Homebrew [W.i.P.] RPG Maker 3DS

exelix11

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how do I load a created game onto my 3ds??
You can't use directly a game made in rpg maker, you must recreate the game from scratch in the game builder, which I'm working on, now I must fix some bugs and then I can publish a compiled version,for now it's a map editor,you still need to know lua to edit other parts of the games
 
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xXDungeon_CrawlerXx

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You can't use directly a game made in rpg maker, you must recreate the game from scratch in the game builder, which I'm working on, now I must fix some bugs and then I can publish a compiled version,for now it's a map editor,you still need to know lua to edit other parts of the games
easy :) Can't wait for it.
 

Sr. G

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does anyone know if rpg maker vx is compatable with this loader???

no, this is not a port, this can't run games or porject from RPGMaker PC.

how do I load a created game onto my 3ds??

this is not ready yet, apart, this can't load a created game from others programs, only load games from RPGMaker3DS
 

sarkwalvein

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where do I download rpgmaker3ds? and is it free??? the default price for rpgmaker vx ace is like $70 and I downloaded the lite version
You are reading the forum page of the project.
It is a Work In Progress.
In the first post of this thread you can find a github Repository including the current state of the source code for the 3DS side of the application (the engine).
It is not complete yet.
There is a PC side of the application (used to develop the games), far from complete also. Maybe you can find a link to the code or ask the developer here, I think that one is developed by @exelix11.
It is free.
 

hisagishi

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Would it be possible to create a program that ports from RPGMaker PC to RPGMaker 3ds. Instead of trying to make them work natively?
 
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Would it be possible to create a program that ports from RPGMaker PC to RPGMaker 3ds. Instead of trying to make them work natively?
Probably not, or at least not without doing a lot of junk to get it to work well. It'd be kinda fun to play Megaman Sprite Game on the go, though.
 

Rinnegatamante

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exelix11

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I uploaded on GitHub the new syntax for map files (Letting @exelix11 to work on new export system for the Game Builder).
This system is currently quite bugged on rendering so if you try it and notice something strange, it's normal.

Well, too bugged, i downloaded the 3dsx and the folders from github, when i select new game after a few seconds the app crashes saying:

Error:[string"?"]:42:attempt to perform arithmetic on a nil value (global "map_lenght")
Press A to restart etc.. etc..

i'm using ironhax on 9.9 may be this the problem ?
 

Rinnegatamante

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Well, too bugged, i downloaded the 3dsx and the folders from github, when i select new game after a few seconds the app crashes saying:

Error:[string"?"]:42:attempt to perform arithmetic on a nil value (global "map_lenght")
Press A to restart etc.. etc..

i'm using ironhax on 9.9 may be this the problem ?

Cause i missed a file to GitHub i have to cleanup,
open scripts/map.lua file and replace its content with this:
Code:
-- GPU Setup
Graphics.init()

-- Hero Loading
hero_max_tile_x = 32 * 3
hero_max_tile_y = 32 * 4
hero_width = hero_max_tile_x / 3
hero_height = hero_max_tile_y / 4
hero_tile_x = hero_width
hero_tile_y = 0

-- Position Setup
hero_x = 16 + pos_x * 32
hero_y = pos_y * 32
camera_w = 400
camera_h = 240
camera_x = hero_x - hero_width / 2 - camera_w / 2
camera_y = hero_y - hero_height / 2 - camera_h / 2
move = "STAY"
in_game = true

-- Map Loading
dofile(System.currentDirectory().."/maps/"..map.."/map.lua")
dofile(System.currentDirectory().."/maps/"..map.."/events.lua")
map_max_x = (map_width / 32) - 1
map_max_y = (map_height / 32) - 1
layers = {level1, level2, level3}
map_length = map_width / 32
tileset_length = tileset_w / 32

-- Animation Setup
anim_timer = Timer.new()
Timer.pause(anim_timer)

-- Pause Menu Setup
pause_voices = {"Items","Magic","Equipment","Status","Save Game","Exit Game"}

