Homebrew [W.i.P.] RPG Maker 3DS

  • Thread starter Thread starter Rinnegatamante
  • Start date Start date
  • Views Views 57,321
  • Replies Replies 193
  • Likes Likes 48
Great work! Cant wait to try it out. Seems like my current RPG Maker game is going to 3DS.
One little thing though: Can you make it so that we can change the battle style to only seeing the enemy? Like in Earthbound/Mother?
My project was kinda based on those games, both art wise and gameplay wise.

As i said before, with some little changes in the modules (in that case, battle module) you can do whatever you want, you just have to know a bit LUA language.

Is there a simple Demo we could test already?

On GitHub repo you can find a 3DSX which could run the latest GitHub srcs.
 
Would you consider putting in an option for Zelda-like combat, ie just whacking nearby stuff with your sword while remaining in the overworld?

As i said in the post previous yours, i'm not going to work on different Battle Systems, anyway, editing the current one is not as difficult as you think.
RPG Maker 2K, 2K3, XP, VX provided always a turn-based battle system with only frontal enemies showed on the screen but there are several edited battle systems available if you search on the net (Zelda-based, Pokemon-based, FF turn-based (like the one i'm working on), ATB based, real-time based like KH: CoM, etc...)
 
  • Like
Reactions: hippy dave
in this zip folder it contains a video recorded with my n3dsxl capture card running the 3dsx build from your github link, it simply shows that it was made with LUA and it displays that it is RPG maker then it error codes me out by rebooting the console
 

Attachments

in this zip folder it contains a video recorded with my n3dsxl capture card running the 3dsx build from your github link, it simply shows that it was made with LUA and it displays that it is RPG maker then it error codes me out by rebooting the console

You have to put all the folders from github repo in the same directory of the 3DSX file.
 
You have to put all the folders from github repo in the same directory of the 3DSX file.
oh ok thank you for telling me btw i uploaded an unlisted YouTube video with the current progress, you can use this video to your liking :)
 
  • Like
Reactions: Rinnegatamante
Has someone already started on the actual rpg maker? If not i'm planning to get started on this the 26th.

I'm gonna use javascript for it.
 
exelix11 started RPG Maker 3DS Game Builder using C# ( https://twitter.com/Rinnegatamante )
I might still work on my own version.

--------------------- MERGED ---------------------------

I haven't checked in your code, but don't have a laptop near myself atm and was just wonderkng.

Does your map system already support multiple tiled on the same coordibate?
For example the floor and a table over it.
Edit: or floor and an object that you can pickup or something

EDIT: just checked, noticed 3 levels for the map.

EDIT: new question, do you plan on keeping the current way of loading the maps through .pngs? or is this just to make things easier at first?
 
Last edited by Tjessx,
I might still work on my own version.

--------------------- MERGED ---------------------------

I haven't checked in your code, but don't have a laptop near myself atm and was just wonderkng.

Does your map system already support multiple tiled on the same coordibate?
For example the floor and a table over it.
Edit: or floor and an object that you can pickup or something

EDIT: just checked, noticed 3 levels for the map.

EDIT: new question, do you plan on keeping the current way of loading the maps through .pngs? or is this just to make things easier at first?

Maps will be loaded in PNGs on final release i think.
Generating maps through engine with tilesets needs too time (A little map like the Test ones take something about 10 seconds...)
 
Maps will be loaded in PNGs on final release i think.
Generating maps through engine with tilesets needs too time (A little map like the Test ones take something about 10 seconds...)
10 seconds to generate those 3 example maps? :O
 
Yeah, and also it seems drawPartialImage crashes for big maps if called multiple times. This is why i reverted from tilesets generation through Engine to pre-rendered maps.
Why not just create a folder with all the different tiles and stuff.
Then just in your map_table variable the id for every tile that you want.
While loading the map, just put the tiles in an u8* and draw it each frame again?
Or whas this the method you tried? cause i can't imagine that this would take 10 seconds
 

Site & Scene News

Popular threads in this forum