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File: rpg.mp4 (2.96 MB, 1600x960)
2.96 MB
2.96 MB MP4
I am making a RPG engine, similar to Wolf or Rpg Maker. I am wondering if anyone on /g/ has ever used one of these and has any suggestions that I could include in my engine.
So far I have a couple of unique features like template events and scenery, but I would like to add more.
I know most of you are probably going to say "3D", but I would like to get everything polished in 2D first before I start implementing that.

The generated games use C++ as a backend (and SDL2 library), Lua is used for event logic and scripting. The editor is written in Go and gtk3.

So, do you have any suggestions?
>>
>>109509852
the workflow looks annoying. instead of demanding to input all those map properties, have sane defaults and create immediately with ability to change later.
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>>109509852
>I am making
*Claude is making
>>
>>109510086
Don't have money for claude
>>109509954
I could add some kind of default for width and height
>>
>>109510086
At least he is making something cool, most vibecoders only do CRMs and ugly websites
>>
>>109510353
Or WASM ports of existing native programs/games taking way more RAM and CPU
>>
>>109510375
I never heard of this. What is it?
>>
>>109510761
WASM = web assembly. Literally remote code execution any website can execute through our browsers because fuck us all I guess.
Oh, it's faster than JS and so web"""devs""" make games on it.
>>
>>109511058
>WASM
>remote code execution
Web"assembly" literally can't do anything.
It can't even alter webpages, it's just for making really fast functions JavaScript can call.
It was a cool idea in theory but it's the most nothingburger technology of all time thanks to webshitters
>>
>>109509852
Sounds beautiful.
What I loved about WolfRPG is how everything is customizable, but I found unfortunate how I had to code very simple functions like costumes, overworld actions, in-battle transformations and item inspection by hand. I feel like the ideal RPG engine would be Wolf RPG Maker but with a giant library of default scripts for all sorts of RPG situations, so you only have to heavily modify for when you want to do something very unique.
>>
>>109511549
What scripting language dkes Wolf use again
>>
>>109509852
Are you going to open source it?
>>
>>109512234
Yes. I am going to sleep right now, but if the thread is up by tomorrow I can share some code chunks already. I do want to clean up the code before I release it as a whole.

I also need to think how much I should do before it is good enough to count for "alpha 0.1" and be released.
>>
>>109511058
>a web browser executing remote code
Insane.
>>
>>109513298
Basically IE6
>>
>>109510375
>taking way more RAM and CPU
No they don't
>>
Bump
>>
>>109509852
>So, do you have any suggestions?
Yes, use SDL3.
>>
>>109509852
i don't understand why you chose gtk instead of imgui or nuklear or literally any immediate mode gui. idk, it makes me think this is all ai generated because a human would never use gtk if they had to write shit by hand

the c++/lua part doesn't make that much sense either, there are languages that have better compile-time reflection where you can auto-generate lua bindings for arbitrary functions and plain structs

in the remote case that this isn't slop, then I would tell you to add procedural generation algorithms to the map editor, or better yet, some lua integration to allow people to write the algorithms themselves. ideally, any script tp procedurally generate maps should work both on the engine and on the editor
>>
>>109515997
Yes they do.
>>
>>109518216
>i don't understand why you chose gtk instead of imgui or nuklear or literally any immediate mode gui. idk, it makes me think this is all ai generated because a human would never use gtk if they had to write shit by hand
The immediate mode libraries use more CPU when I tried them.
>the c++/lua part doesn't make that much sense either, there are languages that have better compile-time reflection where you can auto-generate lua bindings for arbitrary functions and plain structs
Zig wasn't stable when I tried and still isn't stable now, not sure if it will ever reach 1.0. Rust is a pain when it comes to game development by itself already, but here I also have to integrate classes with the Lua's garbage collector
>then I would tell you to add procedural generation algorithms to the map editor, or better yet, some lua integration to allow people to write the algorithms themselves
This is a great idea. I will look them up
>in the remote case that this isn't slop
It isn't. I started this project at around 2022 and I haven't used AI since except to find bugs or suggestions. But all of the code is written by me. I also don't have money for claude, so
>>
>>109518034
I am thinking of eventually using OpenGL for graphics
>>
File: 1759437364116656.png (982 KB, 733x733)
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>>109518375
>OpenGL
Is this a joke? OpenGL is completely obsolete and abandoned, and even when it wasn't it was still shit. This is the worst decision you could make.
>>
>>109518405
What is your alternative?
>>
>>109518434
Vulkan is the direct successor of OpenGL, except that it's not shit. And it's still being developed.
>>
>>109518461
I hear that Vulkan is much less portable in general, especially on legacy hardware.
And I want the games to be able to run on web also. For Vulkan it seems like you need a separate translation layer to compile with Emscripten, OpenGL just works if you use ES
But like I said, I haven't tried it yet. So correct me if I am wrong.
>>
>>109511058
WebAssembly lets you ship compiled executable code to your browser. It’s sandboxed similar to regular javascript, so it’s not automatically arbitrary code execution on your machine.
>>
>>109518405
>le opengl bad meme
it works everywhere, vulkan doesn't
and he's rendering 2d images on a grid, the pipeline bullshit literally does not matter. stop uncritically repeating the nonsense you read here
>>
>>109518546
>I hear that Vulkan is much less portable in general, especially on legacy hardware.
True, but it's still gonna run on anything made after roughly 2012. OpenGL works on legacy hardware because its hopelessly outdated.

