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Re: RPG Express 2.7.1

Posted: September 20th, 2014, 5:24 pm
by Mike
Have you seen Hirato's fork of the RPG?
https://github.com/Hirato/lamiae

He doesn't want me to put it on the SB site and it does use newui but maybe it has stuff in it that you need to be done. I think sometime it would be good for us to talk. Can you come in IRC sometime or are you on Facebook? Take care!
-mike

Re: RPG Express 2.7.1

Posted: September 20th, 2014, 8:25 pm
by Hirato
Why are you directly using/touching 3dgui/newui?
The RPG is set up so you don't have to touch or interact with any of that stuff unless you want to theme it or alter the design and layout.

Re: RPG Express 2.7.1

Posted: September 21st, 2014, 2:16 pm
by northstar
hey guys (mike, hirato)...

yeah, thats kindof what i want to do (theme it and alter design and layout)... i noticed that 3dgui is not longer a part of the src, and maybe i can somehow couple it back in as a choice (but i'm not really banking on that one)... i really like the newui"s quest log, but i don't like the chats... it really comes down to game ambience and player/game experience... and i have to start from the beginning with whatever way i decide to go, as the way triggers are handled has changed... so this has to be decided and sorted out first...

agreed that menu's and such have nothing to do with the game, the plot, the storyline etc... but if you're talking to me you may as well say "just use stdworld instead of bumpparralaxworld"... to me a game is an experience from the opening music to the victory movie, and every little thing plays an integral part in it... it's just me guys, and has nothing to do with the engine... i still say it is a sweet little engine...

btw mike, i wasn't ignoring your request... i just don't have any of those things... i don't even own a phone :)

Re: RPG Express 2.7.1

Posted: September 23rd, 2014, 6:27 am
by Hirato
northstar wrote:yeah, thats kindof what i want to do (theme it and alter design and layout)... i noticed that 3dgui is not longer a part of the src, and maybe i can somehow couple it back in as a choice (but i'm not really banking on that one)... i really like the newui"s quest log, but i don't like the chats... it really comes down to game ambience and player/game experience... and i have to start from the beginning with whatever way i decide to go, as the way triggers are handled has changed... so this has to be decided and sorted out first...
If you give me a mockup, I'd be more than happy to implement it if I like it, or at least adjust the current one based on reasonable feedback.

Re: RPG Express 2.7.1

Posted: September 23rd, 2014, 6:33 am
by Hirato
I'd also like to mention that on my todo list is the ability for games upon loading to override or complement the default GUIS with their own.
it's a bit of a pain to do because cubescript doesn't have a stack or a means of storing a state you can just fall back to.

Re: RPG Express 2.7.1

Posted: September 23rd, 2014, 12:43 pm
by northstar
i think i'm going to start from the start and work within 2.7.1 and see how that plays out... being as i'm not a coder i'm expecting a lot of learning from my mistakes, but such is life... if i work within what already exists, i can pull from sauer and quadropolis if i have to, and i have the 2.8 rpg game cfg's i can look at... it's kinda like, so what if the triggers work different... they still work...

i really don't expect too much trouble until i meet my first critter... i need punch and sword action back in... and thats about 30 seconds into the game. as for the inventory i might just simplify it to the sauer inventory... (sigh) i don't know... i need an iqm hero and i haven't even started that, but a have a 1400 tris female model i've made in blender... its quite a load, i can see why udk and such use hundreds of people and 3 years to make a game...

but (shrug) sometimes i read too much into things... most of 2.7 works well enough to make a game, and it's a rather simple game with shops and containers and a couple quests, pickups, switches and doors... and most of that stuff already works (from wiki)... i suppose it's just in how you look at it...

but it's only been a couple days and i'll see which way the river flows... first i need my intro cutscene with animated text... trigger the chest to inventory and make a journal bound to 'J'.. then the critter faction with a hero... and its all pretty much downhill from there...

Re: RPG Express 2.7.1

Posted: September 28th, 2014, 1:11 pm
by northstar
my female hero... 825 tris... but still needs a lot of work

Image

be awhile B4 i can get to it... still struggling with cutscenes and wondering if the gameplay wil transfer to the next edition

Re: RPG Express 2.7.1

Posted: September 28th, 2014, 5:28 pm
by Wind Astella
i think I knew where you got the base model from Lol. Very nice modification indeed.

Re: RPG Express 2.7.1

Posted: September 30th, 2014, 12:27 pm
by northstar
i think i got the body from blendswap cc-zero a couple years ago... but she does look familiar... her armour is texture painted, all she needs now is a good pair of boots and a really really big sword :)

i was going to use my model, but she starts at 2500 tris (i suppose i could take a few loop cuts out)... oh btw, i was going to ask, are the animations built as 'walk in place' (so to speak) or complete strides in iqm... i should start looking into that... i really enjoy modeling, it's a lot of fun too...

Re: RPG Express 2.7.1

Posted: September 30th, 2014, 4:33 pm
by Wind Astella
2.5k is really low poly for character really, my model avg at 3k for char and 0.5k for mapmodel. Even the one included with the engine such the rc had 2k of vert. As for the anim, for it to look perfect, the anim shouldn't move from origin place. It must be anim at the origin.