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> NRG's Tactical Game Maker, Not Availiable Yet
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Goodlookinguy
post Aug 11 2011, 07:34 AM  cheerful
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...After the last post, 2-years ago...I'll write something!

So I'm still working on this program. Officially dubbed T-ACT (Tactical Action) Engine. Which is said like "Fact" or "Sacked". Anyways, updates...

I dropped writing the Engine in C# some weeks ago. And instead replaced that with a really complex GUI module I've been writing for a week or so now. The editor and all tools will be for Windows and Mac now. Linux, maybe, in the future (That part is out of my control).

In about, I'd say a month, maybe month in a half, I'm going to want some people to test the GUI module for bugs. If you want to do this, please tell me here.

This is the GUI module in progress so far.


For testing
...You must send in the debug log generated from the program.
...You must tell me what you were doing if a bug/error did occur. And if you were able to reproduce it or not. And include a picture if possible.

If you do test it, and do as I have written. You will get the program and source code completely free when it hits alpha (Sometime between 2012 and my death).





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GubiD
post Aug 11 2011, 08:09 AM
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Sounds like fun. You writing it now in C++? I would be happy to help.






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Goodlookinguy
post Aug 11 2011, 09:35 AM
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QUOTE(GubiD @ Aug 11 2011, 08:09 AM) *
Sounds like fun. You writing it now in C++? I would be happy to help.


No, I'm not writing it in C++. I was thinking about it, but a few key things jumped into my mind. Number one, I'm dumping more than a years worth of work down the drain. Two, I haven't written in C++ in at least 3 years. Three, writing all of the basics and such from scratch just seems like a total pain in the ass and I just don't have the time to do it. The language I'm using is a programming language to language translator. In easy, One Source File -> C#(.NET4,XNA), C++(Native/GLFW), iOS, Android, Flash, HTML5/JS. It's called Monkey. Now, while I'm not writing it in C++, I am outputting it to GLFW (OpenGL/OpenAL lib) which is C++. So, technically, it's like I'm writing in C++, if you want to look at it that way.

And I will notify you when I have the GUI modules fully prepared for testing.





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GubiD
post Aug 11 2011, 02:45 PM
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The programmers obsession with monkeys is not immortalized in a programming language? Awesome. :)

I look forward to it.






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Kage Kazumi
post Dec 6 2011, 04:13 PM
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Your screen shots are broken (1st post).
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Goodlookinguy
post Dec 6 2011, 05:19 PM
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QUOTE(Kage Kazumi @ Dec 6 2011, 04:13 PM) *
Your screen shots are broken (1st post).


Someone else started this post, I have no control over the broken image links. Although, it's probably good that they're broken. As the program is being written in a completely different programming language now. And looks like the image below.

QUOTE(Goodlookinguy @ Aug 11 2011, 07:34 AM) *






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Goodlookinguy
post Oct 10 2012, 04:45 AM  greeting    Current Activity:  Working...
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How much interest is there in this project? Cause I'm thinking about going open source with it but am a little put off by whether or not people care anymore.

This is a very real screenshot of what it does at the moment...which is edit a stage!



It features unlimited layer handling (although more than 5 can get dangerous if your computer is slow), draw tool, fill tool, replace tool, 13 tilesets at a max size of 1024x1024 each, and is cross-platform Windows, Linux, and Mac OS X.

Important Notes About This Project Right Now
Editor Programming Language: BlitzMax + MaxGUI
Engine Programming Language: Monkey + MiniC Scripting

This post has been edited by Goodlookinguy: Oct 10 2012, 05:11 AM





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thebangzats
post Oct 10 2012, 07:54 AM
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Perhaps it's not that people aren't interested, it's just that CA's a ghost town now. I think you'll get a better response in a more active community, and I have a feeling they will give a response because hey, who doesn't like new programs?





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Goodlookinguy
post Oct 10 2012, 08:24 AM
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I'm afraid I'm not familiar with any active communities anymore. CA, RPG Crisis, and a number of others that used to thrive have either died down, disappeared, or become crammed with trolls. It's hard to find a good community nowadays.

QUOTE
...who doesn't like new programs?


This is why I'm worried. I announced starting this in 2009 and I couldn't really get anything off the ground until now. So it's sort-of not new even though it is new.





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GubiD
post Oct 10 2012, 08:39 AM
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It writes vx /vxa map files? How do you add events to a '6 layer map'?

If you have got methods to do that, then I dont suspect you will have any trouble getting this adopted. I mean, I assume it comes with a script to interpret the new map files to support it, but that is pretty easy overall I think.






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Goodlookinguy
post Oct 10 2012, 08:53 AM
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QUOTE(GubiD @ Oct 10 2012, 08:39 AM) *
It writes vx /vxa map files? How do you add events to a '6 layer map'?

If you have got methods to do that, then I dont suspect you will have any trouble getting this adopted. I mean, I assume it comes with a script to interpret the new map files to support it, but that is pretty easy overall I think.


This program has no relationship to the RM series. It's my own editor and my own game engine. It's currently geared at making hybrid Tactical RPGs, although the final outcome should be a little more versatile. As for the event and six layers, I actually did solve this problem while writing it. You can setup tiles to do certain behaviors like if you enter a tile it can automatically raise the layer you're standing on and if you leave it from a certain direction, then it can lower it. Which in turn made is easy to go about adding events for the layers. When running tests I've attained 500 FPS on 2.0 GHz dual core processors. Which is far faster than the newer RPG Makers ever seem to be.





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GubiD
post Oct 10 2012, 09:30 AM
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Oh ok. I didnt realize it was your completely own tactical maker. Btw, what is your program written in?

I bet people would be interested, but your going to need to get it out there and a little know if you want a following. Take Express Game Maker for example. EGM had a huge push about 2 years ago, and it even made it to beta stages etc. However all of a sudden updates stopped coming and bugs were not being fixed. The key is consistency or bug free deployment. If you can do those things, then I think you could have a great software release and even makes some money.






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Goodlookinguy
post Oct 10 2012, 10:03 AM
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The editor is written in BlitzMax + MaxGUI, whilst the game engine is written in Monkey + MiniC Scripting.

QUOTE(GubiD @ Oct 10 2012, 09:30 AM) *
I bet people would be interested, but your going to need to get it out there and a little know if you want a following. Take Express Game Maker for example. EGM had a huge push about 2 years ago, and it even made it to beta stages etc. However all of a sudden updates stopped coming and bugs were not being fixed. The key is consistency or bug free deployment. If you can do those things, then I think you could have a great software release and even makes some money.


I practice what's called extreme programming, bug free deployment is expected consistently. As far as long term development goes, I have hope. Though, of course, I don't want development to last too long. That just leads to failure. I know that all too well from the many large failed projects I have sitting around.

This post has been edited by Goodlookinguy: Oct 10 2012, 10:32 AM





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