Hi,
I just discovered TIGSource and so this is my first post.
My name is Dolgion, I'm from Mongolia and a programmer.
I've always been aspiring to make games and so this is what I'm spending my time working on.
So anyways, I've been working on and off on this JRPG Engine based on ChevyRay's
Flashpunk library. It's been going pretty good so far and I hope this can help out some people
who are interested in this kind stuff.
Basically, the engine is open source under the MIT license and can be expanded/forked for anything you want. Just abide by the license. There's a GitHub repo available for the source code.
As a special addition, I've been documenting my development progress in form of a tutorial series where I explain in detail how I implemented all the various features into the engine.
I try to keep it as close to the code as possible so that somebody who would like to further develop the engine has a good understanding on how the code works. Simple commenting was just not enough, I figured.
Also, I try to explain the broader logic on how these features are implemented. It is one thing to learn the theoretical way A* Pathfinding works, it's still another to actually see how it can be implemented into existing game code, which is what I did, for example.
The tutorial series is up on my blog
"The Doglion" where I just ramble on about various subjects, but mainly about game design theory. Hope you'll find it useful and interesting.
These are the single lessons that are ready as of now:
1.
Moving an Avatar2.
Loading and Reading OGMO Maps - Creating Tilemaps3.
Camera Movement4.
Connecting multiple maps to create a larger game world5.
A* Pathfinding for NPCs6.
Multiple-Choice Dialog7.
Character Stats and Status Screen8.
Game Items and Treasure Chests9.
Inventory Screen - Part 110.
Inventory Screen - Part 211.
Turn-Based Combat - Part 112.
Turn-Based Combat - Part 213.
Turn-Based Combat - Part 3