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LOOKING FOR HELP FOR HTML/JAVASCRIPT COMMUNITY RPG MAKER

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Hi everyone! I am currently working on a RPG maker that could be very useful for this community, so I decided to make a post here requesting help in making it.

Here is some information about the project:

The idea of the project is an online, collaborative tile-based RPG maker in javascript/html. An extension from a previous project of mine, HTML tactics, the idea of this project is to allow multiple users to collaborate on and build RPG projects through their web browsers. Users will be able to create their own project, add other users to help them create their project, and enable/disable mods, which allow users who are not a part of the project to create "modules" which add additional maps and content to the project. The RPGs themselves will be hosted on a web server, and will run in modern browsers without any plugins (aside from a java applet needed to play the music/sound).

The game engine is based on my previous project, HTML Tactics: http://sourceforge.net/projects/htmltactics/. HTML tactics covers the basics of an RPG maker, along with a tactics battle engine (I made that first because it is my favorite battle engine), however, there is still quite a bit of work needed to make this a full featured RPG maker, and we also need help with creating graphics and resources for use in the game maker.

The benefits of this rpg maker over other rpg makers:

Easily modifiable - all the code will be available and changeable, and almost everything is in javascript. This means that everything can be easily changed, from menus and battle systems to the underlying renderer itself.

Collaborate with ease - managing teams and team members is easy, other members can instantly modify the game and test it, no emailing assets back and forth, and the project is automatically synchronized between the team members.

Allow mods to your game - mods are new games that "extend" your game if you allow them. The mod maker can create a modified version of your game with new content, features, maps etc for others to play, allowing your game to continue even after you finished it.

Players don't have to install anything - the game, when done, runs in a browser without any required plugin support (except for the music), you just have to give players a link, and they can play the game. You can also let players download the resources and play the game locally when they have no internet connection, and I have no problem with users hosting games on their own servers.

Additional features can be added upon request - you can easily contact me and request new features for the game maker, including things that cannot be done in some RPG makers like multiplayer modes.

The RPG maker is planned to be Open Source, meaning that the code will be free for others to download, extend and contribute to the project. Non-code resources (graphics, music, etc) do not have to be open source, and the games users create do not have to be open source either.

Right now, I am looking for help in the following areas:

Pixel Artists - create several graphics sets (tiles, characters, animations, etc) that users can use in their projects.
Composers - create MIDI music scores that users can use in their projects. MP3s could be added as well, but since the games load in a browser, we want to keep the filesize down.
Sound Effect Developers - create sound effects that users can use in their projects.
Programmers - anyone with experience in HTML, javascript, ajax, CSS or PHP could help me out with all the new code needed for the project.
Game Developers - create several demo and initial RPGs using the engine for people to get excited about the project, and also to teach people how to use all the features of the engine.

This project does not yet have a website, but you can contact me by emailing me at terra0nova@hotmail.com. My AIM sn is terra0nova. You can also post here or PM me to contact me.

This is a free and open source project, as such any help will be volunteer only, no pay or revenue. However, the project will be fun to work on, and will create a useful tool for the RPG maker community.

Previous work:

To test the HTML Tactics engine and show it off, me and my friend, RedOwl, made a simple parody RPG in HTML tactics that you can play here: http://sot4.aerosphere-studios.com/

Here are some screenshots from the game:

The battle system:

The menu system:


Here is a running example of HTML tactics' map builder: http://sot4.aerosphere-studios.com/builder.html

The above contain resources from RPGMaker XP, copyright Enterbrain. I sent them an email, but they never got back to me, so we should not use these graphics for this project (unless Enterbrain gives us permission). However, we can certainly use external resources as long as they are free or we have permission to use them.

Any feedback is appreciated - whether you wish to offer help for the project, or want to give ideas for features you would want to see in the engine.
Ambitious! The fact that you've already created a project in the same vein means that I won't be simply dismissing this out of hand.

When it's ready to go I can create a simple demo project.
Thanks Kentona. Having a bunch of initial/demo games will help create a community around the maker and encourage others to use the game maker, so it really does help. I'll let you know when I have enough tools ready for creating a demo project.

The project is a little ambitious, but I've learned from experience not to take on more than I can handle (after working on projects that were too ambitious and failed). Taking a project one piece at a time is the way to go, and HTML Tactics probably represents about half of the code needed for this project, so I have high hopes for this project being completed.

Also, if anyone has resources that they don't mind this project using, or knows of free resources, I could include those in the project for everyone making games using the maker to use.
There was a recent competition at TIGSource that might be right up your alley. Basically it was a two part competition that with people making resources for the first part and then other people had to make games with the resources for the second part. Here are some links:
8 bittish Roguelike tiles
More 8 bittish roguelike
Front-view monster sprites
I'll post some more links when I remember to.

Also, have looked into First Seed Material yet?
Healy? Like Dragon Warrior 4 Healy? Man, that game was awesome.
Wow - First Seed Material has some awesome resources. I could've used these in a lot of projects lol - thanks for the link. That could make a very good and consistent set for the maker. I think I should probably do some more google searching, as there are probably more free resources I've overlooked that would be useful. And, if anyone knows of more, that would be helpful.

Also, the competition at TIGSource looks interesting - I like the maze like interface in the second link a lot. I think I'll definitely keep an eye on the competition, although I am not sure if I have time to pick up another project and help out at the moment.

In any case, thanks for the links.
post=122769
Wow - First Seed Material has some awesome resources. I could've used these in a lot of projects lol - thanks for the link. That could make a very good and consistent set for the maker. I think I should probably do some more google searching, as there are probably more free resources I've overlooked that would be useful. And, if anyone knows of more, that would be helpful.


