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New RPG Engine characters/tilesets.

It allows for very quick access to each tileset tile as all you need is a division (which yields both the tileset ID and the tile ID relative to the tileset). That speed is key as there are scenarios when the editor needs to repaint the entire viewport several times per second (like when the user is panning or zooming large portions very quickly). It also takes very little memory. Not sure if RM does it that way, but the most popular open-source tiled map editor uses this mechanism (http://www.mapeditor.org/) - they do allow variable tileset size, but you'll see that changing one after making a map will break everything you made.

All scripts are run in the same context. There are also no foreseeable plans to make the engine open source, but that is definitely not a solid answer and can change at any time.

As for the platforms, those are the only ones that matter to us. Our focus is on smartphones and tablets (we don't support Windows Phone yet, but are working on it).

New RPG Engine characters/tilesets.

An unreleased product compared to another unreleased product. Apples with apples :) Anecdotally, they are actually using the same Mozilla SM branch as us.

As for REFMAP, it is certainly a lovely style, but yeah, we would rather make a new one, so we were hoping to commission artists from here and a handful of other communities.

New RPG Engine characters/tilesets.

author=FlyingJester
Why not just make the tiles and tilesets any arbitrary size? Why attach artificial limits that way?

The engine is optimized for 16x16 multiples. Technically we *could* support absolutely any size you want anyway (it's just a matter of removing the lock), so it's not a particular concern at the moment.

As for the tilesets, we need to have a fixed size for all tilesets because the engine operates map data under the same principle as data arrays: in a nutshell, each tile in a tileset has an unique ID (first tileset goes from 1 to 256, second is from 257 to 512... ID 0 is reserved for "empty"). This way, map data is represented as an array of IDs. If you get an ID that is 400, you can tell it belongs to the second tileset and even tell that it is the number 144 (400 % 256). Now imagine if we didn't have a fixed tileset size: if you make a size change on one tileset, the IDs of all the following tilesets would be affected, and that would break any map that uses them. This issue happens often with editors like Tiled (http://www.mapeditor.org/). This does not mean that it is impossible to allow variable sizes, but we have determined that the lack of standards in this scenario will most definitely prove troublesome for any careless developer: and there are many.

The other reason we like having a fixed square size is because it fits well in the editor's tileset picker, which is identical to RPG Maker's haha. I'll show you a screenshot in a future.

Note that obviously if you pick 64x64 tile size, the tileset size would actually be 1024x1024 rather than 512x512. The important fact is that it remains 16 tiles by 16 tiles.

author=FlyingJester
Also, which JS engine are you using?

Oh, we run it over Mozilla's SpiderMonkey under MPL2.

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Thank you for all the interest, but I'd rather focus on getting artists, as I'm not in the position to make solid statements in regards to the engine's status at this present moment. You can always PM anyway.

New RPG Engine characters/tilesets.

The mapping functionality is nearly complete (it is a bit different than RM - it features the classic tiled-based mapping but also free-pixel positioning of tiles, unlimited layers/tilesets etc etc).
The eventing is still lacking and very primitive. However it is the least of our concerns at the moment.
Both Ruby and Javascript scripting are supported. However whether we keep Javascript as an option is still to be discussed.
The engine can export to Windows, Mac, Linux, Web, iOS and Android. Obviously it can't create full RPGs yet but what matters is that it compiles.
There is no battle system implemented. We will focus on mapping/eventing these coming weeks.

It's primitive. However, all the functionality that makes it "better" than VX/Ace and perhaps MV is well established in our design and most definitely doable in the near future. Unfortunately we lack tilesets/characters/etc.

New RPG Engine characters/tilesets.

Hello folks, I will go straight to the point.

We are developing a new, free 2D RPG Engine. It'll be superior than RPG Maker MV (I am not here to argue and I don't care), and we are hoping for a beta release mid-December or early January. Details are not to be provided yet to the public, but it is a safe bet to assume that in a nutshell it will be quite similar to RPG Maker.

I intend to release the engine with Standard Assets. An "RTP" so to speak.

For natural reasons, I would rather not use RM related resources. In fact, I am hoping to have a different tileset/character/etc style.

At the moment, the most urging resources are tilesets and characters. Faces/bodies can be delayed and are unimportant at this stage.

Tilesets will follow a similar format to RM. They will be square, and consist of 16 tiles by 16 tiles (256). However, the size of each tile will be 64x64 (I'll explain below).

As for characters, I have not yet defined the animation format. I am not even sure if we will support 8 directions yet or the number of frames. However, what I do know is that I don't want chibi characters. Absolutely not. I want taller characters similar to XP. In our case they would be like 64x96.

You may be wondering: why 64x64 and not 32x32? Why 64x96 and not 32x48? That's because we will support variable tile sizes (you can pick 16x16, or 32x32, or 48x48 or 64x64), so the largest tile size is 64x64 and then we simply scale down depending on the user's choice. In other words, this is almost equivalent to creating normal 32x32 tiles and then upscaling them to 64x64 (without quality loss). Also, 64x64 allows for crips images in modern mobile retina devices.

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Who am I looking for

If you are a capable tileset/character artists, PM me. Remember: I am looking for a style that is different than RPG Maker VX/Ace/MV. I kinda like RMXP style, although maybe needs some more polish.

Save the two of us time and include samples of your tileset/character works. It is very likely we will have to develop a brand new style, though. Also tell me of your pricing expectancies (obviously the price will vary per piece but it's not bad to have an estimate). Unless you want to work for free ;)

A good rule of thumb: I want characters and tilesets that do NOT make people think that a game was made with RPG Maker resources.

Thanks.

Where am I?

So you can't post scripts, resources nor anything but games?
Well I guess I like the idea...

Where am I?

Eh, I was looking around and found this site...
But the forums are just not what I expected to find, I mean, I was thinking about
finding a scripts forum, a resources forum...

Nvm what I just said, just, where am I supposed to submit scripts?
Yup, this site is quite different :)...
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