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YRPG Toolkit for 3D GS (C# & Lite-C) #437467
02/17/14 18:58
02/17/14 18:58
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline OP
Member
HellThunder  Offline OP
Member

Joined: Nov 2005
Posts: 204
Bavaria
An early version of this project was already posted during the last summer contest.
Time has passed and I made a big progress with YRPG Toolkit.

Some Random Screens
Click to reveal..





All Management Tools are working and right now I am creating a small game in order to kill all bugs.

Because this forum just shows some pictures, I decided to post links instead of pictures. Just click on the Link with STRG and a new window will appear.

I will shortly explain every Management Tool.


Hero Management /Enemy Management
http://imageshack.com/a/img163/5756/0oqr.jpg
http://imageshack.com/a/img560/4935/px5g.jpg
Status
Create objects of the type 'Hero' and 'Enemy'. On the screen you can see typically RPG status attributes -> Level, HP, MaxHP etc.
The created hero/enemy will get this initial values after the game starts.

Attributes
Strength, Defense, Mind and Itelligence are Attributes, which will be calculated with
attributes of the opponents during the battle.
For example: 'Strength', 'Physical' and 'Defense' are Attributes of Heroes/Enemies and are one part of a calculation for the battle System.

Elemental Attributes
Elemental Attributes are important for skills which can affect heroes and enemies.
For example: To set Fire on 100% means no harm for the hero or enemy from a fire attack.

Attack Type
Attack Type means the elemental type of a normal attack, which every hero and enemy can use.

Skilllist
Here you can put all initial skills. Maybe I will create something like a class manager in order to teach heroes new skills, if they gain a level. For now you have to use the event manager to teach heroes new skills.

Hero Model
Every hero and enemy object must be a specific MDL Model for the battle event.
Model Scale means the size in dependence on the X,Y,Z vectors.
You can also test the scale factor ingame with a click on the button 'Test Scale'.
Why did I import this feature?
If developers buy models those models will never be on the same scale factor.
It's really time consuming to set up models to fit with the whole game. So YRPG Toolkit will do this with some trys and some clicks.
Another reason could be that developers would like to have many types of the same enemy or hero which are just distinguish by size. Maybe a monster of the same race, just bigger or smaller?



Item Management
http://imageshack.com/a/img513/6681/fkhg.jpg
Every Item object can get attributes which cause HPs or MPs of heroes.
You can also write an information, which will appear inside the menu and set a price for every item, if you want to create a shop dealer, who will sell this item.

An Item can cure negative status effects - Poison, Sleep, Silence, Weak and Blind.

Party item means, the effect of the item affects all Party Members.



Skill Management
http://imageshack.com/a/img839/4980/cd1q.jpg
A very complex tool. Every Skill gets a name and an information.

MP Consume - how many MP will the execution of this skill cost?
Party Cast - the effect of the skill affects all party members/enemies.

The HP effect is connected with Black Magic and White Magic.
If a Skill is Black Magic, the HP Effect will be a standard damage, which will always affect the opponent. If a Skill is White Magic, the HP Effect will be a heal effect for a comrade.

Elemental Damage
Using attributes without checking one of the elemental checkboxes, in connection with Black Magic, will mean the skill causes elemental damage.

The additional option is the choose of an elemental checkbox. In dependence on the type of the Skill (Black or White Magic), the skill will cause a positve effect on party members or negative effects on enemies.
To regulate the intensity of an skill which is using a elemental checkbox, you can use the Elemental Damage Attributes.
For Example.
Check 'White Magic', 'EARTH' and set the Elemental Damage of 'Earth' on 5. As resualt the skill will add 5 defense points to one ally.
All Particle Effects in YRPG Toolkit are saved with numbers. The Particle Management Tool isn't implemented yet.



Equipment
http://imageshack.com/a/img829/6196/avd7.jpg
Create an Equipment object for heroes.
An Equipment must get a name and information (same thing like skills and items).
HP_Boost and MP_Boost means additional HP or MP for the hero who has equiped the Equipment.

Elemental Power/Ability Power
An additional boost for the named attributes of a hero which is wearing the equipment.

Equipment Type
Equipment is just the super type. For every equipment the developer needs to set up a child type. For example: Check 'One Hand' and 'Weapon'.



Bool Management
Developers are able to create two different kinds of variables.
One of them is named Bool. A bool can get two different states - TRUE and FALSE.



YVar Management
Extended file type of the standard var. What's the difference inside Lite-C? It's a extensible struct which two members - var value and STRING* name. Maybe there will be other members if needed.
http://imageshack.com/a/img836/4463/6twh.jpg



Event Editor
Create function/events without the knowledge of programming. If Clauses, Do While, Management of variables, Management of ingame effects. Using of predefined features like the battle system or the dialog system.
Right now the event editor includes 46 Commands, which can be used to create events.

