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Author Topic: new rpg maker  (Read 7899 times)

Offline Serano65

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new rpg maker
« 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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Offline DragonBlaze

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« Reply #1 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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Offline Moosetroop11

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« Reply #2 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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Offline DragonBlaze

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« Reply #3 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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Offline Ben

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« Reply #4 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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Offline DarkFlood2

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« Reply #5 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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Offline Serano65

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« Reply #6 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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Offline DragonBlaze

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« Reply #7 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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Offline Serano65

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« Reply #8 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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Offline ForeverEternal09

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« Reply #9 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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Offline Serano65

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« Reply #10 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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Offline ForeverEternal09

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« Reply #11 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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Offline A Forgotten Legend

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« Reply #12 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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Offline DarkFlood2

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« Reply #13 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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Offline Serano65

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« Reply #14 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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