.
lastend
I wish I knew when beta testing will start; however at this time I really can't say. Once we do start public beta testing a signup/download area will be added to LastEnd.com.

Currenly the movement is all keyboard base, but we are going to add mouse and joystick before beta. The GUI allows for both mouse and keyboard input. For example the spell bar spells can be clicked or you can uses the 1-9 keys to cast a spell. I have build many GUI objects like the spell bar to cut down on development time. So yea you could develop a Diablo like game with the engine.

Nommy
Lastend - Is the box in your avatar a mock-up or is this really a product we might see in stores?

With all the work you're putting into this, I can't help but think that there'll undoubtedly be a fee for this.

2dgamestudios & jneul both have given up on their projects.

2dgamestudios for sure, but jneul... I suppose I'd give it another month before I consider him down for the count.
lastend
QUOTE
Lastend - Is the box in your avatar a mock-up or is this really a product we might see in stores?

With all the work you're putting into this, I can't help but think that there'll undoubtedly be a fee for this.


It is a 3ds model. The sides you don't see havn't been designed yet. Version 1.0 will be online sales at first with a 30 day demo. I do wish to market in stores with a design much like this one. All a matter of getting a publisher or publishing it myself. For now i'm going to publish it on my own, once ready I mean.
Nommy
Can you give me an example of what sort of games we'll be able to make.

For example, you could list such games as: Final Fantasy, Phantasy Star, Dragon Warrior, Ultima, Diablo, Tales of [ueverything[/u], so on and so forth. Also, will Action RPGs be creatable with this software?

I wanna get a feel for how versatile this program is.
sickness
one of the biggest thing that i like about what you have said is the resizable events, hate having events 1 square in size lol
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