Some Commands:

Camera Management
http://imageshack.com/a/img838/6295/4lft.jpg
http://imageshack.com/a/img845/7422/8n2w.jpg
Another Part of 3D Development is the keyword 'Camera'.
Cameras are a fundamental part of every 3D Game. Camera Management allows to create Camera Views very quickly. After that they will be saved into the project and can be used for sequences and battles.


Show Text
http://imageshack.com/a/img856/320/ijm1.jpg
The developer can create Textelements, which can appear on the screen. YRPG Toolkit will use all fonts of the Project Directory. Size the text, change its color.
To set coordinates for the text and finding the right position on screen, can be very time consuming. The 'Text on Screen' feature allows the developer to move the Text over the screen and save the coordinates immediately.


Fog
http://imageshack.com/a/img838/7976/t9ch.jpg
Foggy atmosphere in different colors. This feature also includes an ingame editor, to test the look of the fog on a specific map.


Call Event
http://imageshack.com/a/img703/2763/he6w.jpg
With this feature, the developer can call an event inside another event. For Example: Put a battle event inside another event to keep overview about all commands.


Ignore Code
http://imageshack.com/a/img855/9306/efq9.jpg
With this feature the choosen code will be skipped.
This debugging feature allows to hide to code from the compiler. For Example: Skip a dialog which takes a lot of time an jump into the last few lines of the event to save time.


Lite-C Code
http://imageshack.com/a/img138/8243/fwtb.jpg
Some developers want to create own functions. With the 'Lite-C Code' feature the developer will be able to execute Lite-C commands inside the Yume RPG Toolkit.


Initialize Battle
http://imageshack.com/a/img834/1806/vapi.jpg
http://imageshack.com/a/img534/7883/7nmf.jpg
Works now with prepared Cameras and Scale of the 3D Models. The Developer can create a specific camera for every enemy. There is also a possibility to set three environment cameras, which change randomly during the battle.

http://imageshack.com/a/img842/9949/ljno.jpg
This is the new look of the 'Event Editor'. Each command is highlighted with a different color.
As result the developer don't have to waste time in searching commands.



NPCs:
http://imageshack.com/a/img843/7709/k9y7.jpg
Create NPCs/Entities which are a visible or invisible part of the game.
Developers are able to create static npcs which will never disappear.
But in dependence on the variables, the developer can also create if conditions which activate or deactivate a NPC. By fulfilling the conditions, the NPC will appear or disappear.
For example:
Check 'Appear', choose the bool 'FirstSequence' and the check the expected value on 'True'.
This NPC is invisible and appears after the FirstSequence bool changed its state to True.
If the developer want to remove the NPC again, this will be done inside the event editor.

Every NPCs can be bound with an event, which means - by interacting with a NPC the bounded event will start.

There is also a possibility to create invisible Touch Events. The player must go through an invisible event to start it.

Shops
http://imageshack.com/a/img547/5316/qwth.jpg
A simple to use feature, which allows to create Shop Entities. Every Shop Entity has its own List with Items.

Cameras
Developers are able to create cameras very easily. The camera feature allows you to create Cameras during a flythrough. It is also possible to use these cameras for the battle system or cutscenes.
http://imageshack.com/a/img838/6295/4lft.jpg
http://imageshack.com/a/img845/7422/8n2w.jpg

But there are a lot of other features.
In Project Settings the developer can choose an animation for every action of every hero. Change of Title, Game Over, Battle music.

Customizing of the Title Screen is much easier now too.
The Project Property Menu allows to choose and size the font of the title.
It's the developers choice, if there should be a 3D or 2D background.
For the 3D Background is a 'Change Fog' Feature, which allows to set a foggy environment on the title screen.
There is also a opportunity to start the game in Fullscreen now.
http://imageshack.com/a/img30/7426/9rzc.jpg
http://imageshack.com/a/img849/8623/z3o5.jpg

Model Viewer
http://imageshack.com/a/img838/6296/1oge.jpg
A simple Model Viewer to check available models inside your project directory. With this feature the developer don't have to open every model with the editor.

The map editor is ready to use with all functionality. But it is no longer a part of the official Toolkit, because I don't own the Pro Edition of 3D GS.
That's the reason because I don't use the C# wrapper anymore.
YRPG Toolkit is not really the same like a wrapper but kinda something.
After every save YRPG Toolkit will add, change and delete parts of the Lite-C Script.


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: HellThunder] #437469
02/17/14 20:16
02/17/14 20:16
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
User

Joined: Jul 2004
Posts: 785
Serbia
Great project! Seems to be a lot of work, you make a big progress. I'm really glad to see it's still alive.
Keep it up!


