File | Date | Author | Commit |
---|---|---|---|
common | 2014-09-15 |
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[47377a] Completion of Default Skills |
editor | 2014-09-01 |
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[9aa1bd] Provide help messages for the effects of variou... |
package | 2014-09-14 |
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[0f2f1f] roll version |
project | 2014-09-13 |
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[0b30dd] Update build to use latest SBT, Scala, and pack... |
.gitignore | 2014-06-27 |
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[93b102] Streamline build process |
BREAKINGCHANGES.md | 2014-07-10 |
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[2ee8d3] Make Skill use in Battle work (mostly) |
LICENSE.txt | 2012-10-18 |
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[2a7102] Move license and readme |
README.md | 2014-09-15 |
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[ba9739] Update README.md |
TODO | 2014-07-02 |
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[b58932] Add a Modify party event. Roll version |
RPG game editor. Runs on Windows, Linux, and Mac. Authored games eventually will run on mobile platforms also. Based on libgdx.
Licensed under AGPL3.
Below directions assume a POSIX environment. It should still work on Windows (I've done it), but you may need to modify the directions slightly.
Pre-requisites:
Build instructions:
Check that your Java install is working. It can be Java 6, 7, or 8. If this does not work, make sure Java is installed an in your PATH.
$ java -version
java version "1.7.0_55"
OpenJDK Runtime Environment (IcedTea 2.4.7) (ArchLinux build 7.u55_2.4.7-1-x86_64)
OpenJDK 64-Bit Server VM (build 24.51-b03, mixed mode)
Clone this repo and enter it.
$ git clone https://github.com/tommycli/rpgboss.git
$ cd rpgboss
Run sbt. You will be put in the editor subproject by default. Compile and package it.
$ sbt
> package
You can run the editor from the sbt prompt also. Note: This mode of running currently does not support test playing games with the "Test" button. Use Eclipse or run a packaged binary instead.
> run
You can generate Eclipse IDE project files. It's what I use, and supports test playing. Your eclipse project files will probably get out of date when dependencies change. You will then have to rerun this command and refresh your project in Eclipse.
> eclipse
Automated tests are how rpgboss verifies that changes don't break existing functionality. Run automated tests before committing!
$ sbt test
Prerequisites:
sudo apt-get install lib32z1 lib32ncurses5 lib32bz2-1.0 lib32stdc++6
Instructions:
Enter the repository and run the package shell script.
$ cd rpgboss
$ ./package/package.sh
Find your binaries in:
$ ls package/target/
rpgboss-0.1-SNAPSHOT.exe rpgboss-0.1-SNAPSHOT.tar.gz
Please use LF line endings. This will allow for CRLF line endings under Windows, but auto-convert to LF on checkin.
$ git config --global core.autocrlf input
Bottom line up front - Starting rpgboss.editor.RpgDesktop as the 'main' class will launch the editor, which will allow you to access the test player.
common - Contains the models, the game player, and automated tests.
The models are defined in rpgboss.model and its subpackages.
The player is defined in rpgboss.player and its subpackages. The player is based on libgdx. Please look at the libgdx wiki tutorial to understand the implementation structure.
rpgboss.player.MyGame contains the ApplicationListener, which contains all the player logic. It doesn't have an explicit main-game-loop inside, but is called by libgdx's loop.
The desktop player has a 'main' class is at rpgboss.player.LwjglPlayer. It requires the path to the game project directory as its first argument to run the game.
If you add a resource type, make sure you add it to the list at Resource.resourceTypes.
If you add an rpgboss.model.event.EventCmd, be sure to add it to EventCmd.types.
Use Array as the collection type. It works in tests now due to a custom DeepEqualMatcher, is performant, and well supported in serialization.
Animations are in the same format as RPG Maker VX and XP. They should be comprised of square tiles 192px wide and tall. Each row may have up to 5 tiles. There may be up to 16 rows.
http://spieralwind.tuzikaze.com/main/index.html
fire(7,8,9,10) ice(1,2,3,4,7,9) water(4,5,6,8,11) wind(1,2,3) earth(1,2) electric(1,2,5) life(1,2,3,4,5) weapon(1,2,3,5,6,7,8)
Julien Jorge http://opengameart.org/content/water-splash (CC-BY-SA 3.0) http://creativecommons.org/licenses/by-sa/3.0/
water(2)
Julian Xin raveolutionx@gmail.com (CC-BY-SA 4.0) http://creativecommons.org/licenses/by-sa/4.0/
fire(1,2,3,4,5.6) ice(5,6,8) water(1,3,7,9,10) wind(4,5,6,7) earth(3,4,5,6) electric(4,6,7) weapon(4)
Martin Jelinek (jelinek.cz@gmail.com) | www.nyrthos.com
electric(3)
http://www.tekepon.net/fsm/
http://www.tekepon.net/fsm/modules/refmap/index.php?mode=rules
USE Internet Archieve for Dead website links!
http://opengameart.org/content/sideview-pixel-art-rpg-enemy-sprites under creative commons.
420__Pixel_Art__Icons_for_RPG_by_Ails.png:
http://ails.deviantart.com/art/420-Pixel-Art-Icons-for-RPG-129892453
http://rpgmakertimes.agilityhoster.com/2011/02/final-fantasy-i-xpvx-windowskin/
LordSpirit.jpg:
http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=si&img=3701
defaultrc_battleback/crownlesswish_rrr.jpg
http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=si&img=3769
http://crownlesswish.deviantart.com/
Generated using bfxr at:
http://www.bfxr.net/
http://opengameart.org/content/rpg-sound-pack
http://opengameart.org/content/37-hitspunches
Default music by Aaron McDonald. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). http://creativecommons.org/licenses/by-sa/4.0/
Autotiles are individual files in Rpg Maker VX format.
Spritesets are in Rpg Maker VX format.
Tilesets only constrained to be comprised of 32x32 square tiles.
Iconsets can be any size, but you will need to specify the tile-size when you import it.
Windowskins are in the Rpg Maker XP format.