OPENRPG MAKER BETA RELEASED.
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Hello,
Not sure if this is the right place to make this announcement, but I would like to announce the immediate availability of Open RPG Maker. We would appreciate people checking this out and providing feedback. The developer is currently finishing the World Map generator code, then will focus on the actual game engine code (I'm just here to promote it).
Thanks,
Tobin "GrueMaster" Davis
Not sure if this is the right place to make this announcement, but I would like to announce the immediate availability of Open RPG Maker. We would appreciate people checking this out and providing feedback. The developer is currently finishing the World Map generator code, then will focus on the actual game engine code (I'm just here to promote it).
Thanks,
Tobin "GrueMaster" Davis
This looks pretty good ^^
There will be any chance, that scripting will be implemented?
Also, the engine will use SDL for graphics? And on which resolution? the default 320*240 or higher?
sorry for the question wave :D
There will be any chance, that scripting will be implemented?
Also, the engine will use SDL for graphics? And on which resolution? the default 320*240 or higher?
sorry for the question wave :D
Kind of looks like it has the same features as to RM2k3 only with a bit more stuff. Could you give out a list of official features, since your site doesn't really do its job of explaining it.
At this point scripting is not in the plans, as this is supposed to allow people to develop very complex gaming experiences without exposure to scripting. Back when the program concept was conceived, a lot of new game designers couldn't get around the scripting required by other engines. This program seeks to eliminate that through easier to use design tools.
If in the end scripting is required, we will examine the possibilities then.
For a list of features, look at the development link. Also, posting to the openrpgmaker forum will help, as it is easier to answer comments and requests in one central location (I only posted here as a means of promotion). Thanks.
If in the end scripting is required, we will examine the possibilities then.
For a list of features, look at the development link. Also, posting to the openrpgmaker forum will help, as it is easier to answer comments and requests in one central location (I only posted here as a means of promotion). Thanks.
Thought that this project was dead. Nice work.
//edit: Also I have problems with registration on forums. Activation link just doesn't coming in. And yes, I've checked spam folder. Could you activate it manually? My username there is same as here (Rave).
//edit: Also I have problems with registration on forums. Activation link just doesn't coming in. And yes, I've checked spam folder. Could you activate it manually? My username there is same as here (Rave).
author=Sailerius
What scripting language does it use?
Did you mean to ask which language this engine was programmed in? If so, it's written in C++. (So it should be fast. :D)
author=dragonheartmanauthor=SaileriusDid you mean to ask which language this engine was programmed in? If so, it's written in C++. (So it should be fast. :D)
What scripting language does it use?
No, I was asking what language you use to write scripts for it. I'll probably check it out once scripting is added in.
I hope you will add some interesting features ^^ (or at least speed, or non sdl rendering, so one can use this engine over the "commercial" rm2k3 :-)
author=Rave
Thought that this project was dead. Nice work.
//edit: Also I have problems with registration on forums. Activation link just doesn't coming in. And yes, I've checked spam folder. Could you activate it manually? My username there is same as here (Rave).
Thanks for checking out the project. I have checked the forum, and you should be able to post, from what I can tell (at least you aren't on the banned list...yet). If you still have issues, try to pm me directly. :P
Sailerius: Scripting may be added in the future, but the main goal of the project was to offer the powerful capabilities of scripting without the need for scripting. Once it is documented and a tutorial game created, you may be surprised at it's capabilities.
Scalytank: If you have features that you want to see, please add them to the Feature Requests in the forum. If you are having trouble activating your account, PM me.
Scalytank: If you have features that you want to see, please add them to the Feature Requests in the forum. If you are having trouble activating your account, PM me.
I don't use any engine which doesn't allow me to write code, because:
A) It prevents me from using third-party libraries or implementations of algorithms I might need, which requires me to waste my time reinventing the wheel
B) It locks my code down into a proprietary format and prevents me from easily reusing it for another project in the future
A) It prevents me from using third-party libraries or implementations of algorithms I might need, which requires me to waste my time reinventing the wheel
B) It locks my code down into a proprietary format and prevents me from easily reusing it for another project in the future
I agree with Sailerius.
I think that scripting is standard nowadays... I dont want to sound offensive, but writing ANOTHER pure event based engine, seems a little useless to me... so scripting should be added when the engine is finished. At least this is my opinion. (and if the engine has many more functions than the basic rpg maker, and its purpose is just to replace that, then scripting is not necessary, but then its not a flexible engine either.)
Edit: I understand that this is opensource however, so one can edit that, but sometimes it can be too advanced for a scripter, who uses rgss, and other interpreted languages...
I think that scripting is standard nowadays... I dont want to sound offensive, but writing ANOTHER pure event based engine, seems a little useless to me... so scripting should be added when the engine is finished. At least this is my opinion. (and if the engine has many more functions than the basic rpg maker, and its purpose is just to replace that, then scripting is not necessary, but then its not a flexible engine either.)
Edit: I understand that this is opensource however, so one can edit that, but sometimes it can be too advanced for a scripter, who uses rgss, and other interpreted languages...
At this point scripting is not in the plans, as this is supposed to allow people to develop very complex gaming experiences without exposure to scripting. Back when the program concept was conceived, a lot of new game designers couldn't get around the scripting required by other engines. This program seeks to eliminate that through easier to use design tools.
The problem is some very advanced game development tools don't "require" scripting, they just "include" it as icing on the cake of what is already a very powerful and versatile event based engine.
It doesn't help that these tools are entrenched in the community and have a substantial built-in following, making conversion difficult.
Well, I can't say what will or won't be included in future releases. That is up to my son, as he is head cheese on this project (I'm just helping with forum/wiki moderation and promotion on the net). As to "Proprietary formats", there are none. The system uses XML for game designs, allowing engines to be written for any system (PC, web based, handheld, console, etc). If you absolutely have to have scripting before you will even look at a system, then this isn't for you at this time.
Right now, we are looking for constructive feedback and feature requests (please post on the sourceforge forum to keep them organized in one location).
Thanks.
Right now, we are looking for constructive feedback and feature requests (please post on the sourceforge forum to keep them organized in one location).
Thanks.
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