-- Random Encounter function
random_escaper = 0
function RandomEncounter()
   random_escaper = random_escaper + 1
   if rnd_encounter and random_escaper >= 5 then
     h,m,s = System.getTime()
     math.randomseed(h*3600+m*60+s)
     tckt = math.random(1,100)
     if tckt >= 70 then
       random_escaper = 0
       CallBattle({monsters[math.random(1,#monsters)]},false)
     end
   end
end

-- Hero Collision Check (TODO: Add NPCs collision checks, level2/3 unwalkable blocks collision checks)
function HeroCollision()
   raw_pos = pos_x + 1 + pos_y * (map_max_x + 1)
   if pos_x == 0 then
     can_go_left = false
   else
     can_go_left = true
     if map_table[raw_pos - 1] == 2 then
       can_go_left = false
     end
   end
   if pos_y == 0 then
     can_go_up = false
   else
     can_go_up = true
     if map_table[raw_pos - (map_max_x + 1)] == 2 then
       can_go_up = false
     end
   end
   if pos_x == ((map_width / 32) - 1) then
     can_go_right = false
   else
     can_go_right = true
     if map_table[raw_pos + 1] == 2 then
       can_go_right = false
     end
   end
   if pos_y == ((map_height / 32) - 1) then
     can_go_down = false
   else
     can_go_down = true
     if map_table[raw_pos + (map_max_x + 1)] == 2 then
       can_go_down = false
     end
   end
end

while in_game do

   -- Engine Setup
   pad = Controls.read()
   Screen.refresh()
   Screen.clear(TOP_SCREEN)
   Screen.clear(BOTTOM_SCREEN)
   
   -- Map Setup
   start_draw_x = hero_x - 200
   if start_draw_x < 0 then
     deboard_x = 200 - hero_x
     start_draw_x = 0
   else
     deboard_x = 0
   end
   start_draw_y = hero_y - 120
   if start_draw_y < 0 then
     deboard_y = 120 - hero_y
     start_draw_y = 0
   else
     deboard_y = 0
   end
   if hero_x + 200 > map_width then
     if deboard_x == 0 then
       draw_width = 200 + (map_width - hero_x)
     else
       draw_width = (hero_x + 200) - map_width + deboard_x
     end
   else
     draw_width = 400 - deboard_x
   end
   if hero_y + 120 > map_height then
     if deboard_y == 0 then
       draw_height = 120 + (map_height - hero_y)
     else
       draw_height = (hero_y + 120) - map_height + deboard_y
     end
   else
     draw_height = 240 - deboard_y
   end
   
   -- Hero Movement Triggering
   if Controls.check(pad,KEY_DUP) then
     if move == "STAY" then
       HeroCollision()
       if can_go_up then
         move = "UP"
         move_stage = 1
         tot_move_stage = 1
         Timer.resume(anim_timer)
         hero_tile_x = 0
       else
         move = "STAY"
         hero_tile_y = hero_height * 3
       end
     elseif move == "PAUSE" and not Controls.check(oldpad, KEY_DUP) then
       if submode == "MAIN" then
         pause_i = pause_i - 1
         if pause_i == 0 then
           pause_i = 1
         end
       elseif submode == "CHARACTERS" then
         char_i = char_i - 1
         if char_i == 0 then
           char_i = #party
         end
       end
     end
   elseif Controls.check(pad,KEY_DDOWN) then
     if move == "STAY" then
       HeroCollision()
       if can_go_down then
         move = "DOWN"
         move_stage = 1
         tot_move_stage = 1
         Timer.resume(anim_timer)
         hero_tile_x = 0
       else
         move = "STAY"
         hero_tile_y = 0
       end
     elseif move == "PAUSE" and not Controls.check(oldpad, KEY_DDOWN) then
       if submode == "MAIN" then
         pause_i = pause_i + 1
         if pause_i > #pause_voices then
           pause_i = #pause_voices
         end
       elseif submode == "CHARACTERS" then
         char_i = char_i + 1
         if char_i > #party then
           char_i = 1
         end
       end
     end
   elseif Controls.check(pad,KEY_DLEFT) and move == "STAY" then
     HeroCollision()
     if can_go_left then
       move = "LEFT"
       move_stage = 1
       tot_move_stage = 1
       Timer.resume(anim_timer)
       hero_tile_x = 0
     else
       move = "STAY"
       hero_tile_y = hero_height
     end
   elseif Controls.check(pad,KEY_DRIGHT) and move == "STAY" then
     HeroCollision()
     if can_go_right then
       move = "RIGHT"
       move_stage = 1
       tot_move_stage = 1
       Timer.resume(anim_timer)
       hero_tile_x = 0
     else
       move = "STAY"
       hero_tile_y = hero_height * 2
     end
   elseif Controls.check(pad,KEY_START) and not Controls.check(oldpad, KEY_START) then
     if move == "STAY" then
       move = "PAUSE"
       submode = "MAIN"
       pause_i = 1
     elseif move == "PAUSE" then
       move = "STAY"
     end
   end
   