REFMAP... most overused resources ever, bub.
Haha, I've seen these in quite a few RPGMaker games I've played, but never really knew where they were from. Being overused isn't bad (as standard graphics from rpg makers are usually overused), but having pixel artists to make unique graphics for use in the engine would be best (but obviously a lot more work).
If it's truly done in html, does this mean CSS is possible? Or does it all take place on the canvas, and really that item menu is just some weird hallucination of the DOM...
CSS is possible - it's using the DOM, not the canvas element. Sure, some things would be easier in the canvas element, but not all browsers support it, and most browsers have many optimizations for handling large numbers of divs (each tile and character is just a div with a background image and background offset based on what the animation frame is).

So, you can certainly use CSS to change the appearance of the game (you can also write a js script to completely change the menu system, which should plug right in with the rest of the code with no problem).
I'm surprised, how's the performance? Is it too much to render or can it do much more than those screenshots are currently showing?

This must also mean MMO games are possible to construct. And there's no Operating System limitations, right?

This is a really interesting project.
This is quite interesting, although new web-standards (while not supported overly well or widely yet) make some of your engine stuff outdated.

I could help out on the programming side (have experience in HTML, javascript, CSS, and PHP), but I'm rather busy currently. If there's some small stuff like bug fixing, fixing security holes, etc. that I could do I'm up for it.
Attack every input with SQL and script injection attacks!
@Radnen - Try the game out. It's pretty fast in good browsers (firefox, chrome, safari). Basically, any browser with a good JS engine runs the game well (so, not IE). In IE, it runs pretty well, you might have to disable tile animations, as those probably hit the performance the most when the scene is full of water. And yes, MMOs are possible, although ajax is not very fast, so I would probably need to use a java applet to get fast enough networking for an MMO. And, theoretically, there are not operating system limitations, but there are slight differences between browsers in different operating systems, so I can't guarantee that without testing it in lots of browsers on lots of OS :P .

@GameOverGames - Yea, I didn't use any HTML 5, as no browser supports it fully, and right now browsers tend to only support a subset of the features. I might be able to improve performance by using HTML 5, but performance is not much of an issue, and the game can run in pretty old browsers (like IE 5). It's pretty much all absolute positioned divs (relative to a container), and DOM javascript, which avoids browser dependencies and rendering differences. If you'd like to help program, even if you can only help a little, that would be appreciated. Right now, I am fixing up the HTML tactics engine, making it more flexible, object oriented and customizable, so I could definitely use help and bug fixing with that.

@GreatRedSpirit - Haha. I'll have to be careful once I start writing the PHP code to make sure there are no injection attacks :P .
If you are using the DOM, are you using jQuery? It makes JS-DOM development so much easier. :)

Also, I played the test game, but couldn't figure out how to move my character. When I moused over him, I could see his stats, but when I clicked keyboard keys or the mouse, I could not make him move. I'm using Firefox 3.5, also the intro seemed to stop at some random point, but this was avoided by clicking skip intro. With what I've seen however, I'm fully surprised and enlightened.
HTML tactics itself does not use jquery, just manages a bunch of divs directly (this is faster and not any more difficult). However, the editor for the games uses jQuery for things like tree views, drag and drop, etc.

Hmm, haven't tested it in firefox 3.0, works fine in 2.0. When you aren't in battle, the arrow keys should move the character, as long as the window has focus, and if you click on any square that is reachable by the player, he will automatically walk to that square. Clicking on the player will just show his/her stats and select him/her when in battle. Let me download firefox 3, and see if I can reproduce the problem.

The problem with the intro is that it is downloading the images as it plays the intro, and since a lot needs to be cached, depending on your download speed, it can lag, and I think there is a race condition in the intro script that if it lags enough, it will stall and you have to skip the intro. If you try to load the intro again, it will run better and hopefully not stall.

EDIT: Just tried it in firefox 3, and the character does indeed not move. That is strange, as it works in firefox 2. I am currently cleaning up the code, and hopefully I'll find and fix the problem before the next release.
Ok, I was planning on fixing the problem in Firefox 3, figured it was probably some input problem since the keyboard and mouse were not working. I opened the game in Firefox 3, skipped the intro immediately, and then tried to move. And it worked. Trying to reproduce the error, I waited about the same amount of time as I did last time, then skipped the intro. And it would not work. The menu would not open either, which meant that the game was paused (it pauses the game for the intro, then unpauses it - there must be some race condition where it unpauses it when you click skip intro, and pauses it based on a timed script in firefox 3). This problem does not exist in chrome or firefox2, which must mean that firefox 3 has some multi-threaded javascript issues (there are no threads or synchronization in javascript, but some browsers when an event is fired run javascript in a new thread, allowing variables to be modified at the same time).

The quick fix is to either watch the whole intro (it should run faster the second time you watch it), or to skip it immediately. As I fix up the code, I will see if I can fix this problem, although it's going to be more difficult than just handling input from a new browser.
Hola terra0nova sorry to bring this topic back from the dead but is there any progress or any version good enough for us game makers to use? I've ran through the purchased Aves Engine and Rocket Engine but both won't put anything out as bought by larger companies - and then found your engine which seems pretty capable, just perhaps will need a little more touchups.

I am willing to help out. I know JS, PHP, MySQL. I can't compose or do any art (at all..).

Would love to put my hands on any version newer than awesome yet impossible to modify current one :D
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