![]() ![]() So pretty much even if you could coerce a crafting system inside the game to function as a way of making props, you still need props and player models designed for the scale of the game world and it's engine. ![]() Voxels have limited scope unfortunately, you would still need models for people and props. ![]() Minecraft was not originally designed as a MUD, but has enough scaleablity to operate as one (but you're never going to have more than 16 people in one instance and ever be able to do anything reasonable.) Where as Landmark started out as a type of content creation toolkit for Everquest to build buildings and dungeons, but the worlds used by it are super-tiny. Like that's pretty much the case with Minecraft and Everquest Landmark. I put a lot of thought a while back into how one would make a 3D RPG with little to no programming, and basically once you cross a threshold of complexity, you're still building a MMO, so you may as well start at the requirements of a MMORPG and scale back. using voxels is the best idea I have heard yet for a 3D RPG Maker (and not minecraft style, more along the lines of everquest landmark) voxels don't have to be large cubes. For building maps and whatnot, they could use voxels, would be really cool IMO.Īlso, aside of this I've seen another 3D RM that seems to use BASIC of some sort for coding: - I remember it was expensive, but now it costs only $12. No more free passes for Early Access.ĭarkhog eredeti hozzászólása:I sincerely hope the next RM would be 3D, like PS2 one. Too many people have ruined Early Access for everyone else. The days of, "Give us your money now!" and promising a long list of features are over. Editing terrain, editing terrain, ooh here's a video of them.oh.editing more terrain. Go check out their official youtube channel for yourself. Show me "a full RPG game" someone has made with it. It wasn't when it was released and it still isn't. MyRPG Master is nowhere near being the "tools and systems for a full RPG game." You know when you pay for that you are paying for already put together tools and systems for a full RPG game right? Saying you can "get it for free" is like saying that any engine shouldn't cost money because you can just "code the game for free! why pay someone?!" It is basically paying for something you can get for free. Witch is under the MIT license just read the negative reviews. Remember these offsets don't affect collision.Red Scaled One eredeti hozzászólása:That Game engine is a rip of off 3D torque. update 7.2- Added xoff, yoff, and zoff to tiles. The configuration is a little complex so I might edit this post or make a new post later with more instructions, but here's a few examples.ī,3-4,14-15:mesh(c)\įor more examples, see the mesh test map in the demo project. The following will affect all 4 layersĪnd the big feature, you can now define custom meshes without imported models. To affect multiple layers with the same configuration, you can use a dash. Regions can also be made to affect other layers now.įor exmple, the following will configure layer 4 of region 33. This means you can use texture(0) instead of texture(B,0,0), for example, for the empty tile texture. Texture definitions can take a tile id now instead of an image and coordinates. If you end a configuration line with a back slash, you can continue on the next line. You can configure multiple tiles at once, like this: The difference is inline configurations only work for one line. (The above example is how the crates in the screenshot are made)įlat shaped tiles can now be rotated, and their width can be changed with width() to make them thicker or thinner than a regular tile.īlock configurations and inline configurations are now interchangeable anywhere. There is also a rand function available to get different random values for the same tile. ![]() r is a random value based on the tile or event's position. X and Y are the coordinates of the tile or event. Three variables are supported: x, y, and r. Math expressions can be used inside some configurations. ![]()
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