WIP'S PROFILE
I made this site and it's awesome. But I don't run it anymore. Now I'm just a plebe like you.
Search
Filter
IGL: ika game library
<DEMO> Death Proclaimed II
We Did It First screenshot thread
author=BlindMind link=topic=5.msg2002#msg2002 date=1184644420Let's hope there's a game in that!
I think I may have shown parts of these areas off before.
But-- I did do a bit of revamping with them, so why not? Hehe. Anything that needs work?
Chipset ID
My initial guess was Robotrek, but yeah. It's Harvest Moon for the SNES. If you are looking for more matching graphics, definitely check Robotrek. Similar styles.
And you are...? (THE INTRODUCTION THREAD)
IGL: ika game library
Oh these guys are fighting over something silly. I'm going to put different data in when it's released.
Pandora's Box (complete)
IGL: ika game library
Note that ika is already released and is completely usable. This is just a framework ontop of it that adds a lot of useful things for it.
IGL: ika game library
Over the past little =( two weeks or so, I've been working on a library to help out with making ika games. It's based somewhat off of RMXP's own codebase, but modified in ways I felt superior and more Pythonic.
Now just the library is cool, but I've also constructed a database editor to be used with it. Unlike RM's database editor, however, this one is customizable. Based on some simple values placed inside your game's codebase, the editor will generate pages and controls to help you edit it. Right now it's pretty basic, but I am going to be working on some improved controls, such as selecting images.
This is a screenshot of the current DB editor:

This is a screenshot of the in-game menu with the saved data:

Equip screen

Currently, audio, input, process (scene) control and windowing modules are working in-game. These are the basic blocks to build pretty much any part of the game. The next big challenge is to make a default battle system to go with it.
Now just the library is cool, but I've also constructed a database editor to be used with it. Unlike RM's database editor, however, this one is customizable. Based on some simple values placed inside your game's codebase, the editor will generate pages and controls to help you edit it. Right now it's pretty basic, but I am going to be working on some improved controls, such as selecting images.
This is a screenshot of the current DB editor:

This is a screenshot of the in-game menu with the saved data:

Equip screen

Currently, audio, input, process (scene) control and windowing modules are working in-game. These are the basic blocks to build pretty much any part of the game. The next big challenge is to make a default battle system to go with it.














