001 Action / RPG Maker


DEVELOPMENT BLOG


Coming New Feature: Dynamic Triggers

by Mike on Fri Jun 18, 2010 1:40 am

As with the past feature, going to be downplaying this feature as well. It is yet another feature in other makers, which offers (honestly) absolutely nothing new to 001, except huge convenience. It also makes things look a bit tidier.

The new zone editor window below (still in development):
zone.png
Zone Object Editor


FYI: The Display Name and Scripting ID are now separate to allow renaming of things without messing up scripts. The display name is the one seen everywhere. The scripting name is only seen in the overview workspace of the graphical scripter, or in text scripting.

Anyway, as you can see, you have all your common triggers. You can click add, and you suddenly get some optional settings to filter things appropriately:
collided.png
Collided with Actor Dynamic Trigger Window
collided.png (7.24 KiB) Viewed 1840 times


Options are based on the trigger you pick. This one allows you to filter out what kinds of actors will trigger your trigger when it touches the zone. You can make it apply to everything by just unchecking the box, something that wasn't possible before. Same for player/computer, uncheck it to make it apply generically.

One of the biggest motivators was for the click trigger, something that would have been awful using the old static trigger system:
Mouse Down.png
Mouse Down
Mouse Down.png (9.09 KiB) Viewed 1840 times


That is for the Mouse Down dynamic trigger for actors. It quickly allows you to pick what mouse button was used (which you could allow multiple), and which cursor to respond to (which you could ignore altogether, or make it only trigger for certain cursors).

The best part is, it really works well with the actor templates, since you can create a generic character which will have the dynamic triggers setup to react to each different cursor, and when you add the character to your maps, it'll come ready with those dynamic triggers ready for you to add events to!

Coming New Feature: Actors and Actor Templates

by Mike on Thu May 27, 2010 2:16 am

An anticipated feature (#6 on the poll, which was dubbed under Collision/Routes for Dynamic Objects (moving platforms, special monsters) for simplicity sake), is right around the corner for subscribers, and everyone else shall see it come in version 1.8.

By the end of this message, I hope you appreciate actor objects and actor templates. They will change the way games are made, and make the possibilities of games endless. These are, of course, applicable to 3D and multiplayer once those are complete.

And no, they're not complicating. You won't notice a difference. Only a lot of things will become infinitely more convenient.

And lastly, this is nothing new for most makers! So I'm very glad I've finally taken this step with 001, while still maintaining the power and flexibility of 001.

Actors

Characters, vehicles, turrets and dynamic objects will no longer exist. That is, in their original incantation, seen below:

different.png
Different!


Now, all these interactive things are called actors. Names used by other programs include: events (heh), objects, entities, actors. I chose actor because they are definitely not events, they are living things (objects are not), and entities might be valid, but don't seem to express what I'd like it to.

Actors basically take on what characters, vehicles, turrets and dynamic objects could do.

Sprites is the replacement for Character Sprites. Vehicle and turret resources now use what used to be the character sprite editor. Sprites editor now supports polygon collision.

The drawbacks:
-actor window has a few new options making it fairly large

The benefits:
-everything is generalized
-less triggers
-less events
-less use values
-less inconsistencies

The following is a list of things that were NOT possible until now:
-trigger for when a vehicle touches a turret
-make a dynamic object follow a route and have collision
-change vision range and vision cone for character AI
-give health to turrets and dynamic objects
-allow players to get rewards (money/exp/points/items) for destroying a vehicle/turret/dynamic object
-ensure that a key is needed to use a turret
-script a manual transmission system for vehicles
-script changes to vehicle/turret turn speeds, max/min velocity and acceleration, for the sake of perhaps customizing vehicles in-game
-create new character HUDs for specific characters
-position turrets
-give animations to vehicles and turrets
-allow characters and turret bases the ability to use polygon collision detection rather than just rectangle
-auto-rotating of sprites in top-view characters (like what vehicles use)
-8-directional vehicles for proper perspective (like what characters use)
-etc...

Actor Templates

Now that most things are generalized, it is incredibly easy to add new features to 001 that pertain to these actors. The first big thing is this new concept, actor templates.

They're main purpose is to make things even more generalized. A new project will initially have four general-purpose actor templates: Character, Vehicle, Turret, Dynamic Object. Sound familiar ;)?

When placing an actor, a quick pop-up comes up where you pick what template to create the actor from. The obvious benefit is being able to define what a default character or whatever will be.

You could create a Slime actor template, have it come with the slime body sprite already picked, and have the appropriate health and rewards for killing it. You could even setup what happens when it gets hurt, such as playing a sound effect or something interesting.

