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Alcarys Complex
A story-driven action-RPG.

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gmRPG

o_o;

P.S. for the record, I'll still work on this when I have the time, but I can't guarantee weekly updates anymore.

gmRPG

Since summer's over, I need to concentrate on school and work and I've got a lot on my plate. I'll try to update sporadically, but I'm not promising anything.

Thanks for your patience with me.

gmRPG

So, I'm going to have to put this on hold for a bit. I can't tell you why just yet, but I'm hoping I'll be able to soon. It's not bad (well, except for the hiatus), but it definitely means that I won't have time to work on this. I just wanted to be up front with y'all and let you know.

Buuut just because it's being put on hold doesn't mean I'm throwing it away or that I've lost passion for it (quite the contrary, actually). I just have to give my time to something else right now. I really want to continue, and I hope the time comes in the near future. I hope you'll understand.

Sorry :(

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.

Alcarys Complex

thanks, man! sorry to be late with this (very very busy)

World's Dawn

ooh, this looks cool. subbed.

Alcarys Complex

yeah, ginseng and i got that fixed through PM some time ago. if anyone has any issues like that, feel free to post on the gamepage and i can help you out. if it's something particularly egregious like a freeze bug, i might do a minor bugfix release but honestly all my time has gone to the full copy of the game. keep an eye out for QA opportunities - they're coming really soon.

as far as the command menu goes, in the demo, you should be able to open it up as soon as you leave town. you're right when you say that it should be in the manual, though - there's a fair amount of time invested in setting up the plot and familiarizing the player with the game that elapses before this demo starts, and almost all of it is UI-limited. so expect that to be addressed in the new manual.

i appreciate your comments and hope that i can live up to your expectations.

Space Funeral

hey, grats on this (and on getting frontpaged again at TIGS as part of their GOTY round-up).

Space Funeral

leg horse, you're my favorite horse

better than rex. better than the black stallion

you're my favorite horse
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