Charas-Project

Off-Topic => All of all! => Topic started by: Serano65 on December 09, 2007, 07:55:35 AM

Title: new rpg maker
Post by: Serano65 on December 09, 2007, 07:55:35 AM
I love rpg maker it got me started on many paths with art, music, computers, ect. The thing is no matter what I find in each new rpg maker they come up with I never find everything i'm looking for to really make the type of 2D rpgs I want. So I come to you. No web site has more know how or skill with the program then this one, and I myself have been wanting to do this for sometime. Anyway I want you to tell me what you are looking for in an rpg maker so I can make one myself. I have been putting aside money and time to study programming so I could make the best of the best. I just need your ideas to get the ball rolling.

PLZ not everything can't be unlimted so keep that inmind.

my Ideas
five layers for maps
tile sets like rpg maker xp
side front and abs battle systems
ruby script
new battle animation system"player to target aimming system"

These are just a few. More will be added later. You will get your credit.

also I would need a name for this.
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Post by: DragonBlaze on December 09, 2007, 08:27:49 PM
[ignore the following]

RMXP can do all of those except the 5 layers. you just need to download scripts for the battle system stuff. I've seen battle systems out there that are like that.

As for the 5 layers, you can use events as map tiles to make up for the effect.

There is no rpg maker that is like that by defualt. RMVX may have some more features like your looking for, but its not out yet.

Basically, you're not going to get EVERYTHING you want in a maker. All makers have restrictions, and the only way to get rid of those restrictions is to actually code your game which is very difficult to learn, especially without taking classes for it.

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Post by: Moosetroop11 on December 09, 2007, 09:18:14 PM
I'm pretty sure he's not looking for a maker with that stuff as default, he's offering to create one.

Good luck. There's a few things that'd be nice, I dunno whether XP has already done it though... There needs to be a section in the common event thing which contains actions just for when you are in battle. Rm2k3 has plenty of things which you can only do by copy and pasting the code into every monster group which is a pain.
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Post by: DragonBlaze on December 09, 2007, 10:25:20 PM
Oops, my bad.

Anyway, ignore my last post then.

There are two things I'd like to see in a maker

- arrays

- classes / objects

Arrays, or rather arrays outside of ruby or coding would be awesome. It takes FOREVER to code any custom system without arrays. For example, if your making a custome battle system, and you want to subtract life from a character, well without arrays you have to:

if (hero 1 is selected)
- subtract damage from hero 1 life

And you have to do this for EVERY hero.

With arrays, you could just do...

subtract damage from heroHP array [Hero selected (variable)].

classes and objects would be a lot harder to implement without coding, but again, when making a custom system, if you could make a class, you could make one hero class or enemy class, and it would be a lot easier to work with. Then again, if you're using objects and classes, you might as well use ruby or whatever.

But definatly have arrays.
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Post by: Ben on December 10, 2007, 02:51:55 AM
i know a guy who has a 12 layer script for XP....But he is hoarding it until he releases his project. true story. This can be done in XP.

Theres also the pending release of VX.

Also, there is a guy who is working on a XP application that actually automatically scripts more game features for you. Like the move_event wizards that float around out there, if youve already seen those...Except that its an XP wizard...that enhances the systems features without reverse engineering.

Basically, what im saying, is you should try and figure something innovative out.
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Post by: DarkFlood2 on December 10, 2007, 04:38:12 AM
What needs to be made is a 'per pixel' movement and collision system. Like in the Legend of Zelda games or in games like Chrono Trigger. I have and always will hate tile movesystems... Just seems lazy.
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Post by: Serano65 on December 10, 2007, 05:58:23 AM
Okay yes I am working on a new Rpg maker with all the needs I may have and most of that which the people here at Charas want. I know that most of the things I will put into this will be something that you can do with the other, but not everyone has the time or know how to get the scripting just right or find one that suits their needs. I wanted to make most of these things easy to use options and then whatever is missing programable. As for the five layer It would be five layers then events or six layers for some.

I think maybe putting te optiong for events to cover all battle and then go back and chose stuff to put into each event is were you wanted to go, but you tell me. I like the per pixel movement  idea and arrays. I'll need more info on classes / objects to know just what your looking for but that sounds good too.

