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Work in Progress / [WIP] 2D RPG Creator

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Xlaydos
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Posted: 28th Jul 2007 21:38 Edited at: 1st Aug 2007 23:34
See post 21 for v0.1

Disclaimer: This is my first WIP so go easy please

2D RPG Creator

Imagine, design, create!



(Display media from the spriters resource)


This is a topdown 2D RPG Creator for creating games with ease in the style of Zelda or Golden Sun. I am using WinGUI by Aaron Miller (Great DLL thank you ) for the windows interface.

Progress:
- Done
- In Progress / Planned
- Maybe

Basic drawing and editing of tiles
Combotiles (Randomly dispersed different tiles)
Basic drawing and editing of doodads
Basic drawing and editing of entites
Basic interface
Save / Load
Music / Sound
Compile to .exe
Export file runable from another .exe
Multiplayer

Approx 1000 lines of code at the moment.

Any ideas or things i have missed?

Thank you![b][/b]

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Kyle Katarn
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Posted: 28th Jul 2007 21:46
Looks awesome man. But will it have the capabilities for Zelda type battle system (or any active battle system. Like LOG)?
Xlaydos
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Posted: 28th Jul 2007 22:35
Thank you At the moment i plan just to add static golden sun turnbased battles, but then i inted to expand into a more active battle. I may make it scriptable, i'm going to look into scripting soon.
tiresius
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Posted: 29th Jul 2007 06:51
Looks cool I'm working on a level editor too. Looks like you got yours well thought out. Mine...not so much.

I'd recommend making the tile-picker visual (show the 2D image) instead of just a description of what the tile is. Might make it easier to pick exactly what you want to see.

How is the engine for this game? Is it just like classic zelda or the later zeldas?

I'm not a real programmer but I play one with DBPro!
Shadow heart
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Posted: 29th Jul 2007 11:58
man dude it's looking good keep it up

haha lets rock this world.
Kyle Katarn
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Posted: 29th Jul 2007 12:10
I guess it is safe to assume that you'll be able to import your own tiles?
Xlaydos
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Posted: 29th Jul 2007 13:08
@Tiresius Will do I'm just waiting for a small update on wingui before i do that

The engine is still to be started. It will be 2d? Classic zelda, the later zeldas you mean are 3d right?

@Shadow heart Thank you

@Kyle Katarn Yes ofcourse, note the import button

P.S Scrolling maps are now about 75% complete, should have it finished tonight if i find the time.
Silvester
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Posted: 29th Jul 2007 14:51
Looks great Xlaydos.

Will it export some maps so we can import it into DBP?That would also be cool.as then we could make our own engine around it.


Nack
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Posted: 29th Jul 2007 19:40
looks cool! I would suggest merging all those windows into one, easier to manage. And you mite want to look into lua for scripting too, scripting is a must, thats mine 2 cents

Looks great regardless, keep it up.

Nack


Nream is DONE! Check my site =]
Xlaydos
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Posted: 29th Jul 2007 21:38
@Prince of Darkness great idea I'll see what i can do

@Nack I can't merge all the windows, but i may merge some...
I'll look into lua in a later stage
da power pwnerer
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Posted: 30th Jul 2007 01:46
Can it make standalone exes? if so can you tell me how you did it? The engine looks great by the way


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Aaron Miller
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Playing: osu!
Posted: 30th Jul 2007 03:43
@da power pwnerer
To make a stand-alone exe, you have several options....

A: Go to http://www.microsoft.com, search for the PE file format documentation. Then you can go to the intel or AMD sites and download the documentation for their processors... With this knowledge you could make an EXE.

B: You can premake a runtime exe then have that open up a file and execute it.

C: You can premake a runtime exe, append files to the end of it, and then execute a file attached to the exe.



@Xlaydos
I wanna see more screenies, keep up the good work.


Cheers,

-naota

Xlaydos
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Posted: 30th Jul 2007 12:47
@Da power pwnerer Not yet, and i have no idea how, but i am definatly going to have a look at aaron millers info .

@Aaron Miller Thank you for the info You are my DLL hero
I'll try to get you some more screenies soon.
Kyle Katarn
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Posted: 30th Jul 2007 14:43
Quote: "@Kyle Katarn Yes ofcourse, note the import button"


Ah yes, stupid me! How could I not notice it lol.

In the bottom right hand corner of the program, it has grid options. What is the grid? Is it the usual gameboy type 16x16 (or 8x8, I cant remember which), or are you gonna add an option to set your own grid?
Xlaydos
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Posted: 31st Jul 2007 01:35 Edited at: 31st Jul 2007 01:35
Scrolling is now complete and optimised

The grid size is default to 16*16 but will be selectable by the user

Screeny of ComboWindow and Example if i painted the area with it:

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Deathead
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Posted: 31st Jul 2007 01:48
Xlaydos! This is awesome! NICE!!!

Xlaydos
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Posted: 1st Aug 2007 00:03
Thanks Deathead

New update:

Fixed several bugs
Allowed resizing of doodads
Allowed movement of doodads, just 1 small bug left.
Deathead
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Posted: 1st Aug 2007 02:02
Whats that bug??? The 1 small bug.

Xlaydos
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Posted: 1st Aug 2007 14:49
Well, it moves them, as i can see by the "selected sprite" and the variables being changed, but when it comes to redraw it to the screen it is invisible...
Deathead
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Posted: 1st Aug 2007 15:25
Oh okay. So it just goes invisible.

