My Adventure Game Engine - Making Way For Adventure Engine 2

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litearc
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by litearc » Sat Jul 20, 2013 12:03 am

I think this would be more useful than a 3d engine since Love doesn't seem optimized for that (no offense). I haven't played any RPG or adventure games made with Love, I think because they need a lot of groundwork to get started, which this seemed to provide. If you do go back to this, do you think you'll start from scratch? I tend to do that if my coding techniques have improved.

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Jasoco
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by Jasoco » Sat Jul 20, 2013 10:26 am

Definitely. Every time I leave a project behind I learn new techniques and when I end up going back to the project I am ashamed at my old coding ways and find it easier to rewrite it.

Lately I've really wanted to make a Zelda style game though. Or an old-style turn-based RPG. I know they're a dime a dozen though. But I'd still like to. At least as a break from my 3D experimenting.

pauljessup
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by pauljessup » Sat Jul 20, 2013 3:10 pm

I don't know- I don't think they're a dime a dozen anymore. RPGDX is pretty much a ghost town these days, I mean, back in the QBRPG era there was a million of them inspired by DarkDread and Tsu. But now? Notsomuch. At least, none that make it past the "ooo! pretty screenshot!" stage :)

BTW, I saw that you used to QBRPG's- did you hang out in the boards like GDR and the like? I used to go there all the time- used to go by Mandrake.


Anyway- I say do it. I'm working on a turn based RPG in Love2d myself...just getting the basic engine down now. Planning on doing a sort of on-the-map turn based like chrono trigger did, but with FF:Origins style graphics.

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Daniel Eakins
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by Daniel Eakins » Sat Jul 20, 2013 5:21 pm

Agreed. There are too few amateur RPGs! So many game engines (or frameworks) feel underused.

I actually started learning Löve just so I could code my own (2D) Chrono Cross style RPG. Did several extensive SNES RPG mods and was in the process of coding an RPG engine with Adventure Game Studios, but Löve is just the better framework.

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Kasperelo
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by Kasperelo » Tue Nov 10, 2015 3:48 pm

How does the collision detection work?

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Jasoco
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by Jasoco » Tue Nov 10, 2015 8:15 pm

This thread is older than dirt. This is literally my first thread (probably) on this forum and is 6 years old.

I wouldn't even consider trying to go back to this project.

And if I did, I'd rewrite it completely and use Bump.

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pgimeno
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Re: My Adventure Game Engine - Making Way For Adventure Engi

Post by pgimeno » Fri Nov 13, 2015 8:33 pm

Jasoco wrote:This thread is older than dirt. This is literally my first thread (probably) on this forum and is 6 years old.

I wouldn't even consider trying to go back to this project.

And if I did, I'd rewrite it completely and use Bump.
Is there any other adventure game engine?

I'd love to have a ZZT/MZX style GCS, preferably for love2d. I tried to rescue GCSx from oblivion, but it was in a too immature state to be nearly usable.

TheNiny
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Re: NEW DEMO RIGHT HERE!!!

Post by TheNiny » Tue Dec 22, 2015 9:18 pm

The download doesn't work for me! That's sad, because I wa looking forward to this!
~The Niny
"Sna.ke", a agar.io and snake mix.

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