I also wanted to go into my battle animation system that No rpg maker does. The best way I can put it would be that I want to upgrade the system for missle attack like arrows that move from the player to the target. the new system would change the angel of the attack to make the missle move from the player to that target. Also for side view battles I want the system to allow for any number of frames. So if the player only need one frame for lets say death then they could chose to use only one frame, but
say they need ten for a power move or whatever then they could use ten. also say you have some attack like omnislash and you need them to move around in this attack. I would like to have a battle frame set up so you could place them were you wanted them add the program changes it based on th size of your target.
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Post by: DragonBlaze on December 10, 2007, 02:05:01 PM
I've been using classes an objects a lot now in computer programming, and now that I've been using them, its painful to code in rpg maker without them.

Right now, I'm most familuar in java, so I'll use it as an example.

To make a class, you make a new file and just label it as a class. Classes would be kind of like an event in rpg maker. Then you add methods to the class. For example, I had to make a maze game once. So I made a class for an explorer. In the explorer class, there were differant methods such as move, take damage, attack another explorer, ect.

A quick sketch would be:

public class explorer{

private int HP;
private int attack;
private Room myRoom;

public void explorer {
(just sets up how the explorer will be by default)
- set HP = 10;
- set defualt room = "hallway";
}

public void move (Room newRoom) {
- leave myRoom;
- myRoom = newRoom;
- enter myRoom;
}

public void takeDamege (int attack){
HP = HP - attack;
}

public void attack (Explorer victum) {
victum.takeDamage(attack);
}

}

Once you have a class, you can make an object from the class. So if I wanted more than one explorer, I would only need new classes.
Again, in coding it looks something like"

hero = new explorer();

hero would be an object created from the explorer class. Objects of the classes can use all the methods of the class. So hero could move, attack, take damage, and whatever else you want to add to the explorer class.

This isn't too special until you want more than one explorer in the dungeon. You could do something like

monster1 = new explorer();
monster2 = new explorer();

hero, monster1, and monster2 can all use the methods of the explorer class, and they all have their own independent variables from that class.

So even though theres only one explorer class, hero has its own hp, monster1 has its own hp, monster2 has its own hp. Then you can do things like have have hero use the attack method on monster1, which would have monster1 use the tae damage method.

With classes and objects, you can make complex systems with a few classes representing many objects. So again, in a custom battle system, you need to code EVERY character independently, then use conditional branches to say which character to do the move, and it gets very large and confusing.

With objects/classes, you can have
hero - use attack method ( on monster1)
or
monster1 - use attack method (on hero)

it makes things a lot easier.

To do this in a rpg maker, maybe it could be like a common event, but a class.

In the class, you can add methods, methods will be kinda like if statements where you can add code into them, but the code can only go in the methods. So you'll have classes, and in the classes you can add methods, and in the methods you can add whatever code you want.

The methods themselves can take in parameters such as a variable or an object. An example would be the explorer class again.

The attack method would take in an object of type explorer. This way, you can have hero - use attack method (on monster1). Monster1 is actually a parameter.

The parameter is something passed into the method that the method can use. In this case, its the monster. The method would then use that parameter to call monster1's take damage method.


Once you have a class made in the 'common events' (or someplace like that). You can have a command from the event options for create object and object options. (same place as variable options and show message)

The create object command would let you create an object from a selected class, allowing you to give it a name (it'll work like a variable). Once an object is created, you could use use the object options to have that object use its methods. The object options would be smart enough to see what kind of object the selected object is, and show the correct methods, it should also be able to input parameters based on the parameters of the method.