>And I want the games to be able to run on web also. For Vulkan it seems like you need a separate translation layer to compile with Emscripten, OpenGL just works if you use ES
Look up WebGPU.
>>109518604
>and he's rendering 2d images on a grid, the pipeline bullshit literally does not matter.
He said he's planning on adding 3D eventually after he's done with 2D. We wouldn't be having this conversation otherwise.
>>
>>109518580
He called it remote code execution and not arbitrary code execution. Which is technically correct.
>>
>>109518624
>Look up WebGPU.
It seems like emscripten has support, but it also looks like it is their own bindings, so not like I could just take a C++ vulkan code and compile it for webgpu
https://github.com/emscripten-core/emscripten/issues/9575
I also want my engine to run on hardware before 2012. Wolf runs even on 2000 era hardware on Windows XP and while I don't want to go that far, it is still too much to lose if I want to make something that is competitive.
I will see though.
>>
>>109518668
all javascript is remote code execution at that point
>>
the only game I've really played a lot that uses a traditional RPG engine is Yume Nikki, made in RPG Maker but uses pretty much none of the RPG stuff and instead abuses features in ways they weren't intended. I think you should keep these uses in mind if you want there to be an interesting variety of games made with your tool in addition to traditional RPG overmap + combat encounters.

Off the top of my head:
>character effects in general, sprite swapping plus abilities in the overworld outside of "combat"
>fullscreen events, animations
>conditional/rng/timed states for area and event accessibility
>rng in general for events and teleports
>infinite map looping, non-euclidean spaces, panoramic backgrounds
>non strict tile properties, i.e. tiles that look solid but aren't
>menu themes

as for the compatibility problem, I think you can find ways to run it in the web after the fact. YNO project does it somehow via EasyRPG, maybe see how they achieved that.
>>
>>109518751
Sure, but the purpose of javascript is to manipulate DOM and the purpose of wasm is basically just to run arbitrary shit in a virtual machine. It's basically just the second coming of fucking java applets.
>>
>>109518774
Aren't most RPG games non-euclidean? They teleport you to a different scene when you enter a building. Unless you mean one of those games where you enter an opening and then the ceiling fades away
>>
>>109518546
use volk and target vk 1.1 you absolute self-ass-sucking boiler chicken.
>>
>>109518624
>OpenGL works on legacy hardware because its hopelessly outdated.
and also slated to be dropped by anything new.
>>
What is it with Vulkan shills ITT? Even complex 3D games like minecraft still use OpenGL. Emulators which are way more complex use OpenGL. Rpg Maker from Enterbrain uses DirectX. Wolf uses OpenGL 1.1
Most Godot projects are recommended to use OpenGL.
This Vulkan shilling is not organic at all.
>>
>>109519827
>Even complex 3D games like minecraft still use OpenGL. Emulators which are way more complex use OpenGL. Rpg Maker from Enterbrain uses DirectX. Wolf uses OpenGL 1.1
>Most Godot projects are recommended to use OpenGL.
And what do all of those projects have in common? Terrible performance relative to their graphics.
>>
>>109519857
Not at all lol
>>
>>109518405
>>109518461
it's so easy to tell when some retard has zero experience with anything they are talking about.
>>
>>109519827
it's the same type of retards that shill rust, zig, odin, and other trendy meme languages. it's "new" so it "must" be better.
>>
>>109520548
Pretty much.
>>
>>109519778
such as?
>>
>>109509852
>So, do you have any suggestions?
Map/level streaming? Like, you can go from one map to the next without transitions, like in open world games. I have seen some tile-based roguelikes that have this (and some parts of the GBA Pokemon games), but I haven't seen it in RPG Maker games. I assume they use something like a quad tree or a k-d tree.
>>
File: 1716403274569457.jpg (131 KB, 1130x756)
131 KB JPG
This looks great. I would love to develop a game with this. Please don't give up on it!
>>
>>109520548
>>109520964
I've had a burning hatred for OGL even before Vulkan existed.
>>
>>109519778
there is a compatibility layer for opengl to vulkan. you are a simple retard speaking on that which you have no clue.
>>
>>109521710
>some people actually like this style of upsizing
fucking crazy I know, but there's a lot of fucked up people out there.
>>
the simple fact is opengl is very easy to learn and use, so artificial difficulty must be introduced with vulkan. same deal with rust, it's all artificial difficulty meant to waste your time and impede your ability to create anything as an individual.
>>
>>109521921
Being fine with a shitty result so long as it's easy to learn and use is just called being lazy. That's why games suck today, although it's because of the Unreal Engine, not OGL.
>>
>>109522119
Do you write code in assembly?
>>
>>109522138
I don't need to, because C and Rust exist.
>>
>>109522119
i love the bad faith arguments /g/ makes just to pretend they are informed. it's really fun to post on this board with retards such as yourself.
>>
>>109509852
I'm used to text based RPGs, MUDs mostly, where you build the thing in your mind then make it happen with code. 99% of my code has been written in C with GNU nano (1% being startup scripts, makefile, backup scripts, etc)



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