But remark that it is still early in development, but any support from you is welcome! Check it out at. The cool part is that I support games for mobile platforms (iOS, Android, …), desktop (Windows and Mac OS X) and web using Adobe Flash. RPG PlaygroundĪnd if the list above isn’t enough yet, I’m working on my own tool to create RPG’s, which will include creating action-adventure games like The Legend of Zelda. Unfortunately this is for MS Windows only, but with some effort you can port your RPG Maker game to other platforms. Domaine concerné: graphisme Logiciel utilisé: rpg maker VX Ace Bonjour à tous je viens dacquérir rpg maker VX Ace, et cependant jai un problème que je narrive pas à résoudre, je suis tout débutant je le précise parce-que jai comme le pressentiment que ma question est idiote, mais comme je ne men sors vraiment pas je me permets de solliciter votre aide. Sapphire Action System for RPG Maker VX Ace. ![]() XAS Hero Edition for RPG Maker XP (RMXP).So called Action Battle System scripts can be used to extend RPG Maker to feature action fighting. While RPG Maker itself doesn’t contain action style combat, there is a way to add it. Supported platforms are Windows, Mac OS X and Linux. It’s nice to see that this editor is still actively being updated. The LUA scripting language is used for scripting. The Solarus Quest Editor allows you to edit maps, sprites, tilesets, dialogs, scripts, musics and sounds. Solarus is an open-source Action-RPG engine. And if you really feel nostalgic, the older DOS versions are still available for download. Next to the typical top-down visual style, side-view platform games can also be made with it. Even custom graphics can be used, as long as they are in 8-bit color. ![]() It was initially developed with the intent to create an exact replica of the NES version of The Legend Of Zelda.īut the current version is far from limited to it! New quests, items, enemies, etc. The first build of Zelda Classic dates all the way back to 1999. Open Zelda used to have a big community, but unfortunately it seems to be fading away. And finally the content package contains various scripts and media used by the game.Ī nice benefit is that it runs on multiple platforms: Windows, Mac OS X and Linux. The quest designer contains a sprite and tilemap editor, and allows scripting. The player is basically that program that runs the game. It’s made up of 3 programs: the player, quest designer and content package. Open Zelda is open source editor in which you can make games in the style of A Link to the Past. I will give you the complete overview here. As a matter of fact, there are many options available on how to create your own Zelda-like game. ![]() 1600x900 is another common screen size that cannot be used without problems because it is not a full multiple of 32x32.Creating such a game seems daunting, but it really isn’t. Since the 1080 cannot fit as multiple of the tilesize, using that as a screen size will result in the distortions I wrote about. But one of the currently more common monitor screen sizes is 1920x1080 - that would be 60x33.75 tiles in Ace-size. With a tilesize of 32x32, screen sizes of 640x480 (which is 20x15 tiles), 960圆40 (which is 30x20 tiles) or similiar are multiples of the tilesize. That has something to do with how the computer stored 2-dimensional data (because the computer itself can only handle one-dimensional sequences). In MV, you need to use the full size tilesheet even if there are only a few dozen tiles on it and the rest transparent, because somewhere in the engine the calculations expect the tilesheet to be of normal size and they fail if trying to find the correct data on a smaller tilesheet. In Ace, if you had extra slots on the tileset that you didn't need, you could simply place those snippets into the tilesheet slots and they usually worked. But usually most artists only make and distribute a few tiles each, resulting in a lot of tiny sheets of a dozen tiles or so. But the engine can get confused trying to display half tiles if your screen size is not a multiple of 32 or 48 (depending on what you set the plugin full tilesheet contains 16x16 tiles. Even if you don't need all tiles on a sheet, fill it up to full size with transparent or white placeholders.ģ) screensize should be multiple of tilesizeĭon't use a screen size that isn't a multiple of your tilesize - again a display calculation problem, although it usually works when the maps are larger. ![]() This one is new to MV, but if you are using incomplete smaller tilesheets in your tilesets, the display can go wrong. No Maker ever (that I know of) could handle maps that are smaller than the screen size without errors - it just wasn't as visible in older makers because they had a top screen size they couldn't pass.Ģ) use only full tilesheets for your tilesets If you change the screen size (especially when making it larger), you have to make your maps larger as well. There are a few things you can try, because those have been shown to affect the display in different and strange ways:ġ) minimum map size is screen size in tiles.
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