Its kinda hard to explain objects and classes if you have no idea what they are. But considering you're going to code a new rpg maker, I'm assuming you do lol.
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Post by: Serano65 on December 10, 2007, 05:38:30 PM
ok ya i was thinking you ment something else but now i know what your getting at now.
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Post by: ForeverEternal09 on December 12, 2007, 01:57:16 PM
There are a few options I would like to see in an rpg maker that I can't seem to find or be able to change using RMXP's ruby scripting.  I need it to be more flexible and what I mean by that is I am not satisfied with the way you are limited to ONLY 1000 screens, 5000 switches, and 5000 variables.  It would make more sence if you were able to set your own limit that is higher than that.  My projects tend to be on a larger scale and I really need this flexibility.  If there is anything you could do about this, that would make it perfect for me. :firefox:
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Post by: Serano65 on December 12, 2007, 05:25:54 PM
that could work after all your computer is doing all the work so why limit your creativity
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Post by: ForeverEternal09 on December 13, 2007, 11:41:23 AM
Exactly if you are willing to add a couple megs to your project why limit its capability. :firefox:
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Post by: A Forgotten Legend on December 13, 2007, 04:06:20 PM
Quote
Originally posted by gemini
i know a guy who has a 12 layer script for XP....But he is hoarding it until he releases his project. true story. This can be done in XP.

Theres also the pending release of VX.

Also, there is a guy who is working on a XP application that actually automatically scripts more game features for you. Like the move_event wizards that float around out there, if youve already seen those...Except that its an XP wizard...that enhances the systems features without reverse engineering.

Basically, what im saying, is you should try and figure something innovative out.


RPG Advanced Editor?

Yeah, looks sweet.

I dunno.  I'd say if it has everything 2k3 has, and everything XP has, then I'm fine... could you keep the size of the screen used in 2k and 2k3?  ...Xp is too.. big for me. =p
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Post by: DarkFlood2 on December 13, 2007, 06:49:03 PM
Perhaps, if possible, add in a particle effects generator?
And multiple levels of transparency.

EDIT: I'd also like to be able to use larger battle animation templates and be able to fit more sprites onto each frame.
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Post by: Serano65 on December 13, 2007, 08:42:08 PM
Quote
Originally posted by DarkFlood2
Perhaps, if possible, add in a particle effects generator?
And multiple levels of transparency.


I like but more detale plz. If I take anyones ideas I want to makes sure I get them all right.
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Post by: DarkFlood2 on December 13, 2007, 09:18:06 PM
For example, you could choose for the computer to render fire through a particle effects system rather than having to sprite a fire. Also, said system could be used for attack animations and such.

You could have it some way where the developer chooses a direction that the effect travels in, what type of effect it'll be (EX: Random, fire, line, etc) and then lastly, any numerous "enhancements". (like bubbles) This would all be rendered by the computer, so it would not only look cleaner and better than spriting if done right, but it'd be less of a toll on the, erm, graphically challenged.

Here are some examples of what I'm getting at.
http://www.youtube.com/watch?v=kXbmP_xrj68

http://www.youtube.com/watch?v=PPnB09mTwOQ&feature=related

http://www.youtube.com/watch?v=fmtr8JxbMdg&feature=related

Now I'm not saying they have to be anywhere NEAR as advanced as these, but this is kinda what I was thinking.


Examples of games with simplified particle systems.
http://www.youtube.com/watch?v=dEt6N_xwSCc&feature=related
(Golden Sun)
http://www.youtube.com/watch?v=fyhb702NJeA
(Golden Sun)
http://www.youtube.com/watch?v=m-8OEqoZ8P8&feature=related
(FourSwordsAdventures, notice the block getting pushed into the water at 0:17, the fire at 1:03, the shockwave at 1:17, the waterfall at 2:00)

And the levels of transparency was just me wanting more than 0%, 50% and 100% transparent.
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Post by: Serano65 on December 14, 2007, 07:13:49 AM
ok, no. I know it looks cool and all, but thats just way too much programing to fit in to a free game program. Plus it's just not right for the format of this program.

The thing is if did something like this it would put an end to the beautful battle animations people make, or it would put a limit on what you could do. All of those thigs can be mimiced by the battle animations system already set up anyways.
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Post by: DarkFlood2 on December 14, 2007, 12:56:36 PM
Perfectly fine, but at least remove or increase the sprite limit on the battle animations. Because being able to pull off something cool is very difficult with only 8 sprites.
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Post by: Serano65 on December 14, 2007, 06:36:52 PM
well ya it goes with out saying. I was kind of thinking a number like 20 or 100 but no more.
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Post by: DragonBlaze on December 14, 2007, 06:50:04 PM
Could you add support so that you can use multiple battle animations into for one animation? Like in my battle system, I can use multiple battle animtions for one animation, and it works out really well because some animations take up 3 or 4 animations sheets.