   -- Drawing Scene through GPU
   RenderMapScene()
   
   -- Drawing Menu when enabled
   if move == "PAUSE" then
     RenderPauseMenu()
     
     -- Menu Controls
     if Controls.check(pad, KEY_A) and not Controls.check(oldpad, KEY_A) then
       if submode == "MAIN" then
         if pause_i == 1 then
         elseif pause_i == 2 then
     
         elseif pause_i == 3 then
     
         elseif pause_i == 4 then -- Status
           submode = "CHARACTERS"
           char_i = 1
         elseif pause_i == 5 then
     
         elseif pause_i == 6 then -- Exit Game
           Graphics.freeImage(hero)
           Graphics.freeImage(t)   
           Graphics.term()
           Timer.destroy(anim_timer)
           in_game = false
         end
       elseif submode == "CHARACTERS" then
         if pause_i == 4 then -- Open Status Page
           dofile(System.currentDirectory().."/scripts/status.lua")
         end
       end
     end
     if Controls.check(pad, KEY_B) and not Controls.check(oldpad, KEY_B) then
       if submode == "MAIN" then
         move = "STAY"
       elseif submode == "CHARACTERS" then
         submode = "MAIN"
       end
     end
   end
   
   -- Events Triggering
   MapEvents()
   
   -- DEBUG
   EnableScreenshots()
   -- END DEBUG
   
   -- Hero Animation
   if move == "UP" or move == "DOWN" or move == "RIGHT" or move == "LEFT" then
     if move == "UP" then
       pos_molt = 3
       hxm = 0
       hym = -4
       new_pos_y = pos_y - 1
       new_pos_x = pos_x
     elseif move == "DOWN" then
       pos_molt = 0
       hxm = 0
       hym = 4
       new_pos_y = pos_y + 1
       new_pos_x = pos_x
     elseif move == "RIGHT" then
       pos_molt = 2
       hxm = 4
       hym = 0
       new_pos_y = pos_y
       new_pos_x = pos_x + 1
     elseif move == "LEFT" then
       pos_molt = 1
       hxm = -4
       hym = 0
       new_pos_y = pos_y
       new_pos_x = pos_x - 1
     end
     if tot_move_stage <= 8 then
       if Timer.getTime(anim_timer) > (40 * move_stage) then
         move_stage = move_stage + 1
         hero_x = hero_x + hxm
         hero_y = hero_y + hym
         camera_x = hero_x - hero_width / 2 - camera_w / 2
         camera_y = hero_y - hero_height / 2 - camera_h / 2
         tot_move_stage =  tot_move_stage + 1
       end
       if Timer.getTime(anim_timer) > 200 then
         hero_tile_x = hero_tile_x + hero_width * 2
         Timer.reset(anim_timer)
         move_stage = 1
       end
       hero_tile_y = hero_height * pos_molt
       if hero_tile_x   >= hero_max_tile_x then
         hero_tile_x = 0
       end
     else
       Timer.pause(anim_timer)
       Timer.reset(anim_timer)
       move = "STAY"
       hero_tile_x = hero_width
       pos_x = new_pos_x
       pos_y = new_pos_y
       if not MapEvents() then
         RandomEncounter()
       end
     end
   end
   
