RAVE'S PROFILE

Rave
Even newspapers have those nowadays.
290
In business there is no room for friendship. Competitors have to be eliminated at any cost. Fortunately for you, I'm not businessman. I'm a spy.

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Disable CAPTCHA/"Are you a bot" for people who aren't

More like captcha tho. Some people, like me are visually impaired and it is sometimes very hard to make sense out of captcha, like here:


And yes, that's the very captcha I am seeing now. It would be wise to develop some kind of automated mechanism that would disable captcha/antibot verification after certain conditions are met (e.g. user has written X posts or solved X CAPTCHAs correctly).

VX Ace autotile breaker?

Is there a software that would break VX Ace autotiles into single tiles? I need to use some of autotile graphics for events and as you probably might know, we can't use tileset A for event graphics, only B-E.

Faceset help

Well, my game is centered around dragons... and whatever dragons are doing ;) (don't want to spoil it just yet), so I've edited Monster2.png to have more dragons in it:


Unfortunately, there are no corresponding faceset, so I wonder if someone could make one. Also if you could do flying version of dragons, I'd be grateful.

Could someone make chiptune music for my game?

I know that there are sites with modules, where I probably would find what I need, but I don't know of any of batch music converters that can convert xm/it/s3m->OGG (VX Ace format).

Other thing is, that I'd like to have something original. I'm going to use rtp for graphics anyway, but I want that at least music and soundfx were original. I'd like something like in old RPGs on SNES. Nice chiptune vibe.

So anyone is up for task? Of course I guarantee credits in game. For now I need those three:
- Titlescreen (something happy with lots of bleeps).
- Generic battle theme (no specific preferences about that, but of course has to be chiptune).
- Town theme (something happy, but slow. I think about 100-110BPM).

I can draw, I guess...

So I have tablet, and from time to time I go and post my images on my dA account. They may not be best in the world, but I'm pretty proud of them, so please if you critique, don't say things like "ur images sux", but rather tell me what's wrong and how I can improve my skills.

This is my newest (actually uploaded few moments ago) creation: http://darkhogdarkhogini.deviantart.com/art/Big-chibi-dragon-with-deformed-hand-and-318224909

And of course my dA site is: http://darkhogdarkhogini.deviantart.com/

"Other" engine category

Could you add "Other" category for engine, when submitting game? That would help separate games that were written from scratch (Custom) from games that were build with engines that are not in the list (SourceSDK, JME, CraftStudio, Game Develop)

CraftStudio

http://craftstud.io

Full version (premium account) costs 15 euro, but imho it's worth to pay this, because "basic" account doesn't have export/game testing functionality. Also when program will go into beta stage it will costs two times more.

Program itself shows what would happen if you would merge Minecraft and Game Maker. Maps are build in similar way to maps in Minecraft, but here you can choose which blocks do you use and you can texture them as you want. Also there are some block renderers that aren't available in MC without usage of specialized mods such as slopes and vertical slabs.

Let's go to modeling. Currently every model is constructed from boxes. However, even thought it may seem not enough for more complicated models, in reality, thanks to ability to freely rotate and rescale those boxes (they can even overlap each other), there is possible to even construct sphere. Additionally author of CraftStudio announced that in future he will add support for more traditional way of modeling, or even import of OBJ files, so you could make models for example in Blender.

CraftStudio doesn't force to make one genre of games. Similarly to tools like GM or The Games Factory you can make any game (racing, rpg, platformers - you name it). For now it doesn't have physic engine, but Bullet integration is planned. There is no lighting also, scene is lighted like in Minecraft Classic - one ambient light source for whole scene, without shadows, but there is planned addition for dynamic lighting.

The only noticeable fault of CraftStudio is that it is *currently* only available for Windows, because of used technology (.NET and XNA), but author assured that Linux and MacOS ports are planned "once MonoGame matures", because according to him (never used MonoGame, only standard Mono) 3D game support in MG is lacking yet.

Scripting is done using Lua programming language, but there are plans to integrate Construct-like event system, so you can basically click-out your very own 3D game..

