WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

Search

Filter

tunnels.png

Actually, the more rocks you see on the surface, the more ore would be under the ground in this game.

bownarrows.png

Oh, I could make it so trees never generate next to each other. That'll be an easy way to fix.

bownarrows.png

Agreed, you should break up those two trees

This is a 3D game being drawn as a 2D top-down view. Some parallax confusion is unavoidable. I didn't write a more advanced lighting engine just because it was cool- it helps to identify the edges of things but there are still cases where confusion will occur.

I might be able to at least make it so it won't place a tree where it would create more parallax confusion for when the world is generated.

The grass is too vibrant. Makes it basically impossible to see most of the HUD and really hard to see the sprites.

Hrm, I take a think about that (I'm not seeing it, but I will probably adjust the tone of the grass anyways).

rtp_sample.png

Don't worry, all the RTPs for RPG Maker have been colorful, it's the anticipated thing here.

map1.gif

You need a balance though. Its easy to be "haters gon hate" if its just something you did as a hobby, it is a different story if you want to try and sell something. This place is too specialized and myopic, if you go to a large audience, they react differently. Outside of this enclave, people generally pass on RPG Maker games without even looking at them.

Speaking of which, they do let you submit applications and tools to Greenlight, not just games. You can mashup footage of your game and your editor and easily stand out, from what I've seen. I'm not sure how many people browse the tools and applications there, but if that's the same handicap for the other tools, it will take you fewer votes.

dyna2.png

That's like saying "side view Minecraft?" I can understand, I once dismissed Terraria as "someone made a game with FF5 sprite edits".

Here, the actions are more like an action RPG and nothing like your arm flailing in a circle repeatedly. It is actually modeled more closely after games like Link's Awakening. You can feel what I mean if you play the demo and dig out blocks. I hated how imprecise the combat was in Terraria.

This will also be an actual RPG with character building, lots of stats, leveling up, selecting perks, etc. There will be dungeons for you to enter and clear. These will be generated on separate maps and be rougelike/mystery dungeon.

modeseven.png

If I wanted to do walls, I'd just go full 3D block land like the old LandTraveller 3D prototype. This would require a special block editor so it would be easy for anyone to make 3D blocks. Developing such a thing (well) would take a ton of time, so it is a distant future mode of RPG20XX.

EDIT: I seemed to have failed to notice that LandTraveller uses this same engine...!

LandTraveller uses a heavily modified closed-source version of RPG20XX, and is going back to the 3D to 2D isometric block world thing. LandTraveller cannot be made with any existing engine except one made especially for the game, but all the framework from RPG20XX comes in handy.

Stuff like the advanced lighting engine and all that may be ported back to RPG20XX standard because it is awesome.

You can try the public alpha demo of LandTraveller here: http://steamcommunity.com/groups/landtrav#announcements/detail/795235381340595399

It's like the early access to Early Access so you can demo before you demo. I'm a long way from Greenlight, but I want to have already proven that this is a real game and if you're going to like the idea or not.

Those older prototype 3D screenshots are about to be archived as soon as enough new screenshots are in.

map1.gif

It's only for the map editor.

..the map editor part is the only reason people would want to resize the editor window.

because it's using a special library for it.

This is a problem under your control. You can try getting the active window handle HWND and hijacking it using the WIN32 call that changes window style. You can insert a response to the window being resized event and then add a call in there that resets your library to the new resolution (if you really want to keep with this library).

map1.gif

you can't resize the window after opening it with Gosu library.

I assume there's a part where before you init the library in your code. You can get the resolution of the user's desktop screen and automatically calculate a good size, and then init with that.

Even so, because it is the editor, people are going to have problems with not being able to resize their workspace since every single toolkit ever had a standard resizable application window.

but I would recommend not using rpg maker rtp in any screenshots so legal issues with enterbrain don't come up even before a release.

It's actually OK here because its just for demonstration purposes. However, you cannot bundle it with your engine downloads nor use these screenshots on something like the engine's web page. Your circumstances may be slightly different, so you should always ask a lawyer to be sure.

map1.gif

Hey, this a WIP don't worry dude. x)

Best time for critical and constructive feedback. Dunno why you think I'm worried, though.

For the tile window, I don't want it to hide the map. I think 5 squares width are enough, and if sometimes you need more just use the arrows.

RPG Maker 2003 had 6 and later ones are 8 wide. 5 is just too small. Make the editor window larger, resizable, and capable of being maximized to desktop.