   Screen.flip()
   Screen.waitVblankStart()
   oldpad = pad
end
 

exelix11

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Cause i missed a file to GitHub i have to cleanup,
open scripts/map.lua file and replace its content with this:
Code:
-- GPU Setup
Graphics.init()

-- Hero Loading
hero_max_tile_x = 32 * 3
hero_max_tile_y = 32 * 4
hero_width = hero_max_tile_x / 3
hero_height = hero_max_tile_y / 4
hero_tile_x = hero_width
hero_tile_y = 0

-- Position Setup
hero_x = 16 + pos_x * 32
hero_y = pos_y * 32
camera_w = 400
camera_h = 240
camera_x = hero_x - hero_width / 2 - camera_w / 2
camera_y = hero_y - hero_height / 2 - camera_h / 2
move = "STAY"
in_game = true

-- Map Loading
dofile(System.currentDirectory().."/maps/"..map.."/map.lua")
dofile(System.currentDirectory().."/maps/"..map.."/events.lua")
map_max_x = (map_width / 32) - 1
map_max_y = (map_height / 32) - 1
layers = {level1, level2, level3}
map_length = map_width / 32
tileset_length = tileset_w / 32

-- Animation Setup
anim_timer = Timer.new()
Timer.pause(anim_timer)

-- Pause Menu Setup
pause_voices = {"Items","Magic","Equipment","Status","Save Game","Exit Game"}

-- Random Encounter function
random_escaper = 0
function RandomEncounter()
   random_escaper = random_escaper + 1
   if rnd_encounter and random_escaper >= 5 then
     h,m,s = System.getTime()
     math.randomseed(h*3600+m*60+s)
     tckt = math.random(1,100)
     if tckt >= 70 then
       random_escaper = 0
       CallBattle({monsters[math.random(1,#monsters)]},false)
     end
   end
end

-- Hero Collision Check (TODO: Add NPCs collision checks, level2/3 unwalkable blocks collision checks)
function HeroCollision()
   raw_pos = pos_x + 1 + pos_y * (map_max_x + 1)
   if pos_x == 0 then
     can_go_left = false
   else
     can_go_left = true
     if map_table[raw_pos - 1] == 2 then
       can_go_left = false
     end
   end
   if pos_y == 0 then
     can_go_up = false
   else
     can_go_up = true
     if map_table[raw_pos - (map_max_x + 1)] == 2 then
       can_go_up = false
     end
   end
   if pos_x == ((map_width / 32) - 1) then
     can_go_right = false
   else
     can_go_right = true
     if map_table[raw_pos + 1] == 2 then
       can_go_right = false
     end
   end
   if pos_y == ((map_height / 32) - 1) then
     can_go_down = false
   else
     can_go_down = true
     if map_table[raw_pos + (map_max_x + 1)] == 2 then
       can_go_down = false
     end
   end
end

while in_game do

   -- Engine Setup
   pad = Controls.read()
   Screen.refresh()
   Screen.clear(TOP_SCREEN)
   Screen.clear(BOTTOM_SCREEN)
  
   -- Map Setup
   start_draw_x = hero_x - 200
   if start_draw_x < 0 then
     deboard_x = 200 - hero_x
     start_draw_x = 0
   else
     deboard_x = 0
   end
   start_draw_y = hero_y - 120
   if start_draw_y < 0 then
     deboard_y = 120 - hero_y
     start_draw_y = 0
   else
     deboard_y = 0
   end
   if hero_x + 200 > map_width then
     if deboard_x == 0 then
       draw_width = 200 + (map_width - hero_x)
     else
       draw_width = (hero_x + 200) - map_width + deboard_x
     end
   else
     draw_width = 400 - deboard_x
   end
   if hero_y + 120 > map_height then
     if deboard_y == 0 then
       draw_height = 120 + (map_height - hero_y)
     else
       draw_height = (hero_y + 120) - map_height + deboard_y
     end
   else
     draw_height = 240 - deboard_y
   end
  