Just out of curiousity, what language are you programming this in?
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Post by: Serano65 on December 15, 2007, 02:26:14 AM
maybe but I was going to make the system have an unlimited number like the tile sets from xp
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Post by: Vlad Shadeu on December 15, 2007, 06:56:20 AM
Fuller item interface would rock. like give it its own event that it can do, so basically you can show a message, trigger a party change, change monsters around, go to a shop, and a lot of other crazy event like stuff within each item. so just pick what you want each item to do.

summoning system. some people like it, some dont, so make it more of a checkbox thing. just the power to do like Aeons from final fantasy. i've heard of it being wanted.

PARTY EXCHANGE. Frick, it is ridiculous how badly i've wanted this in RM2K, RM2K3, and RMXP (yeah, its scriptable, so what, i'm stupid) a menu that lets you rearrange your party or get party members out of storage per se at certain points.
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Post by: Serano65 on December 15, 2007, 07:29:42 PM
Quote
Originally posted by Vlad Shadeu
Fuller item interface would rock. like give it its own event that it can do, so basically you can show a message, trigger a party change, change monsters around, go to a shop, and a lot of other crazy event like stuff within each item. so just pick what you want each item to do.

summoning system. some people like it, some dont, so make it more of a checkbox thing. just the power to do like Aeons from final fantasy. i've heard of it being wanted.

PARTY EXCHANGE. Frick, it is ridiculous how badly i've wanted this in RM2K, RM2K3, and RMXP (yeah, its scriptable, so what, i'm stupid) a menu that lets you rearrange your party or get party members out of storage per se at certain points.


All very good will do, and your right so what if you can make or get a script lets leave the stuff to those with no life. I for one want to do this for a living, but to you or someone else it's just a game. i'll keep the scripting for the things people want that I don't add.
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Post by: Serano65 on December 17, 2007, 05:07:55 PM
k i've been looking into the whole particle effects thing if i can fit it in I will because i like the effect but the old animation system I came up with wllhave to stay as well.
edit
almost forgot what do ou think about animated background for battles and such. like lava in a cave, moving stars in space, a wave like forground for under water?
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Post by: DragonBlaze on December 18, 2007, 02:24:21 AM
An animated background would be sweet, but how would users impliment their own? I mean would it be like making a huge gif, or would it be a series of images?
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Post by: Serano65 on December 18, 2007, 04:43:58 AM
A series of images is the only easy way i can think of doing it for now.
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Post by: Serano65 on December 20, 2007, 01:19:17 PM
wanted to run this by all of you interactive tiles for snow you walk on, swimming, digging, or chopping a tree. and on the note of trees why not mach a tile the has leaves falling trees burning, or leaves blowing on the tree flower or whatever. it's been done for autotiles why not things like this.
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Post by: Vidian on December 20, 2007, 11:26:21 PM
If you've seen any of my Programmer Forum posts youd see how much I hate how they deal with Skills in Rm2k3

For one, Mind is the most useless stats there is, Its only used for influencing skills and you can only "Influence" a skill with 50% of it.
Not to mention that its not actually 50% of your mind it calculates, and to this day I still have no Idea what the Algorithm is for Mind and Hit Chance, How about Skills that can be Influences by Mind, Attack, Defence, Speed, Hp, and/or MP up to 100 or even 200%.

Another thing you could do, Is allow the Maker to choose how much Defence is granted when the Hero uses a skill to Increase an Allies Defence to an Attribute (Ex. 10% 50% 100% Fire Defence Or even Absorbtion of Fire Damage)

That would give a greater variance of skills allowed to be created,

And the Menu system should be customizable, Not just having to choose from whats there like Item, Equiptment, status, Ect. (I want Food!)

lol Whe I find more things wrong with Rm2k3 Ill let you know. :D

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Post by: HobomasterXXX on December 21, 2007, 02:41:09 AM
Would it be possible to make it so you can assign Battlechars to enemies?
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Post by: DragonBlaze on December 21, 2007, 03:14:30 AM
Quote
Originally posted by Serano65
wanted to run this by all of you interactive tiles for snow you walk on, swimming, digging, or chopping a tree. and on the note of trees why not mach a tile the has leaves falling trees burning, or leaves blowing on the tree flower or whatever. it's been done for autotiles why not things like this.