Summary:
Advantages:
- Easy modelling and map mapping system
- Easy scripting in Lua
- Low price for software like this (even after setting fullprice, €30 it still will be lower from programs made for 2D games like MultiMedia Fusion or Game Maker)
- Big base of ready to use models and scenes (even now it is about few thousands of them)

Disadvantages:
- Still in production, so you should expect crashes and other bugs
- No sound support (author is working on it very hard though)
- No physics or collision detection which means you need to write your own (which isn't very hard - even I managed to do that, though I've never managed to write 2D collision detection)
- No way to control lighting of the scene, though you can use tricks like changing tileset of map or model texture.

You should however remember that most if not all of those disadvantages have root in young age of this project and not actual limitations.

CraftStudio - cool engine targeted into easy 3d development

http://craftstud.io

Full version (premium account) costs 15 euro, but imho it's worth to pay this, because "basic" account doesn't have export/game testing functionality. Also when program will go into beta stage it will costs two times more.

Program itself shows what would happen if you would merge Minecraft and Game Maker. Maps are build in similar way to maps in Minecraft, but here you can choose which blocks do you use and you can texture them as you want. Also there are some block renderers that aren't available in MC without usage of specialized mods such as slopes and vertical slabs.

Let's go to modeling. Currently every model is constructed from boxes. However, even thought it may seem not enough for more complicated models, in reality, thanks to ability to freely rotate and rescale those boxes (they can even overlap each other), there is possible to even construct sphere. Additionally author of CraftStudio announced that in future he will add support for more traditional way of modeling, or even import of OBJ files, so you could make models for example in Blender.

CraftStudio doesn't force to make one genre of games. Similarly to tools like GM or The Games Factory you can make any game (racing, rpg, platformers - you name it). For now it doesn't have physic engine, but Bullet integration is planned. There is no lighting also, scene is lighted like in Minecraft Classic - one ambient light source for whole scene, without shadows, but there is planned addition for dynamic lighting.

The only noticeable fault of CraftStudio is that it is *currently* only available for Windows, because of used technology (.NET and XNA), but author assured that Linux and MacOS ports are planned "once MonoGame matures", because according to him (never used MonoGame, only standard Mono) 3D game support in MG is lacking yet.

Scripting is done using Lua programming language, but there are plans to integrate Construct-like event system, so you can basically click-out your very own 3D game..

Summary:
Advantages:
- Easy modeling and map mapping system
- Easy scripting in Lua
- Low price for software like this (even after setting fullprice, €30 it still will be lower from programs made for 2D games like MultiMedia Fusion or Game Maker)
- Big base of ready to use models and scenes (even now it is about few thousands of them)

Disadvantages:
- Still in production, so you should expect crashes and other bugs
- No sound support (author is working on it very hard though)
- No physics or collision detection which means you need to write your own (which isn't very hard - even I managed to do that, though I've never managed to write 2D collision detection)
- No way to control lighting of the scene, though you can use tricks like changing tileset of map or model texture.

You should however remember that most if not all of those disadvantages have root in young age of this project and not actual limitations.

[RMVX Ace] Shadows over things

Everyone knows how shadows in RMVX and Ace are rendered:

That's right, they're rendered under characters/events/other tiles than from A section. It feels kinda unnatural for me. Can someone write the script, that would draw them over things?

Note that I don't want full blown shadow solution - if I did, I'd probably would make picture sized to match map with alpha channel and put it on map. I want my game to retain VX feel, which, among others, mean crappy shadows. I just want them over characters.

The script, of course, should feature optional switch for events that would make them being drawn over shadows, for things like fire, etc. Maybe $ as first character of event's name (for example $Fireplace will be drawn over shadow and Bookcase will be drawn under shadow).

Could you help me, please?

It's a-me, Mario (Mario's vacation)

It's my first good-sounding song in SunVox (feeling chippy? wasn't so great after reconsidering some things):

http://www23.zippyshare.com/v/18140749/file.html

It's original work, although it uses fragment of the water level theme.