   -- Hero Movement Triggering
   if Controls.check(pad,KEY_DUP) then
     if move == "STAY" then
       HeroCollision()
       if can_go_up then
         move = "UP"
         move_stage = 1
         tot_move_stage = 1
         Timer.resume(anim_timer)
         hero_tile_x = 0
       else
         move = "STAY"
         hero_tile_y = hero_height * 3
       end
     elseif move == "PAUSE" and not Controls.check(oldpad, KEY_DUP) then
       if submode == "MAIN" then
         pause_i = pause_i - 1
         if pause_i == 0 then
           pause_i = 1
         end
       elseif submode == "CHARACTERS" then
         char_i = char_i - 1
         if char_i == 0 then
           char_i = #party
         end
       end
     end
   elseif Controls.check(pad,KEY_DDOWN) then
     if move == "STAY" then
       HeroCollision()
       if can_go_down then
         move = "DOWN"
         move_stage = 1
         tot_move_stage = 1
         Timer.resume(anim_timer)
         hero_tile_x = 0
       else
         move = "STAY"
         hero_tile_y = 0
       end
     elseif move == "PAUSE" and not Controls.check(oldpad, KEY_DDOWN) then
       if submode == "MAIN" then
         pause_i = pause_i + 1
         if pause_i > #pause_voices then
           pause_i = #pause_voices
         end
       elseif submode == "CHARACTERS" then
         char_i = char_i + 1
         if char_i > #party then
           char_i = 1
         end
       end
     end
   elseif Controls.check(pad,KEY_DLEFT) and move == "STAY" then
     HeroCollision()
     if can_go_left then
       move = "LEFT"
       move_stage = 1
       tot_move_stage = 1
       Timer.resume(anim_timer)
       hero_tile_x = 0
     else
       move = "STAY"
       hero_tile_y = hero_height
     end
   elseif Controls.check(pad,KEY_DRIGHT) and move == "STAY" then
     HeroCollision()
     if can_go_right then
       move = "RIGHT"
       move_stage = 1
       tot_move_stage = 1
       Timer.resume(anim_timer)
       hero_tile_x = 0
     else
       move = "STAY"
       hero_tile_y = hero_height * 2
     end
   elseif Controls.check(pad,KEY_START) and not Controls.check(oldpad, KEY_START) then
     if move == "STAY" then
       move = "PAUSE"
       submode = "MAIN"
       pause_i = 1
     elseif move == "PAUSE" then
       move = "STAY"
     end
   end
  
   -- Drawing Scene through GPU
   RenderMapScene()
  
   -- Drawing Menu when enabled
   if move == "PAUSE" then
     RenderPauseMenu()
    
     -- Menu Controls
     if Controls.check(pad, KEY_A) and not Controls.check(oldpad, KEY_A) then
       if submode == "MAIN" then
         if pause_i == 1 then
         elseif pause_i == 2 then
    
         elseif pause_i == 3 then
    
         elseif pause_i == 4 then -- Status
           submode = "CHARACTERS"
           char_i = 1
         elseif pause_i == 5 then
    
         elseif pause_i == 6 then -- Exit Game
           Graphics.freeImage(hero)
           Graphics.freeImage(t)  
           Graphics.term()
           Timer.destroy(anim_timer)
           in_game = false
         end
       elseif submode == "CHARACTERS" then
         if pause_i == 4 then -- Open Status Page
           dofile(System.currentDirectory().."/scripts/status.lua")
         end
       end
     end
     if Controls.check(pad, KEY_B) and not Controls.check(oldpad, KEY_B) then
       if submode == "MAIN" then
         move = "STAY"
       elseif submode == "CHARACTERS" then
         submode = "MAIN"
       end
     end
   end
  