Xlaydos
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Posted: 1st Aug 2007 23:31
Attached is v0.1 Please inform me of any bugs or features you think should be added to the first 2 layers of editing.

Known things not working (some awaiting updates for wingui):
"Add All" button in tile import window
Directory browser in tile import window
Animation

Notes:
Buttons and check/radio boxes require to be 'clicked off' before they will take effect, you will see what i mean quickly
Use the arrowkeys to scroll around the map, i don't have those window scroll bars at the moment .
If you run it at less then 1280*1024 you may have to resize the windows, i think the rest should work though.

Thank you for your help testing.

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Xlaydos
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Posted: 2nd Aug 2007 23:24
I've been looking into scripting, but i'm still confused. Is there a scripting FAQ anywhere?
Aaron Miller
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Posted: 4th Aug 2007 09:13
@Xlaydos
Thanks.

Also, you can do what FPSC did which was use a runtime exe, and just read in scripts and a .ini file. If there is any way I can offer my help towards this project (Depending on how so), just ask. For contacting reasons, I would prefer you to try an IM me first, if you did, if that fails then emailing would be better. (This is because I am quicker to respond through IM/email)

Keep up the good work.



Cheers,

-naota

Xlaydos
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Posted: 4th Aug 2007 23:22 Edited at: 4th Aug 2007 23:23
Thanks, for the offer but you've already done a lot for this project (winGUI ) and the best way you could help is by adding to that.

I'll keep your generous offer in mind if i get stuck in the future

New screeny!

Lighting (very early stages)

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Inverted
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Posted: 5th Aug 2007 05:20
loving the lighting dude, just blur out the sides of it and make it so you can set a lighting property to any object. for example you could make a lamp set off a light by assigning it a lighting property and setting the power/range, etc


Lawl
Xlaydos
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Posted: 5th Aug 2007 18:29
I will look into blurring it although i kind of like the blocky effect Instead of adding a lighting property to objects, you simply place a light on top of the object. Lights will be scriptable so you can get flickering lights, moving lights and lights of various strength.
Aaron Miller
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Posted: 5th Aug 2007 22:49
Just a thought, but why not just lay a scalable image over the light? It'll probably be quicker. Or you could use the 2DPlugKit to make some really good looking lighting effects.



Cheers,

-naota

Xlaydos
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Posted: 6th Aug 2007 15:08
I'll have look into 2dpluginkit and the scalable image, thanks
Aaron Miller
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Posted: 7th Aug 2007 05:30
np.


Cheers,

-naota

Sora1200
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Posted: 4th Oct 2007 22:42
keep it up dude
da power pwnerer
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Posted: 28th Oct 2007 03:27 Edited at: 28th Oct 2007 03:27
If you are still looking for a way for standalone executables, I think I have a solution (Which isn't that hard to do, and you probably already thought of this easy way)

This is what I did for my own engine:
1. I made my main engine write a custom level file, in a certain order. For example:
syncrate#=60
SYNC ON
SYNC RATE syncrate#
....
WRITE STRING filenum,"This is the game name" `game name
WRITE FILE filenum,syncrate#
WRITE STRING filenum,"playergfx.png" `write gfx name
....
and do this for all your need

2. Create an INI file that stores which levels are to be loaded, how the game is set up, etc.

3. Now make a precompiled executable that reads all the data
READ STRING filenum,TITLE$
READ FILE filenum,syncrate
...
SET WINDOW TITLE TITLE$
...
SYNC ON
SYNC RATE syncrate

4. Read the INI file, the same way that you read the level (you can also do this as step 3)



Don't forget to use 'OPEN TO WRITE','CLOSE FILE','OPEN TO READ',and 'CLOSE FILE' again

I hope this helped you in some way.



-Dan
EDIT: This is probably a bit hard to understand, as I am not good at explaining things,


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Aaron Miller
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Posted: 28th Oct 2007 03:30
@da power pwnerer
I've already mentioned the runtime method. Though you gave a specific method on it.


Cheers,

-naota

DBP, $80. DBP's plugins, $320. Watching DBP Crash, Priceless.
NG Website Aex.Uni forums
Guyra
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Posted: 28th Oct 2007 11:40
Oh yeah, this is sweet!
da power pwnerer
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Posted: 28th Oct 2007 22:03 Edited at: 28th Oct 2007 22:06
Quote: "I've already mentioned the runtime method. Though you gave a specific method on it. "


Oh, sorry lol
EDIT: Actually the support team at TGC gave me the idea . I emailed them lol


-Dan


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Libervurto
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Posted: 29th Oct 2007 05:15
that looks promising
some nice artwork too
I agree there should be a thumbnail window for selecting tiles.

can't wait till you finish
then I can test out some story lines
how are you going to implement stories into this?

"You must be someone's friend to make comments about them." - MySpace lied.
Xlaydos
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Posted: 29th Oct 2007 18:52
This has been put towards the back of my current projects at the moment... i'm somewhat waiting for other updates to WinGUI and i need some more practice on multiplayer coding, which i am working on at the moment!

Thanks for your continued interest though!
Aaron Miller
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Posted: 29th Oct 2007 23:24
What d'ya need updated on WinGUI? I'll see if I can squeeze it into the next update. <Hint: If ya need Rich Text boxes, no need to worry>


Cheers,

-naota

DBP, $80. DBP's plugins, $320. Watching DBP Crash, Priceless.
NG Website Aex.Uni forums

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