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Both RMXP and RMVX have different features that we like and dislike for different reasons I am going to see about possably making a merged version of them. I plan to finish this while I am in collage. (aka I wont be done with it till 2011)

 

Things I will keep from RMXP

The "Tileset" Database

The "Tileset" Format

 

Things I will keep from RMVX

"Boat" "Ship" and "airship" vehicles

Zoom: 2/1-1/16

Random Dungeon Generator (if possible)

the "Comments" for the Items/weapons/armors/classes

 

Things I will keep from both

Databases

Tooltips

Howto

Mapping system

Transparacy support

Built In Script Editor (Codenamed ArkScript)

Most of the interface files (so you know how it will feel)

 

Things I will add/change

Multi-Tileset support (2 global tilesets[1 standard and changeable, 1 custom and changeable]+1 local map tileset)

Helpfile

Heightset

Auto-Complete (if you played with Visual Studio/Dreamweaver/Flash you know what I am talking about)

"Critical Hit" Effect

Default Side View Battle System with Collapse animations

4 editable layers- as requested by Pol (was 3 layers)

an option to enable or disable "Pixel by Pixel" walking (instead of walking tile by tile)

Collision Paint Maker

Map Limit is 1.02 million... or however many a signed integer is

 

MAP STRUCTURE:

(if the topmost layer is layer 1 and bottommost layer is 256)

0-10: menus

10-25: Particle effects/ effect animations

40-50: Fogs

80: "always on top" effects

100-103: editible map layers <upper>

128: sprites/effects

150-153: editible map layers <lower>

250-256: panoramas/"lower floor" effect

 

Interface: 10% complete

Actual Code: No idea

Development Screenshots

actordblook.jpg

 

SVN:

https://rmvxp.svn.sourceforge.net/svnroot/rmvxp

 

Current progress:

 

GUI Frame:

Editor: 2% Complete

Client: 100% complete

 

Source Code:

Editor: .5% complete

Client: .5% complete

 

Editor only items:

Database Module: 1% complete

ArkScript: Framework Complete, time to add structures

Tiling interface: Not Started

 

Client Only Items:

Interpreter:10%

ArkCompiler: Not Started

 

Other Related Items:

Sprites: no items submitted

Tilesets: no items submitted

Parallaxes: No items submitted

Battlebacks: no items submitted

Effects: no items submitted

Faces: no items submitted

Battlers: no items submitted

Titlescreens: no items submitted

Particle Images: no items submitted (the engine we are using for the client has full support for particle effects)

Pictures: no items submitted

 

overall progress: < .2% complete

 

Libraries

AgateLib

Bass.NET

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Sounds like a great idea, Blackbound. I did hear a rumor of a new rpg maker though, that combines features of both engines. If they are going to bring out a new engine, it's likely it will be before 2011.

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Right now, all I am currently doing is the interface framework and some background code. I will need an archive method though.

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This sounds like a good idea but it would be very hard. But worth a shot.

 

Ideas:

4 layers instead of 3(Getting sick of 3, not enough room)

Pixel movement option.

 

All i have for now.

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This sounds like a good idea but it would be very hard. But worth a shot.

 

Ideas:

4 layers instead of 3(Getting sick of 3, not enough room)

Pixel movement option.

 

All i have for now.

4 layers: Added into beginning feature list

Pixel Movement: what do you mean by this?

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I think I will have an option for that (Enabled or disable in system settings)

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I would help, but have no idea about C++. If you need help in any other way, just say so.

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If you choose to have a scripting system inside it, I can probably create a section for you in Scrive. If you can convert from vb.net to VC++, I'd be more than happy to help!

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There will be a scripting system. As I said, this will be an open source project.

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This seems like a great idea, unfortunately i have no idea about C++...

A little RGSS thanks to leon but nothing as complicated as that.

Keep up the great work i'm almost certain i'll be using it when you release it ^^

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THIS PROJECT IS NOT DEAD!

and there are updates:

this project will now be written in VB.net AND C++; so those who wanted to help out with this project and had VB.net expirence can help me

I will be uploading this to sourceforge.net for those who want to download it and help me build it

 

Current developers:

Formlesstree4

Blackbound

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nowhere near the same as the project style RMVXP is using: it does not use any existing editor sequences and on top of that; we will be transitioning this to a 100% pure VB.net project (Formlesstree found an engine written in .NET and we managed to get it to run with VisualBasic :D ), and another note, this will be able to manage up to 256 layers:) This also doesnt even touch the RMVX/RMXP datafiles, and it comes in its own little box

 

Editor Files for RMVXP:

 

(insertnamehere).vxpdata

<header containing a 4 letter keyword IE: PCHR is character Data, followed by a 5 character number (up to 99,999 of any given items in the database)>

item 1-header (5 digit number of course ;)

ect...

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Calm down, calm down.

 

 

 

I was just asking.

 

I haven't seen that before, and it is a good source of information for developers to use

 

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I love the fact that you made the battle system side view, may I ask which you are going to use or have used?

I also like that you kept the Helpfile, that will make everyone less frustrated and they will love it more.

 

"anything else you want to add?"

"yea, it will be open source... and I might need help"

 

May I suggest something?

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How about you put in more than one battle system? No?

 

 

 

****load of map ideas:

 

- Unlimit Layers

- Map scrolling

- More Autotiles spaces

- No min/max limit for map size

- Multiple tilesets

- Unlimited terrains

- Terrain effects

- Step sounds

- Better copying in map editor

- Unlimit panoramas and fogs

- Map zones

- Pre-rendered images (maybe?)

- More map zooms when editing (2:1, 1:1, 1:2, 1:4, 1:4, 1:8, 1:16)

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How about you put in more than one battle system? No?

something similar is planned :)

 

 

****load of map ideas:

 

- Unlimit Layers- limited to 256 layers due to the provided engine

- Map scrolling- if you mean like Legend of Zelda style, its possible, very possible

- More Autotiles spaces- I have plans for 32 Autotiles spaces per 3 accessible tilesets (2 tilesets per map, 1 global tileset)

- No min/max limit for map size- thats gonna push hard on the engine but its possable

- Multiple tilesets- already being implamented

- Unlimited terrains- I can work with terrain flags

- Terrain effects- planned

- Step sounds- possible

- Better copying in map editor- explain

- Unlimit panoramas and fogs- again, total layer limit is 256, more panos+fogs = less tileset layers

- Map zones- thats in VX.... will add

- Pre-rendered images (maybe?)- ??? explain please

- More map zooms when editing (2:1- I dont see why this is necessary unless you are using the feature called "tilewall painter", 1:1, 1:2, 1:4, 1:4, 1:8, 1:16)- I had plans for this :)

check the quote~

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256 is defiantly a good limit.

 

Another thing is no limits to how many maps you can have. I don't want to run out!!!

 

 

I don't really know how to explain pre-rendered images... :(

 

For 2:1 zoom, I want to be able to easily see if I have shadows broken by other objects, so people don't later tell me while playing my game.

 

 

Better copying in the map editor: being able to copy only some layers, or maybe lock layers. Or add to all layers.

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map quantity I dont think will be a problem, I can see that being done very easily, I just need to make a general map.vxpdata containing a few tricks :)

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