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TIGSource ForumsCommunityDevLogsdart-rpg - Browser based 2D RPG maker written in Dart
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Author Topic: dart-rpg - Browser based 2D RPG maker written in Dart  (Read 2323 times)
Brad811
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« on: August 27, 2015, 01:37:24 PM »

dart-rpg

Player: http://bradsproject.com/dart-rpg/
Editor: http://bradsproject.com/dart-rpg/editor.html
GitHub: https://github.com/brad811/dart-rpg

Player
Editor

It's basically a game maker you use in your browser to make 2D tile-based RPGs, which are saved into and loaded from JSON files. This makes it really easy to share your game with other people, which is really cool!

I'm not a web designer or an artist, so everything is gray boxes and terrible pixel art, but the beginnings of functionality are there.

There's a sample "game" there that just shows off a lot of the features available so far that you can play and then go into the editor to see how it was made, which oughta be enough to get you started. But if not, let me know and I'll answer what I can!

Here's a short synopsis of how things work:

There are three sections. The "Map Editor", the "Object Editor", and "Settings".

The "Map Editor" is where you manage your map screens and the objects on them. Some things you can do in the map editor:
- create, edit, and delete maps
- set the player start map and position
- edit the size of a map
- edit the tiles on a map
- move characters that have been designated for this map
- add special tiles like signs, warps, events, and encounter tiles
- set which random battlers can appear on this map's encounter tiles (if any)

Here is an overview of the objects you can manage in the "Object Editor" (along with some notes):
- attacks (name, category (physical or magical), power)
- battler types (stats, attacks learned at different levels, rarity right now just modifies how much exp you get from them)
- characters (inventory, battler type and level, game event that triggers when you either talk to them, or if they see you and their sight distance is > 0)
- items (set their base price, give them a description, and set what game event gets triggered when you use them)
- player (name, sprite, battler type, level, starting money, inventory)
- game events (create and name a list of game events that can be attached to things like characters, event tiles, and items)

In the settings tab, right now you can edit the sprite sheet url to load from, and scaling.

Let me know if you have any questions or feedback!
« Last Edit: February 26, 2016, 03:07:32 PM by Brad811 » Logged

Moth
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« Reply #1 on: August 27, 2015, 01:46:20 PM »

This is so cool! I love to see people making game creation tools like this. I played the demo game and it's really neat. I love the pokemon-reminiscent battle system.
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Brad811
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« Reply #2 on: August 27, 2015, 02:06:22 PM »

This is so cool! I love to see people making game creation tools like this. I played the demo game and it's really neat. I love the pokemon-reminiscent battle system.

Thank you so much! That's basically what I've modeled it off of so far.

I've got intentions of making it much more flexible but I don't want to say too much about uncompleted features so I'm not just spouting high hopes and false promises Grin. It's been a really fun project so far!
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Moth
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« Reply #3 on: August 27, 2015, 02:48:09 PM »

You're welcome! I can't wait to see what features you'll be adding in the future! Grin

Would it be possible to allow the FPS or game speed to be altered?
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Brad811
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« Reply #4 on: August 27, 2015, 04:54:45 PM »

You're welcome! I can't wait to see what features you'll be adding in the future! Grin

Would it be possible to allow the FPS or game speed to be altered?

That's actually a really good idea! So I went ahead and implemented and published it Grin (and upped the default frames per second to 40 so things feel a little less sluggish). You should be able to find it in the settings tab.
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Moth
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« Reply #5 on: August 27, 2015, 05:18:55 PM »

I checked it out and I do think the higher framerate is an improvement!

I might throw together some graphics for this sometime. Are you going make it so that the user can modify the sizes of items/etc? Like maybe if someone wanted 16x16 icons instead of 48x48 ones. Also forgive me if I missed such a function, but is there support for 16x16 characters rather than 16x32?
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Brad811
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« Reply #6 on: August 27, 2015, 06:11:16 PM »

I checked it out and I do think the higher framerate is an improvement!

I might throw together some graphics for this sometime. Are you going make it so that the user can modify the sizes of items/etc? Like maybe if someone wanted 16x16 icons instead of 48x48 ones. Also forgive me if I missed such a function, but is there support for 16x16 characters rather than 16x32?

That would be awesome! I've been avoiding more pixel art like the plague since I haven't done much of it before and I really have to work really slow at it.

Yeah I'd like to have the layout of a lot of in-game GUI elements be customizable. For right now you can have a 1x1 tile item surrounded by transparency, but this is really more of a workaround and will still take up 3x3 tiles.

Yes, you can change the size of characters individually. In Object Editor -> Characters, you'll see sizeX and sizeY, which control the size of the character (although I haven't done much testing with alternate character sizes yet! Just a warning Tongue).

Also, just as a side note you can change the number of pixels per tile in the settings tabs, if you don't want tiles to be 16x16 pixels.
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Moth
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« Reply #7 on: August 27, 2015, 06:30:22 PM »

Alright, awesome! I'll try find the time to sit down and make some graphics for this at some point.

One iconic thing about older RPGs, particularly NES and GB, was they tended to have 2-frame walking animations rather than 3- could this be implemented as an option?
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Brad811
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« Reply #8 on: August 27, 2015, 06:57:05 PM »

Alright, awesome! I'll try find the time to sit down and make some graphics for this at some point.

One iconic thing about older RPGs, particularly NES and GB, was they tended to have 2-frame walking animations rather than 3- could this be implemented as an option?