   -- Events Triggering
   MapEvents()
  
   -- DEBUG
   EnableScreenshots()
   -- END DEBUG
  
   -- Hero Animation
   if move == "UP" or move == "DOWN" or move == "RIGHT" or move == "LEFT" then
     if move == "UP" then
       pos_molt = 3
       hxm = 0
       hym = -4
       new_pos_y = pos_y - 1
       new_pos_x = pos_x
     elseif move == "DOWN" then
       pos_molt = 0
       hxm = 0
       hym = 4
       new_pos_y = pos_y + 1
       new_pos_x = pos_x
     elseif move == "RIGHT" then
       pos_molt = 2
       hxm = 4
       hym = 0
       new_pos_y = pos_y
       new_pos_x = pos_x + 1
     elseif move == "LEFT" then
       pos_molt = 1
       hxm = -4
       hym = 0
       new_pos_y = pos_y
       new_pos_x = pos_x - 1
     end
     if tot_move_stage <= 8 then
       if Timer.getTime(anim_timer) > (40 * move_stage) then
         move_stage = move_stage + 1
         hero_x = hero_x + hxm
         hero_y = hero_y + hym
         camera_x = hero_x - hero_width / 2 - camera_w / 2
         camera_y = hero_y - hero_height / 2 - camera_h / 2
         tot_move_stage =  tot_move_stage + 1
       end
       if Timer.getTime(anim_timer) > 200 then
         hero_tile_x = hero_tile_x + hero_width * 2
         Timer.reset(anim_timer)
         move_stage = 1
       end
       hero_tile_y = hero_height * pos_molt
       if hero_tile_x   >= hero_max_tile_x then
         hero_tile_x = 0
       end
     else
       Timer.pause(anim_timer)
       Timer.reset(anim_timer)
       move = "STAY"
       hero_tile_x = hero_width
       pos_x = new_pos_x
       pos_y = new_pos_y
       if not MapEvents() then
         RandomEncounter()
       end
     end
   end
  
   Screen.flip()
   Screen.waitVblankStart()
   oldpad = pad
end

Thanks, now it works
 

Rinnegatamante

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Thanks, now it works

Solved all the rendering issues and also added some level3 elements to the test map to test alpha blending and framerate.
With the new map rendering system, RPG Maker is stable to over 30 FPS and it allows to load also big maps (Like WorldMaps and similar) without any framedrop. ^^

Updated GitHub repository with these changes.

render.bmp
 
D

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So, I know this isn't done yet, but when this IS done, if someone were to attempt to create sorta like a port of an older RPG game such as Chrono Trigger or Dragon Quest or EarthBound, would it be better to use RPG Maker 3DS or just to re-build the whole thing from the ground up?
 

Rinnegatamante

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So, I know this isn't done yet, but when this IS done, if someone were to attempt to create sorta like a port of an older RPG game such as Chrono Trigger or Dragon Quest or EarthBound, would it be better to use RPG Maker 3DS or just to re-build the whole thing from the ground up?

RPG Maker 3DS will give you an environment to easily create 2D RPG games for 3DS like RPG Maker 2k/2k3/XP/VX does for PC, so you'll probably find way more better to work with it instead of creating the game engine from scratch.
 
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Rinnegatamante

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This is exciting! Will the bottom screen support touch controls and allow the creation of menus and such?

Touch controls probably will be added for 3DS only (cause my final goal is too create a multiplatform RPG Maker which can run on whatever console can run lpp).
 
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xXDungeon_CrawlerXx

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In next days i'll try also some cool stuffs like stereoscopic 3D support for layers in map scene. I have to see if framerate is good enough to add this feature (i think it could be a cool feature).
Have tried it a few days ago. It worked pretty wel with stereoscopic 3d, but I have to check if I'm able to find the Sourcecode again (did it on a virtual machine at work)
 

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