Blackbound 4 Report post Posted June 23, 2009 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 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 1 Kiriashi reacted to this Share this post Link to post Share on other sites
formlesstree4 18 Report post Posted June 23, 2009 what language? Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 23, 2009 The source language will be in C++ Share this post Link to post Share on other sites
formlesstree4 18 Report post Posted June 23, 2009 D**n, I can't help then, unless you're gonna need an archive :P Share this post Link to post Share on other sites
Marked 197 Report post Posted June 23, 2009 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. Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 23, 2009 Right now, all I am currently doing is the interface framework and some background code. I will need an archive method though. Share this post Link to post Share on other sites
Unka Josh 0 Report post Posted June 23, 2009 How about the option to add critical hit animations, custom Collapse animations, and the ability to have battlers move on the screen as a default? Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 23, 2009 Sure ;) I cant do this whole thing alone tho :P Share this post Link to post Share on other sites
Polraudio 122 Report post Posted June 23, 2009 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. Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 23, 2009 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? Share this post Link to post Share on other sites
Marked 197 Report post Posted June 24, 2009 Pixel movement is where the player moves by 1 pixel each time when you press an arrow key, instead of 32 pixels. In rmxp, when you just tap across, the player will continue moving until he's moved 32 pixels across. You can see in rmxp if you use this script here. Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 24, 2009 I think I will have an option for that (Enabled or disable in system settings) Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 24, 2009 UPDATE: screenshots added Share this post Link to post Share on other sites
Tomo2000 60 Report post Posted June 25, 2009 I would help, but have no idea about C++. If you need help in any other way, just say so. Share this post Link to post Share on other sites
formlesstree4 18 Report post Posted June 25, 2009 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! Share this post Link to post Share on other sites
Blackbound 4 Report post Posted June 25, 2009 There will be a scripting system. As I said, this will be an open source project. Share this post Link to post Share on other sites
Crazyninjaguy 2 Report post Posted June 28, 2009 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 ^^ Share this post Link to post Share on other sites
Blackbound 4 Report post Posted September 26, 2009 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 Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted September 29, 2009 Have ya seen this? http://www.hbgames.org/forums/viewtopic.php?t=25092 1 Blackbound reacted to this Share this post Link to post Share on other sites
Blackbound 4 Report post Posted September 29, 2009 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... Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted October 1, 2009 Calm down, calm down. I was just asking. Share this post Link to post Share on other sites
Blackbound 4 Report post Posted October 3, 2009 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 Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted October 3, 2009 A'ight, cool. Make a progress bar or something. ;p Share this post Link to post Share on other sites
Blackbound 4 Report post Posted October 3, 2009 done, with plenty of information :) Share this post Link to post Share on other sites
CrimsonInferno 35 Report post Posted October 4, 2009 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? Share this post Link to post Share on other sites
Blackbound 4 Report post Posted October 4, 2009 suggest away :) Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted October 5, 2009 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) Share this post Link to post Share on other sites
Blackbound 4 Report post Posted October 5, 2009 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~ Share this post Link to post Share on other sites
Kiriashi 117 Report post Posted October 5, 2009 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. Share this post Link to post Share on other sites
Blackbound 4 Report post Posted October 5, 2009 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 :) Share this post Link to post Share on other sites