Gigas Engine 0.5.1


this might have been said before but this will definently cut down the
"Can someone port RPG Maker???" threads
 
you can't port RPG maker games, they seem to use a strange compressed format and Gigas has many functions RPG maker doesn't and visa versa.

i'll look into it tho just to make sure, you can use all the tilesets and character grpahics from RPG maker, they are in the correct format etc.
 
Key mapping should be changeable in game. Some ppls like scary key mappings for RPGs, and they prolly think what I like is scary ;)

A - Action
B - Attack
L - Use item
R - Switch Item
Start - Menu
Select - Dunno

;)
 
Very very nice!

If i was you pirotic i would try and get out some form of editor now as then you won't have to worry about making demo games to show off its features as othere people will do this for you...

Like others said crude attack animations right now, i would like to see how the stats in the game are used (do you get to change and add new stats your self) and how this affects how strong you are in the game (will you be able to change weapons)
Shame its not being entered into GBAx but then again now we've seen it we would expect more with a GBAx release.
 
pirotic you will use the core 68k of dave for implement in future proyets(cps2 or others)?.you make a greastest job.
 
Ok. Will there be talking in the next version? Or before a battle, once you reach a block you opponent calls out to you? (Like in some other RPG's, so you don't need the big letters FIGHT. :p)
 
not sure what you mean about that 'calling out to you' fight thingy, im thinking of SoM and Zelda where the enemys tend to just wander about (either randomly or pre-scripted) and then start chasing you once your within 'sight'.

the big "Fight" stone thingy was just for debugging (ie - reminding me that map was for testing the fighting), i was going to use the town as a hub, then adding new maps to showcase each feature, so the town would sorta grow along with the engine.

thanks for all the positive comments, been working all afternoon on getting the saving/loading from the SMC working - was having problems but rcx21000 (thanks again) came along and saved the day, so its all working now and im starting work on the Gigas-Editor section of the GP32 program.

i've decided to focus my energy at the moment on the GP32 built-in editor, i was just going to develop the PC editor first and the built in editor second - but i figure making an RPG on the move is probably going to be as fun as playing one, so i'll get it self reliant for now so people dont need a PC in order to use it properly.

Xipi2002 - i already wrote a 68k core, it was very slow.. i got alot of idiots winding me up over that project tho so its canceled and just sitting in a cobwebbed part of my hard-drive :p

and buttons will be configurable, i have a big list of little improvements i want to make when everythings finished - just getting the bones and meat of the engine coded before i start polishing up old stuff.

regards

- Pirotic

p.s 0.6.0 will feature a basic editor and should be finished within a week or two.
 
not sure what you mean about that 'calling out to you' fight thingy

Like in some Chrono Trigger boss battles where the boss says something like "Hey I feel like fighting you" or "I'm [...] and I rule this place". Only thinking about this for boss battles though... Still thinking about some way for you to tell between normal, friendly, talkable people and enemies. :p

EDIT: While on the topic of talking, will it be implamented in the next version? That would be REALLY cool. B) Great work! Keep it up!
 
Oh ok, once i code cutscenes you'll be able to do the boss talking with that, just make a hotspot around the boss, when stepped on trigger cutscene which makes him talk, then tell the hotspot to start the attack after the cutscene.. easier than it sounds :D

talking and cutscenes wont be in 0.6.0, the plan for the next release is to tweak what i've done a little and code the editor so you can create/edit and use all of the current features - that way everything is up to date, people can start creating original content and i can begin adding the other features on my 'to do' list such as conversations and cutscenes and sound-effects.

the editor in 0.6.0 will be a built-in editor, which it used on the GP32. you'll press a button while playing the game and it'll morph from Gigas-Engine into Gigas-Editor, the AI will stop, time will 'freeze' and you can then do what you want to the map and save the changes.

a PC editor will come later, i already have a basic PC editor done but as i have freetime when i can't get on the PC, i want to get the built-in editor done first.
 
sorry to interrupt you, but whats with your cps1 & 2 emulator?
you said on your webpage status 95%... time to release a first beta!?
 
please release the editor asap
I know its hard work, but this is awesome!
also, would our custom RPG's be able to be saved to a diferant file so we can upload them here? or would we have to send the gigas and everything?
this rocks, you rock, rock on!

~Octavious

also, please release the PC editor soonish, it would be easier to use it and make more powerful changes ( things that cant be done on the 32 ) but I will be using your onboard editor, fear not!
 
hiya,

Wolfsclaw -
CPS32 is a cancelled project, i got some lamers saying i was "making it up" as i didnt feel it was good enough to release (ie - unplayable).

Octavious -
been working on the editor all day today, its starting to take shape now - i go into the menu and select "Edit" then it switchs to editing mode, i press start to bring up a list box, i select what it is i want to edit, and then i go and edit it :p it looks ugly as sin at the moment (no menu/interface graphics are done yet).

so far you can only edit the map itself, but i've played around with it by making a map, saving it, loading it - and it all seems to work, now i just need to make an editor for the entitys (people) and hotspots (teleports etc) and after a bit of polish it'll be ready to be released

Also added a special FX routine so you can place some 320x240 animations over the screen as a final rendering pass, so you can do rain, snow etc.

making a map on the editor atm :D selecting a tile using L and R is pretty tiresome, so i'm also going to add a "tile picker" which brings up a full screen browser of all the tile graphics so you can quickly find the one you want, also pressing 'select' will change the current tile your pasting to the tile under your cursor, so you can sorta 'copy' it without having to refind it which saves time.

i'll keep you informed, should be ready by the end of the week now as i've made better progress than expected today.

oh, i forgot to answer a question about sharing games - you have a Gigas subfolder in GPMM, you just copy all the game content into that and it'll run.. eventually i'll have it so each game is a single file, that way you can have multiple games via different filenames with some sort of game selector at startup.

regards

Pirotic
 
All right its me. Your insecant staring cracked me.

Ive always wanted to do something for the community, but can't program in anything but HTML :(

Ah well
 
dont worry - you can password protect your games so nobody else can extract any unique graphics or edit the game, that'll be incorporated once the savegame formats are final as i hope to compress the whole game into a .gig file rather than having many loose files (how it currently saves)

at the moment each map uses 5 files, totalling 25k uncompressed - i dread to think how many maps you could have on a 32mb SMC card :p

also somebody mentioned donations, to be honest i never really thought about making a penny from my projects, but i added a paypal donate button to my gigas page anyway www.pirotic.com/gp32/gigas/ incase anybody wants to get me some batteries or help me get a larger SMC card.

anybody know if you can get an AC adaptor for the GP32?

regards
Pirotic
 
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