[DISCUSSION] MAKING MY OWN RPG MAKER LIKE EDITOR
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author=Phoenix90
I just had a great idea for a good feature : Collaboration.
A system where both users connect to a host that will sync their work and let them work on the same project at the same time. Changes that are saved will then automatically be sent over to the other participants
Better include a text chat window, and it would be a good idea to be able to mark something as "Checked out" so that someone else can't edit the same thing I'm working on. Also to be able to mark things as "Don't touch" and different labels like that.
author=Rave
Perhaps he want to make it stand-alone? Because gmRPG requires rather costly GM Studio (okay, I snagged GM Standard when it was free, but normally is very costly).
gmRPG is not and was never intended to be an RPG Maker killer. It's for people who want to use Game Maker Studio to be able to make their own RPGs easier. This is increasingly important now that Game Maker Studio is expanding to more platforms than ever. Because it's designed to leverage a lot of key GMS features, it's very much wedged in the GMS environment and if you can't afford GMS or don't like using it, then you won't be able to use it.
Maybe sometime in the future I'll attempt to tackle a true open-source IDE like that, but now isn't that time.
Also I promise promise that I'm not just gonna dump gmRPG in a landfill. I have a contract job that takes up most of my time when it's combined with school. I'll try to make a real dent in it this summer.
I'm not sure if anyone mentioned this, but... Normal mapping. It wouldn't be particularly hard to add a "normal" layer which would allow custom lighting engines to be used. Lots of people LOVE CUSTOM LIGHTING for some reason, and a normal layer would be the easier method by far.
Multiplayer would work, but only local multiplayer either hot seat or split screen. Online multiplayer would require a server and a server making tool, I'm not going to include that unless the tool has a lot of popularity after it's release
lighting doesn't require it's own layer, I'll just add the ability to pick the blend mode for sprites, additive multiplicative and alpha blending should suffice
lighting doesn't require it's own layer, I'll just add the ability to pick the blend mode for sprites, additive multiplicative and alpha blending should suffice
Multiplicative blending is usually used for shadows, substractive can lead to stuff going full light (if it falls under 0), I can add all the blend modes that are natively supported by modern graphic cards, it's not like it makes any additional work
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
I´m not super computersavvy, so correct me if I´m wrong, but if the wait command is in milliseconds and not in frames, wouldn't that technically mean that the games run at 1000 fps? I'm not sure if most computers would be able to handle that at all.
author=Jeroen_Sol
I´m not super computersavvy, so correct me if I´m wrong, but if the wait command is in milliseconds and not in frames, wouldn't that technically mean that the games run at 1000 fps? I'm not sure if most computers would be able to handle that at all.
Only if you set each frame to be one millisecond, which probably would be ridiculous for most computers. However, I'm guessing that the millisecond is just the smallest time increment that the designer can access, and the frame, which I'm assuming refers to when the game draws to the screen, can probably be set to a certain number of milliseconds (20 ms per frame would be 50 fps, for example).
Note that this is just conjecture on my part, based on my (limited) experience with timers in C#.
the way that works is to have the game run at roughly 60 FPS and just check each frame if enough time has passed yet. The advantage of using milliseconds over frames is that if the system cannot handle 60 FPS like for example a phone, it wouldn't change the time of the waiting command since it would take less frames to pass the mark
Yeah, delay in ms doesn't mean that game will run at 1000fps. It just mean more precise timing for your game. As a developer myself, having experience with various engines I should know.
Without a normal layer, how will walls and elements on the tileset create shadows from a light source? I'm not super informed on the subject, I'm just curious. Wouldn't a sprite have to be placed in every point you wanted to block light?
So you mean a normal layer where you define light sources and walls?
I'll think about it, not sure if it'll make it into the first version of the tool, it's not required to add light effects to the game so it's not so much a priority
I'll think about it, not sure if it'll make it into the first version of the tool, it's not required to add light effects to the game so it's not so much a priority
















