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Progress Report (11/5)
The previewer will add scroll bars if the image is greater than 1024x512. Also, refreshing happens automatically when you open up the Resource Manager.
Edit: so I guess I misspoke. What actually happens is that you close the Manager, make the folders, and re-open it to get updated folders.
Edit: so I guess I misspoke. What actually happens is that you close the Manager, make the folders, and re-open it to get updated folders.
critical_path_11142013.png
Updated 10/25/2013. A solid green block represents a basic component that has been completed, a partial green block represents a component that has been partially completed.
gmRPG
Hi!
1) The likeliest scenario is that the gmRPG engine will be distributed in a .zip containing a .gex extension, documentation, and the IDE as an application. This is still kind of iffy because a few modules don't have extension support yet. I imagine I'll need to put the raw scripts in with the distributable, in this case.
You would import the extension into your project (or you could create a project directly from the IDE with the extension automatically hooked in), and you'd get to working in the IDE. Any script editing on top of that in GMS would be preserved, as the IDE only messes with certain scripts that are clearly marked in the engine; these generally have "UserDefined_" in front of them.
The only real question mark at this point is how to streamline writing custom scripts in GMS while working in gmRPG, as the "hook-in" points will be a mystery to me until the thing's mostly done.
2) Nope. I'm not sure I'm even legally allowed to, and I don't want to step on the toes of GMS QA Core Team, who I would like to maintain a good relationship with (as I need to appeal to them whenever a runner error breaks something in AC, for instance).
3) Yes, all games ultimately adhere to GMS's EULA, which allows for export of commercial games as long as you legally own the export module. In addition, games made using gmRPG will not be watermarked or functionally hindered in any way. gmRPG's license mostly applies to the engine components and other data files packaged with and generated by the IDE. It will be made clear that all user-generated content is owned strictly by the user and no one else. Generation code and engine backend is owned by me, but with a license to edit and remix however the user pleases provided proper credit is given.
1) The likeliest scenario is that the gmRPG engine will be distributed in a .zip containing a .gex extension, documentation, and the IDE as an application. This is still kind of iffy because a few modules don't have extension support yet. I imagine I'll need to put the raw scripts in with the distributable, in this case.
You would import the extension into your project (or you could create a project directly from the IDE with the extension automatically hooked in), and you'd get to working in the IDE. Any script editing on top of that in GMS would be preserved, as the IDE only messes with certain scripts that are clearly marked in the engine; these generally have "UserDefined_" in front of them.
The only real question mark at this point is how to streamline writing custom scripts in GMS while working in gmRPG, as the "hook-in" points will be a mystery to me until the thing's mostly done.
2) Nope. I'm not sure I'm even legally allowed to, and I don't want to step on the toes of GMS QA Core Team, who I would like to maintain a good relationship with (as I need to appeal to them whenever a runner error breaks something in AC, for instance).
3) Yes, all games ultimately adhere to GMS's EULA, which allows for export of commercial games as long as you legally own the export module. In addition, games made using gmRPG will not be watermarked or functionally hindered in any way. gmRPG's license mostly applies to the engine components and other data files packaged with and generated by the IDE. It will be made clear that all user-generated content is owned strictly by the user and no one else. Generation code and engine backend is owned by me, but with a license to edit and remix however the user pleases provided proper credit is given.
Progress Report (10/13)
You don't necessarily need an entire system for this. What you could do is this:
First, you define the stats in your game, say HP, MP, ATK, DEF, and SPD, using the Stats tab of the Database.
Then, you define stats that parallel your regular stats, say HP-A, MP-A, ATK-A, DEF-A, and SPD-A (the A stands for allocation ;o ) - these would contain the point values that you're going to use to check against your stat points, and they would probably always be between the values of 1 and 9, depending on your game. You'd set the values for these based on a character's class.
Finally, you define one additional stat bucket that contains your stat allocation points and increase it when a character levels up.
You would then use the Menu Designer to design a menu that empties the stat allocation bucket when the player opts to upgrade a stat.
First, you define the stats in your game, say HP, MP, ATK, DEF, and SPD, using the Stats tab of the Database.
Then, you define stats that parallel your regular stats, say HP-A, MP-A, ATK-A, DEF-A, and SPD-A (the A stands for allocation ;o ) - these would contain the point values that you're going to use to check against your stat points, and they would probably always be between the values of 1 and 9, depending on your game. You'd set the values for these based on a character's class.
Finally, you define one additional stat bucket that contains your stat allocation points and increase it when a character levels up.
You would then use the Menu Designer to design a menu that empties the stat allocation bucket when the player opts to upgrade a stat.
Not on Steam Sale
Alcarys Complex giveaway #2 - Review Challenge WINNER
Alcarys Complex giveaway #2 - Review Challenge WINNER
about three hours left. whoever wins this thing, i'll be in touch with you to get your shipping info later today.
Progress Report (9/24)
The way I have it planned out right now is that each character, adversary, and NPC will each have their own inventory structure, implemented at the class level. Communal inventories would be implemented at the Group level and would be a composite of each member of the Group, so Party1, Party2, and Party3's inventory would be combined into one accessible inventory, complete with owner information on each entry.
You'd be able to set the inventory's options to "Add/Remove" (when Party1 leaves, they take all the entries they own with them) or "Add Only" (all members irrevocably contribute to the inventory and only usage/drop commands will remove entries).
I'd also like to note that any inventory implementation will use a generalized structure, which is why I'm not referring to items specifically. Inventories are designed to handle both items and skills (with skills being non-exhaustible by default).
You'd be able to set the inventory's options to "Add/Remove" (when Party1 leaves, they take all the entries they own with them) or "Add Only" (all members irrevocably contribute to the inventory and only usage/drop commands will remove entries).
I'd also like to note that any inventory implementation will use a generalized structure, which is why I'm not referring to items specifically. Inventories are designed to handle both items and skills (with skills being non-exhaustible by default).