Yes, this is definitely something I plan to make possible, as well as separate running animations. (But I can again offer a lame workaround, in the form of making the two non-standing frames the same, haha Grin)
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Brad811
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« Reply #9 on: September 03, 2015, 02:14:27 PM »

Progress This Week Grin

Types!
Now attacks and battlers can have types like fire, water, normal, super, whatever you want.
You can set their effectiveness against each other.

Player is now a normal character
This will allow for awesome stuff like switching which character you are currently playing as.
This is also a lot cleaner in the code (less repeated code since the player was almost a character before).

Other awesome stuff
Now random encounters can be run from, but character battles cannot.
The character that fights you in the sample game will not fight you again if you win.
Characters that are not the player can no longer trigger encounter tiles.
You can now edit the amount of money every character has.


Let me know what you think if you try it out! I'm sure all these changes introduced a few bugs, so feel free to let me know about those as well!
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Brad811
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« Reply #10 on: February 26, 2016, 04:14:19 PM »

It's been a while since I updated here, but that doesn't mean I haven't been working! Here's what I've been up to:

Progress

Editor
  • near complete rewrite using React
  • made everything way faster and more optimized
  • stamp tool (place multiple tiles at once)
  • select tool (show an info box for a selected tile on the map)
  • drag select multiple tiles in map editor to show tile info for all of those tiles and their layers
  • drag select multiple sprites in the sprite selector to use the stamp tool
  • "new game" button

Player
  • implemented game progress saving and loading (using browser's local storage for now)
  • colorized some tiles so the example game and sprites look less terrible
  • added more to the sprite sheet
  • improve framerate stability

Known Issues
  • object editor tabs look funky in Firefox
  • Fixed! clicking "new game" in the editor can make object editor tabs disappear in chrome (they're there, just invisible; try resizing the window)

Try it out and let me know what you think!

This doesn't include lots of little bug fixes and various other improvements. If you want to see those you can check out the GitHub page.

Player: http://bradsproject.com/dart-rpg/
Editor: http://bradsproject.com/dart-rpg/editor.html
GitHub: https://github.com/brad811/dart-rpg
« Last Edit: February 27, 2016, 11:28:20 AM by Brad811 » Logged

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« Reply #11 on: March 26, 2016, 12:39:34 PM »

It's been about a month, time for another update!

Progress!

Editor
  • undo/redo

  • copy/paste layers in the tile info box

  • attempted to make game event editing a little easier to look at

  • add some icons to make things easier to identify and a little more appealing
  • ability to re-order game events in the editor
  • improve text input editing and format enforcing
  • give item game event
  • switch active player game event
  • edit character walk and run speeds
  • run toggle on move game events

Try it out and let me know what you think!

This doesn't include lots of little bug fixes and various other improvements. If you want to see those you can check out the GitHub page.

Player: http://bradsproject.com/dart-rpg/
Editor: http://bradsproject.com/dart-rpg/editor.html
GitHub: https://github.com/brad811/dart-rpg
« Last Edit: March 26, 2016, 12:49:24 PM by Brad811 » Logged

EJlol
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« Reply #12 on: March 28, 2016, 04:44:23 AM »

Seeing as you are using github, does that mean this project (code/art) will be open source? And if it is, under what license if I may ask? The project seems really cool, I love the pokemon feeling it gives Grin
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Brad811
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« Reply #13 on: March 28, 2016, 09:04:05 PM »

Seeing as you are using github, does that mean this project (code/art) will be open source? And if it is, under what license if I may ask? The project seems really cool, I love the pokemon feeling it gives Grin

Thank you! It was pretty heavily influenced by Pokemon. I originally had a goal that you'd be able to do everything required to make a game like Pokemon, and used that as a way to guide what features to add next (I've kind of migrated on from that a little since then). As for licensing, I have no idea, I supposed it depends on what I end up doing with it. So I've just slapped my name on it for now, haha.
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Brad811
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« Reply #14 on: October 16, 2016, 01:37:57 PM »

Well, it's been almost 7 months since I updated here, I took a large break from this project, but I've started things back up again.

Progress!

- lots of ease-of-use changes, like buttons to move entities around on the map, and buttons that jump to editing a character
- event tiles can trigger upon entering or interacting
- added icons to tool selectors
- enforce the game needing to have at least 1 of some items (don't allow deleting the only character, for example)
- add a warning icon before warps that are invalid
- lots of bug fixes

Player: https://bradjewell.com/dart-rpg/
Editor: https://bradjewell.com/dart-rpg/editor.html
GitHub: https://github.com/brad811/dart-rpg
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Brad811
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« Reply #15 on: October 23, 2016, 05:21:49 PM »

Progress this week!

- add basic gamepad support and configuration (finally! was waiting for support for this in dart for a long time)
- rework input system to handle when multiple gamepads are connected
- add some water textures
- lots of bug fixes

Player: https://bradjewell.com/dart-rpg/
Editor: https://bradjewell.com/dart-rpg/editor.html
GitHub: https://github.com/brad811/dart-rpg
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« Reply #16 on: October 23, 2016, 08:05:28 PM »

This is very awesome. I enjoyed it  Grin
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Brad811
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« Reply #17 on: October 23, 2016, 08:35:00 PM »

This is very awesome. I enjoyed it  Grin

Thank you!  Smiley Let me know if you have any questions, problems, or feedback.
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