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Author Topic: Building an RPG engine in GML  (Read 8373 times)
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Seto Kaiba
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« on: February 03, 2016, 11:41:50 PM »

I've had this idea for an RPG engine for a while so I've started building it out. I'm using GS sprites for the visuals since it will use a similar graphics engine for the battles.

Currently I just have the basic rotation effect working, but it's pretty rad. I have it for download here.

https://www.dropbox.com/s/am7kanqpujj5rj9/gsdemo.zip?dl=0

File's still uploading while I write this but yeah.
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Salanewt
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« Reply #1 on: February 03, 2016, 11:49:45 PM »

Nice work! I do believe I will take a look pretty soon, provided I don't forget.  Sweat Drop

Are you planning a whole new game with this engine?

Edit: Took a look, and it seems like a nice start! For those who decide to check it out and can't understand it, the speed of your mouse decides how much the camera will spin (and how fast). Horizontal movement.

« Last Edit: February 04, 2016, 12:14:34 AM by Lord Squirtle » Logged

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Seto Kaiba
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« Reply #2 on: February 05, 2016, 08:13:45 PM »

Yeah, I'm building a game out, I just want to have the basic animation functions for battle ready. Currently I have the following working:

> Camera rotation (fixed a lot of the issues)
> jumping
> Zoom for critical hits (sort of working, still need to figure out how to center the camera

Once I finish doing moving from one character towards another, I can set up basic attack animations and start building the actually battle engine. The stats are there but they don't really do anything.
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Seto Kaiba
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« Reply #3 on: February 06, 2016, 04:49:55 PM »

Update:

Working on attacking animations right now, but I got this humerous bug:



Clearly that jupiter djinni just wants to get out of there.
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« Reply #4 on: February 06, 2016, 05:39:55 PM »

Well yeah, they have been stuck in that room for days now. :P

Looking good! I'm also pretty excited to see what sort of game you're planning with this engine; should be fun.
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« Reply #5 on: February 07, 2016, 11:27:09 PM »

Alright, I've updated the link again. New features:

- Title screen with music.
- Jumping attack with critical animation.
- Battle entrance animation by pressing enter.
- Showing a little off with the music engine changing songs.
- Restart the demo by pressing shift.

EDIT: Totally forgot this forum had an upload feature lol

* colors_demo.zip (3808.8 KB - downloaded 39 times.)
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Salanewt
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« Reply #6 on: February 08, 2016, 12:03:21 AM »

Going to check it out later, but I already downloaded; looks good so far!

Also lol, yeah. Uploading is fun. :P
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« Reply #7 on: February 09, 2016, 12:07:50 AM »

Updated the dropbox link again, if you really need the old version, you can download it from the above posts.

Updates:
- Have attack animation. You have to press enter twice to get through it entirely.
- Expanded sprites and backgrounds by 4 times, they will be replaced by the next release
- Names above the Battlers (representing their future sprites)
- Text below the battle scene
- Locks rotation when attacking.

There are some bugs regarding depth, shadows and some attack angles and the critical hit I'd like to work out a bit better. But it's looking a lot better than before.

I'll update this post with some pics of it in action.

EDIT: Images

The game's tentative name is currently "Colors".

Spoiler for Hiden:
Title Screen


Enter Battle


Attack


* colors_demo.zip (3991.33 KB - downloaded 38 times.)
« Last Edit: February 09, 2016, 12:23:08 AM by Seto Kaiba » Logged

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« Reply #8 on: February 09, 2016, 02:38:47 AM »

Looking good! I just tried it out, and everything seems to work okay enough as well.
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« Reply #9 on: February 12, 2016, 01:46:14 AM »



Here's a preview with some new sprites.
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Salanewt
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« Reply #10 on: February 12, 2016, 01:50:25 AM »

Looking good! An army of Mikes and a Uniwyvern?
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Seto Kaiba
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« Reply #11 on: February 12, 2016, 01:57:40 AM »

Right now I'm working on getting the stats to load into their proper places. Since there's no real general party objects defined yet, the party just spawns a bunch of empty battlers, which defaults to Mike.

The birds are called "Skullbird" and the Unicorn thing is called "Tricorn".

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« Reply #12 on: February 12, 2016, 02:01:02 AM »

Awesome, nice work! I'm really interested in seeing how this develops; the "aura" in the upper left in particular.
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« Reply #13 on: February 12, 2016, 06:36:32 AM »

Great stuff.
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Seto Kaiba
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« Reply #14 on: February 13, 2016, 07:53:56 PM »

To answer your question Salanewt, the Aura colour is a colour that is used for your team's "aura", which is a combination of the colours in your party.

The algorithm is this:

If the colour's individual red/green/blue values are under 127, it subtracts from the current value. Otherwise it adds x - 127 to the current colour. It clamps between 0 and 255.

The closer each red/green/blue value is to either 0 or 255, the more of a stat boost you get, depending on what value it is. It goes up to 7 and applies to attack, defense, magic, resistance, agility and MP recovery.

In addition, if the aura colour is in a certain range, you also get special field effects that correlate with that colour's element. For example, red burns all non-fire type opponents for burn damage at the end of each turn.

There are two ways to change colour in battle.

Basically, each team has a colour modifier list, that you can add new colours to. It applies the same algorithm, in order, from the team's base colour calculated at the beginning of the battle through all the colours in this list.

You can add colours to your team by "dipping the paint", which adds the character's colour value to the current aura. Or, your enemy can "throw the paint" at you, which will add their aura colour to yours. Some monsters have special abilities that can add colours to your or their aura as well.

The catch - you can't see your opponent's aura and vice versa. You can only tell what it approximately is from the elemental field effects that are applied.

The colour changing effects decay after 2 turns, and only one member of either team can "dip the paint" or "throw the paint" a turn (however any other effect that adds colours can still apply)

In addition, each character has a weapon that basically adds a special chance effect to their ordinary attack. For example, people with canes have a chance to attack 3 times in a row, swords can cause the bleed status while guns can cause an enemy to flinch.
« Last Edit: February 13, 2016, 07:57:27 PM by Seto Kaiba » Logged

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June 22, 2017, 08:55:23 PM
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June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
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June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
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