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I'm back
WolfCoder- 04/30/2010 04:54 AM
- 205 views
The latest picture is me working on Mark II of the WeaponBirth engine. This version is much better than the last and it's going really smoothly. I just need to activate my WeaponBirth Event Binary Executable Interpreter so that the events begin to run their assigned scripts from the RPG Binary. This engine is far more capable than the last and much more of it is written in C/C++ than the last.
The new interface engine is more capable than the last and lets me easily write complicated GUI elements and features such as variable-width fonts and compounded panels. With the power of good old C/C++, I can easily manipulate hundreds of panels and bitmaps to create the new GUI. Not only that, but this version also includes an auto-resource compiler.
Unlike the RPG Maker series of engines, you can actually arbitrarily drop resources into the different folders and the engine automatically converts them all into a lump of resources ready for use. Each release has all of its converted resources in the "bin" folder.
Finally, this time around the engine can easily be plugged into many Acknex 6.60 and above projects. The only thing you have to do is load the .wdl files for the plugin and make your levels according to the engine. The scripting system compiles the actual RPG game events themselves into a binary making it harder for someone to modify the game in an editor and cheat or to find out secrets the easy way.
Once the event system is alive and well, I plan on releasing a series of debugger demos. Note that these demos tend to run at very low FPS in debug mode with that wall of text indicating engine stats you see in the latest screenshot.
The new interface engine is more capable than the last and lets me easily write complicated GUI elements and features such as variable-width fonts and compounded panels. With the power of good old C/C++, I can easily manipulate hundreds of panels and bitmaps to create the new GUI. Not only that, but this version also includes an auto-resource compiler.
Unlike the RPG Maker series of engines, you can actually arbitrarily drop resources into the different folders and the engine automatically converts them all into a lump of resources ready for use. Each release has all of its converted resources in the "bin" folder.
Finally, this time around the engine can easily be plugged into many Acknex 6.60 and above projects. The only thing you have to do is load the .wdl files for the plugin and make your levels according to the engine. The scripting system compiles the actual RPG game events themselves into a binary making it harder for someone to modify the game in an editor and cheat or to find out secrets the easy way.
Once the event system is alive and well, I plan on releasing a series of debugger demos. Note that these demos tend to run at very low FPS in debug mode with that wall of text indicating engine stats you see in the latest screenshot.










