i finally released the level editor for my 2D RPG Engine. It is written in C++ and Objective C. The rendering engine is OpenGL (nearly the same as in the 2D RPG Engine) but the interface is 100% Cocoa.
Interested? Visit: https://github.com/MarkusPfundstein/2D-Engine-Level-Editor and clone!
if you are following this blog long enough than you surely know that I was writing a 2D RPG Engine about 9 months ago. Well, i stopped the project at the end of last year due to more interesting stuff but had a lot of questions in the last time if I couldn’t make it available for the community.
So here we go.. Download the Engine Source code here:
READ THIS: - The code is by NO MEANS perfect. It was the first time that I approached a big project like this, so stuff is sometimes a bit messy. Especially the implementation of the script engine is nothing i am proud of but ok I think for learning purposes it is pretty good. The engine can render up to 3000×3000 tiles on 60 fps on a ipod 4th gen.. That is quite powerful
Okidok! Have fun..
P.S. The source code for the Level Editor written in Cocoa and C++ will be online next week! Stay tuned
First of all: HAPPY NEW YEAR !!!!
The RPG project was a little bit quiet the last three months, but that didn’t mean that we were not working on it. The team has grown to four people and consists now of a Game Designer, an American who lives in Beijing and works there at a Chinese Game Company, a Swedish composer, who is so god damn talented that it scares me, a 2D Pixel artist from Amsterdam with an incredible talent for character design and last but not least… me, the nerdy programmer and some how manager of this all. Together we will work hard in 2012 to realize our project.
The goal for the next year is to design all the necessary production tools to develop and further to create a 2 hour long game which introduces the player to the world and the main characters. After that we will try to find a publisher! So, if you know one, let me know
We have awesome ideas in our design paper right now and I can tell you, this RPG is about to become great. It will be an awful lot of work but we love what we do and that is what drives us forward.
So lets hope the world will remain after 21.12.2012 ^^
attached a BRAND NEW GAMEPLAY VIDEO from my Game. It shows random encounter and the Turn Based Battle Engine. Until now I’ve not implemented a lot of features but time will tell.
I AM STILL LOOKING FOR PARTNERS!! The team is growing and there is already a Composer on Board, but I need still Level Designers, AI Coders, Item Scripters and A STORYWRITER!!!!
Don’t hesitate to contact me!! We can make great things together!
finally I started with the Battle Engine. I was discussing a lot with myself if I really should go for a Turn Based Battle System .. Nearly all successful RPGs out there are Action Real Time Combat with a lot of Kaboom and Kabang and so I thought i should maybe do the same.
But fuck it… My first plan was to bring the Old Feeling back, and so I will stick with it. Attached a cool Screenshot from a Combat Scene. :-)
Tomorrow I will bring some Logic in ..
(Nearly 800 visitors so far …)
as you now, my 2D RPG Engine is proceeding very well and I just finished some more major milestones. The scripting engine fully supports now Dialog Trees with Player Input, Global Variables (bool and int), Animations etc..
So everything you need to control whats happening on Screen.
Here are two Screenshots of how it looks like:
The first picture shows the script that gets loaded when the level start ups.. The Programmer can place TransportTile (which will teleport to new levels, Objects (in this case treasureChest) and NPCs..
It is very cool, because i can allocate the memory dynamically and then place the necessary objects in the level.
The second screenshots shows the script that gets played when the Player interacts with the Treasure Chest. You see IF Statements, playAnimations, wait etc.. very cool
The third screenshot shows how an input Dialog looks like. I was inspired by Star Ocean in this scenario and I think it fits good together with the Touch Screen. The programmer can decide the amount of answers.
Well that was it for today…
Have a good time
the first Gameplay VIDEO is online and can be watched on Youtube. The Script Engine is working, Levels can be loaded and switched , NPCS can talk with the player and some of them walk around … A lot of code, beautiful outcome..
The game is doing really good and I am highly motivated to finish it … Still I Am looking for partners.. So hit me up if you want to join the team..
See the VIDEO: (It is unfortunately on HALF SPEED.. because somehow the video capturer slows down the iPhone Simulator ridiculously….)
Phew, finally I did it. I managed to implement Collision Detection. Instead of studying for the French Exam on College tomorrow I spend 2 days of trying to get this to work. And now it works,.. still it needs some fine tweaks but it works. And quite efficiently. A lit bit of Bit Shifting here and Bit Shifting there and the Character lost his god move and can not walk through Trees anymore Poor guy.
Yes, yes, the game is proceeding well and the next step is a Scripting Engine.. First Goal: Set transport points to change worlds and set start point of player.
Big things coming up hehe! But now I have to study first.. stupid school always distracts from the really important things in life
IM STILL LOOKING FOR PARTNERS TO WORK TOGETHER.. IF YOU ARE INTERESTED.. WRITE A PM!!!
Hey my friend, I have some pretty cool new pictures of my 2D Tile RPG Editor..
Check it out:
Stay tuned for more stuff!!!
it has been nearly two weeks now since I updated my blog but time keeps me busy. Studies started again (for Gods sake…) and my job as an App Developer for iOS is more time consuming than the job that I had before. But I love it, so never mind.
Luckily I got now finally a MacBook Pro and some cool Devices to test my Apps on AND I am allowed to take that stuff to home. So I can use my rare Spare Time for some Hobby Projects.
LADIES AND GENTLEMAN!!!! THIS ARE THE FIRST SCREENSHOTS OF MY NEW PROJECT!!!
The first one shows the Level Editor. It is programmed in Cocoa and OpenGL. The Core Engine runs in C++ and I use Obj C to connect with the Cocoa GUI. I learned a lot from the Old Tile Editor and now the saving process is very effective. A map makes around 12 kb now … (You can download the source to the old one, one post earlier)
The second picture shows the Game running on an iPhone Device. The character is very cool animated and can be controlled by the red arrows. Just like in this old SNES Rpgs…The Core Engine is also programmed completely in C++. I did it to be able to convert the Code easily to Android later on. Obj C is again, only used for GUI Connection with the iOS SDK. I can display 3000×3000 tiles with a framerate of 60 on an iPod touch .. that rocks…
btw.. I never thought I would say that. But Obj C rules…
That was it for today. Nearly 1 A.M. and I need sleep.