IGRAVISION Page - www.igravision.com
RPG project - The Battle For Forgol 92.75%
Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: Iglarion] #437470
02/17/14 20:51
02/17/14 20:51
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
That is actually quite impressive! The graphics are not there yet, but from a technical standpoint it seems to be really solid!


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: Michael_Schwarz] #437915
03/01/14 11:40
03/01/14 11:40
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline OP
Member
HellThunder  Offline OP
Member

Joined: Nov 2005
Posts: 204
Bavaria
@Iglarion
Thank for your motivating words! I will make use of it =)

@Michael_Schwarz
Yeah, after I've optimized the fundamental workflow of the toolkit, my next target will be graphics with Commercial Edition.


And now a new demonstration video.
https://www.youtube.com/watch?v=Lmb_Kth9VOg


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: HellThunder] #438132
03/08/14 09:19
03/08/14 09:19
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline OP
Member
HellThunder  Offline OP
Member

Joined: Nov 2005
Posts: 204
Bavaria
A bunch of new features are available inside the NPC Management Tool.
All created NPCs are able to move around or follow the player.



I started to implement a new Feature called Battle Events. As the name says, it will allow to bind Events with the battle system.



Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: HellThunder] #446938
11/06/14 23:33
11/06/14 23:33
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline OP
Member
HellThunder  Offline OP
Member

Joined: Nov 2005
Posts: 204
Bavaria
[All Features of YRPG]
I decided to release the content of YRPG's specifications.
It will help you to get an overview about - 'What is possible with YRPG'
Every Feature is a part of the document and I added some new Features for the future.

YRPG Content on GoogleDocs

Project Status is something about 90 %.

The full specification will be published, if I post my project presentation on kickstarter. I hope kickstarter will help me to get the template model package for YRPG Users.



[Beginning of the Exploration-Test]
With the exploration-test of YRPG Toolkit I want to test every detail which will be offered by YRPG Toolkit. So what is the point of this exploration-test?
Using every feature, combining two, three or more features allows me to see how usable the toolkit really is and where the usability could be improved.
The sequence was made 100% with YRPG-Toolkit. So no programming skills were required to create this. The translating process of Yume-Script to functional code takes 3 seconds after a saving-process.
In order to start the game, the saved game must be compiled with 3DGS.
On 'AMD Phenom II X4 965 Processor' with 4* 3.40 GHz the time of compiling takes 4.8 Seconds.

So I am really satisfied with the factor time.
But still remember the video do not represents the final state of the toolkit. A lot of things need improvement.

Years ago I made a 2D RPG - Final Dreams. I tried to create a remake of the intro.
Please don't mind my english, the original game was in german.

YRPG Sample Intro

Features which were used:

Event Editor:
3D Title Screen; HOG Title Screen; Move Camera; HOG Environment; Dialog; Dialog Name; Change Fog; Create Water; Change Water; Do While; Break Do While; Change YVar; Change Bool; Do If; Text on Screen; Change Camera; Animate Entity; Play Music; Fade In Music; Fade Out Music; Play Sound; Stop Sound; Play Environment Sound, Stop Environment Sound; Stop Music; Tint Screen; Detint Screen; Wait for X Seconds; Call Event; Change Sunlight; Change Ambient Light; HDR; Change Environment, Change Map


Toolkits:
NPC Editor; Camera Editor; HOG Editor; Game Properties, WED Level Editor(external 3D Gamestudio Tool)

HINT:
If you want to use the Special effects, you will need the Commercial Version of 3D Gamestudio.


Music: Olivier Renouard-


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: HellThunder] #446941
11/07/14 07:18
11/07/14 07:18
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Wow! The intro video is awesome, if I didn't know better I'd say that there was a professional studio creating it. Looking really forward to see you finished editor. If you do the step towards kickstarter I'll definitely support you laugh

Re: YRPG Toolkit for 3D GS (C# & Lite-C) [Re: PadMalcom] #446945
11/07/14 10:46
11/07/14 10:46
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
I like it too, but there are some thing that could be improved to give it that final polish.

For example, the transitions are too "hard". By that I mean, that you have a moving camera and then it suddenly stops before fading out. If the camera were to keep moving during the fade animation, it would already be a lot better.

The movement speeds are also simply linear (from what I can see), there should be some easing (acceleration and deceleration).

Then again those could just be style decisions on your end, so if there is a way to check "Ease in" and "ease out" or if you can do a fade while the camera is still moving, then it's all good.

A little thing I would add is a little loading indicator (like a spinning circle) in the corner of the screen while it is changing scenes, since sometimes the load time is a bit longer than you'd expect and you have no indication of whether it's loading or if it got stuck.

And this is just towards your graphics decision, but bloom is is not the end-all-be-all tool. Tone that stuff down! grin

Other than that, the toolkit seems very robust from what I can gather, so good job on that! Especially the GUI tools!


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku

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