The interactive tiles would be really cool; however I don't think it would really be a good idea for things like trees. With trees, you actually perform an action on them (chopping in this case). It would probably be just as easy to code things like this as events.

Things like footprints are 'passing' meaning you don't take an action on the tile other than moving over it, so it would be awesome for something like this.

As for the battle system, assinging battlechars to monsters would be awesome, under the condition that the size won't be limited to the size of hero battle chars. Though the monster should also have the option of not being animated.

It would be neat if you can target heros and monsters with all sorts of spells. Also, adding a 'steal' attribute to monsters given them stealable items and 'percentages' would be a very neat thing.

Finally, it would also be cool if the battle system would have support for character switching and transforming. Switching as in completely switching two characters, and transforming as allowing characters to change all their attributes and graphics and skills for a selected amount of turns or under certain conditions.
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Post by: Serano65 on December 21, 2007, 04:02:11 AM
thank you all this is the kind of stuff i'm looking for. I mean i like what i've seen but I want bulk the more the better after that I can put things to a vote a keep the most popular while putting the least too the side for what I really want to keep when i'm almost done.

also the same can be said for the rtp i'm hopping to get the same guy who did this to do it for me

http://www.rmxp.org/forums/index.php?topic=29792.0
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Post by: Vidian on December 21, 2007, 12:38:41 PM
Quote
Finally, it would also be cool if the battle system would have support for character switching and transforming. Switching as in completely switching two characters, and transforming as allowing characters to change all their attributes and graphics and skills for a selected amount of turns or under certain conditions.[/B]


And also, Alot of people like Adding Summons, You could do like FFX where one Character Summons and the other characters leave Temporarily until the summon is Killed/Dismissed/Wins
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Post by: A Forgotten Legend on December 29, 2007, 01:27:42 PM
Or better yet, the entire FFX battle system, only in 2D.
 :D

I'd like to have the Sphere Grid...  that'd be awesome...

And the ability to mix items and customize weapons and accessories to make new weapons and accessories... that'd be neat... but then, that'd be a bit much for you, eh?
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Post by: Serano65 on January 01, 2008, 06:57:58 AM
why would that be too much. anything I don't know how to do I will get help or look up. and as for all the ffx things you want I would leave that to an upgrade because I don't think that will be something everyone will want.
p.s. been looking into the idea of doing add-on's so you can get more out of the program. as much as I would like to have everything easy to do custom systems that would be a lot of work for free and a very very large download, so maybe a few easy to do systems with upgrades so you can customize your game maker would work better.
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Post by: Serano65 on January 05, 2008, 08:49:34 AM
okay the if no one has any ideas then i should get started.
p.s. help is welcome. after all i  know what to do in some areas but in others I only know where to look so help will speed things up.
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Post by: A Forgotten Legend on January 05, 2008, 06:56:30 PM
With customizing the game maker, only put one of each system, then make plug-ins so then a person can download the system they want to use.  It can also be used to add different editing tools.
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Post by: Option A on January 05, 2008, 07:28:11 PM
I'm not sure if this has been brought up already, but an animated titlescreen, perhaps?

Wouldn't it also be cool if you could import your own trailer for your game so it is shown just before the titlescreen comes up?
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Post by: Serano65 on January 07, 2008, 07:18:05 AM
i think both are goo like and animated title then main screen  then after 30sec a demo
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Post by: HobomasterXXX on January 11, 2008, 01:35:43 AM
Bit of a kick, but maybe you should check out the english translation of RMVX (yes, it exists) to see if it has any good features for you to include.
Also- cattepillar system
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Post by: A Forgotten Legend on January 14, 2008, 10:36:46 PM
VX isn't out yet.  So... unless you mean Enterbrain's website...?  They are making an English translation.  That's been known since before December...
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Post by: HobomasterXXX on January 15, 2008, 01:25:28 AM
Unnoficial english translation was released a few weeks back.
heres the thread on gamingw-
http://www.gamecake.net/forums/index.php?topic=67480.0