For those interested in the specifics, here they are. Actor templates are composed of two things - a Base Actor and a Default Actor. The Base Actor would have the HUD to use (optional), its statistics, its rewards, and its scripts for what happens when it's killed or touched. The Default Actor would have the basic things like what graphics to use, what equipment it has, and so on. This split makes it convenient to have a base (such as base stats, general rewards, etc...), but also allows you to change certain things on each placed actor (such as graphics, colors, equipment, variation in stats, and specialty items).

There is also a use value for which template an actor is using, so you can just imagine all of the possibilities in scripting, for instance, the damage script.

Dynamic Triggers

These will be discussed in a new thread. These are still being developed, but pretty much tie the loose ends. Instead of having multiple triggers (touched by character, touched by vehicle, touched by ...), it'll leverage the actor template system, and allow you to pick options for different triggers.

Conclusion

Hopefully you see the power in this. The major benefit for me, personally, is less code, which also means less different things to worry about, less bugs, less events to build, less triggers, less of everything. And yet... for everyone else. Tons more power.

1.7 by the End of the Month

by Mike on Sat Feb 13, 2010 9:35 pm

1.7 will feature quite a bit and shall be here by the end of the month.

The following WILL be included (among more than 150+ other changes / fixes):

-better graphical scripter
-wall and floor concept
-alpha support for characters and tile-sets
-further customization of things like locks/codes
-flash/shake screen/character
-terraformation enhancements
-resource cut/copy/paste
-spell checker
-checkpoints/quicksaves
-audio enhancements
-speaker object
-new interface field features
-general editor enhancements
-new scripting events

However, 3D, Mouse and Platformer are still in beta and are subscription-only at this time. I'd like to thank everyone who subscribed last month, making it the most subscribed month to date.

To explain why these three will not be in this version:

Platformer is probably the closest to being done, but I need to make sure that AI is really working well for it and for it to be consistent.

Mouse is the second closest to being done, but I needed to get dynamic triggers done (which unfortunately, did NOT get done yet).

3D still requires character animations and better importing.

Coming New Feature: Platformers

by Mike on Thu Feb 04, 2010 1:01 pm

I had briefly talked about multiple floors and its use in platformers. Today, thanks to some help from some users, I now present to you its use in action.

But before I show you, I'll go through the changes to make this possible...

Views
Within the editor, you'll be able to edit your levels in the following ways:

Standard 45 degress - This is the view we're all used to, everything that is facing up at the sky, or down towards the south, is completely visible at the same time. This is the common view for most 2D RPGs.

Top - This is a view that is less often used in games in general. The only things that can be seen in this view are things facing up at the sky. This does, however, make the current 2D vehicles make more sense, and characters with the flat mode setting should work fine in this mode when everything is said and done.

Front - This is the view we've all been waiting for when it comes to platformers. Things facing the south are the only things that can be seen. Characters and walls is pretty much what these games are composed of.

3D Perspective - A generic view similar to that of the standard 45 degrees view, except that it gives perspective and could prove useful for simple 3D games.

Wall Terraformation
Walls have the ability to have edges automatically generated, making it all around fairly easy to make a much prettier structure. Since walls are the basis construct of platformer games, this was vital.

Multiple Floors
With front view, comes the real easy feature of being able to place tiles on higher/lower floors. Currently this had to be done with hacks. Now 001 supports them natively. Everyone making a platformer should consider switching over. You can go below or above them now, and do some interesting things.

3D Zones
Something that subscribers will enjoy towards the end of the month, is 3D zones. Currently, all zones span the entire Z axis. With this new feature, you can clearly see how it can help in platformers. You won't need crazy comparison branches and all that stuff just to react to certain areas on certain floors. This, of course, can be used in non-platformer games, to create events for when people fall into holes, or jump under certain spots, etc...

Platformer Art
If subscribers increase at the current rate, and people are appreciating the art to come for RPGs, our artist, Juan, will proceed next with art dedicated to platformer games. Of course the art can be interchanged just fine, but platformer art will definitely have a slightly different style. Though I hope most will, as many have already, really pull off their own work in this area. That being said, it never hurts to have a baseline.

I'd like to stress that the art in this forthcoming video is NOT the art that will come with 001. This is art made by Stephen Chapman for his personal game.

Without further ado:


Coming New Feature: Better Graphical Scripter

by Mike on Sun Jan 31, 2010 5:23 am

Some interesting things were added to 1.7 that can be seen in the following shot (thanks to Stephen for taking it). It takes advantage of the new editor options feature, which allows you to customize the colors (among other things). But there's something else...

Script.png
Updated Graphical Scripter


It also shows off the new quick access event listing (which will also be customizable) based on another maker (and requested by a user).

Also note, the text is way easier to read :D.