You might want to elaborate that for easier understanding.Even if you make a 400x400 character they still occupy one 32x32 tile.
Sure, you can make characters taller or shorter than 32x32, you can make them go a little wider... but using the default rpg maker engine, a character = 1 tile.
That's 16x16 for 2k/3 and 32x32 for XP/VX/VXA.
You can use openGL and it still can be software rendered, a good example of this is mid-late 90s PC games. They were using Direct X "both software and hardware rendered", so the engine could still hugely be software rendered which would suck... I remember when you tried to do a major battle system with 2k/3 and it'd just slow down "runs fine today thanks to better hardware".Anyways, I'm glad for one thing: they seem to have finally added hardware acceleration. At least, presumably, given the whole thing about needing OpenGL. I wonder if that also means we can use shaders? Hm...that would be useful, certainly.
This only happens if you dont have an actual video card without openGL support, yes the software will be emulated.You can use openGL and it still can be software rendered, a good example of this is mid-late 90s PC games. They were using Direct X "both software and hardware rendered", so the engine could still hugely be software rendered which would suck... I remember when you tried to do a major battle system with 2k/3 and it'd just slow down "runs fine today thanks to better hardware".
I thought I read that the RTP would no longer be a separate install. I mean, when you download a phone app, you do not use a separate data install for the graphics, so it makes sense.I wonder how the browser games will handle data transferring when assets are loaded.
It would be terrible if
1. You need the RTP installed, or
2. The entire RTP + other assets are downloaded before you can start playing
JSON and $.ajax I think. That is how Javascript handles data. There are already many HTML5,JS game engines out there capable do better than that. Also many APIs to handle render, physic...etc are open source. You expect to write less code than previous VX thus reduce time to develop plug-in.I wonder how the browser games will handle data transferring when assets are loaded.
It would be terrible if
1. You need the RTP installed, or
2. The entire RTP + other assets are downloaded before you can start playing
Legend of Mana is beautiful no matter what technical errors the developer commits <3.Legend of Mana in 816x624
Just wanted to say that you will probably be able to change how collisions work by plugins/script.You might want to elaborate that for easier understanding.
It is not how large the character looks on the screen that's the problem if I understand you correctly, it is the interaction with the game logic that is the issue here. For determining collisions, interacting with events, passability etc. the character is tracked solely by the tile it occupies. The SINGLE TILE it occupies in the game logic. Whether the sprite representing it on the screen, fits into it or spreads over twenty tiles in either direction.
Yea it is!Legend of Mana is beautiful no matter what technical errors the developer commits <3.
I think tsukihime has an script that is kind of like that. Someone talked about it on a thread and I was waiting for a reply there to make sure it was compatible with my movement script, but I guess that thread is long gone now.Mmmm... I guess that would be possible do a script that detects the non-transparent areas of the PNG images and automatically creates the collision areas ignoring the transparencies, that would save a lot of time to everyone that uses a pixel movement system, and would be even more precise.
As far I know, such script doesn't exist yet. If that's so, then, why no one has made a collision system which ignore the transparency of the images and uses the colors as collision areas? Such script would be absolutely perfect for any pixel movement system.
The only problem that can cause such script is for example when the character uses a huge cape bigger than it's body which shouldn't count as collision area, or when you want to do possible walk below a big monster's wings (for example, a Dragon), but for these special exceptions, such amazing script would have the option to define manually the collision areas, or for less complications, you can compose for example the Dragon using two charsets, being the first one the body being 100% collisionable, and the second one the wings which is defined inside the script/usingcomments/nameprefix/sufix/anything as an exception (doesn't have any collision area).
I know that scripting is not easy (this plus my bad memory is the reason why I don't learn scripting), but hard doesn't means impossible, there are a lot of amazing scripts like light effects (khas, which is being even more improved), screen effects (zeus), and more things which in the past could be considered as impossible or unfeasible. If someone is motivated enough to challenge himself/herself, and considers that posses enough scripting knowledge, will do such collision system for the new or even older RPG Makers.
EDIT: I had the collision system idea right now.
As far I know, such script doesn't exist yet. If that's so, then, why no one has made a collision system which ignore the transparency of the images and uses the colors as collision areas? Such script would be absolutely perfect for any pixel movement system.
Why? And I hope that my post won't heavely derail the topic.If someone offers you that feature, run as fast as possible in the opposite direction.
- Most community members don't have the knowledge to do it.
- It's a terrible idea.