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WalrusRPG - a cross-platform J-RPG engine

Started by novenary, November 17, 2014, 07:00:20 PM

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Duke "Tape" Eiyeron

The update list is too long to bring it, but the game engine still evolves with my side-side-projects and my motivation to finish it. The undertale battle engine was done part because I wanted to make WRPG progress. Now, I'm also interested in 3DS Homebrew, so...
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Dream of Omnimaga

Glad to see this on the 3DS too. Did you manage to make new graphics and maps since the previous forum update?
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Duke "Tape" Eiyeron

I didn't because I'm still focused on the game engine's internals. Just added hibernation and correct timing support for the 3DS backend. The only regression I had to put is putting out the exceptions as they're not supported by the current devkit for this device. Gotta find a way to circumvent this.
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Dream of Omnimaga

Hm I see. Yeah I was wondering about graphics since it has been over a year since this engine started being worked on. :P But take your time. :)
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Ivoah

What kind of system requirements does WRPG have? Would it be possible to port it to the GBA too?
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Duke "Tape" Eiyeron

Well, it'll probalby not fit it because of the memory requirement ( I don't have a clue of how much memory I'm asking but it'll be probably way over the GBA's capacities, alas.

Edit :
Quote from: DJ Omnimaga on April 18, 2016, 03:32:58 PM
Hm I see. Yeah I was wondering about graphics since it has been over a year since this engine started being worked on. :P But take your time. :)


I am taking it, don't worry. I can't run at my own pace as I'm living more and more attention troubles and the lack of support of the people already involved in it doesn't help at all.
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Dream of Omnimaga

What do you mean by "attention troubles"? Do you mean you are being busier with real life or do you mean that your attention span is decreasing over time?

Also for the latter thing, never make a project expecting you'll get any help, even if you have team members. In 99.9% of the cases team projects always end up with just 1 person doing the entire work in the end. That's what I learned in the past 17 years I've been online. Always work on projects as if you were alone to work on it (in other words, don't take the help of others for granted, else the project will die from waiting)
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Duke "Tape" Eiyeron

I always more or less did my projects solo, only asking sometimes for help on some topics. When I was given the possibility to make a project with someone else, and when I see that I'm basically making it alone since a few months... :|

Also, yeah, my attention span is ridiculously small these months, if not years. I hardly progress in any of my projects and constantly switch over all of them.
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Duke "Tape" Eiyeron

#203



Map loading system in progress. The cursious checkerboard is normal : Tiled offsets every tile id by one, and as the orignal map just didn't use a tile as filler for the exterior, it just stored the blank tiles as 0, which means this checkerboard tile.

EDit :
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Dudeman313

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Dream of Omnimaga

Quote from: Duke "Tape" Eiyeron on April 20, 2016, 02:27:46 PMAlso, yeah, my attention span is ridiculously small these months, if not years. I hardly progress in any of my projects and constantly switch over all of them.
I kinda became like that over the years, since my attention span towards programming isn't as big as a few years ago. When I started working on Opossum Massage Simulator, I started two other projects before finishing it and two others went in planning stages or started being considered. I also have plenty of other projects that have been on hold for years. >.<
Quote from: Duke "Tape" Eiyeron on April 20, 2016, 07:45:13 PM



Map loading system in progress. The cursious checkerboard is normal : Tiled offsets every tile id by one, and as the orignal map just didn't use a tile as filler for the exterior, it just stored the blank tiles as 0, which means this checkerboard tile.

EDit :
This looks walriific! Good job so far. :)
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Duke "Tape" Eiyeron

#206
3DS support is now official (it's in the main/master source code branch) and next will be the resource manager (to avoid opening/closing/opening/closing files on the fly).

Got  a little planning of what should be done (in this order, more or less):

- Work should be done on some things like the font system (which right now doesn't have a version check) and some exception stuff (making all WRPG exceptions implements a common interface and adding exceptions where they're lacking).
- Work on the tilemap, to allow loading tile data in the same time than the map. It'll be nice for later to support animated tiles, collision data and which texture to load as spritesheet.
- Add a template PC to allow interacting with the map (while adding collision stuff). It'll be cool for the next step.
- Thinking on the event system and eventually the entity system could be tought on later.

'm still wondering how I can support NPCs (which are moving entities with/without a script to move or stuff), from interactive objects (like chest and levers), their variables (like local/global events, local for map and save -based conditions, global for save-based conditions) and interacting with them.

Edit : I'm so going to have fun when I'll also have to support sound on platforms which can make noise. Between the 3DS which have a low-end DSP inteface and SFML which is high-ended and my desire to use XM files for musics...
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Dream of Omnimaga

Will 3DS have some touchscreen controls for the menu or will it be the same version as the others? Also wasn't the 3DS screens less than 240 pixels in height? I forgot.

Also good luck with NPC's
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Duke "Tape" Eiyeron

Quote from: DJ Omnimaga on April 25, 2016, 12:23:01 AM
Will 3DS have some touchscreen controls for the menu or will it be the same version as the others? Also wasn't the 3DS screens less than 240 pixels in height? I forgot.

Also good luck with NPC's

Same version, I don't plan any touchscreen controls/features for now. Also, the 3DS is 400*240 (800 if we count both screens).

ALso thanks.
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Dream of Omnimaga

Ah I see. I thought it was more like 192 pixels in height or maybe 200-212. And that's fine. At least I'm happy it's 3DS-compatible since if a game comes out of this then it will reach a much larger audience. I am curious about what are the RAM requirements? Would 256 KB be enough?
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