Immersion - [#13/10/2019] - 0.2.4

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Started by Kvothe 83 posts Page 3 of 5 View original ↗
  1. Some update:

    Showing the time system, his period cycle (dawn, morning, afternoon, night). You can set different lights, particles, filters and so on, for each period!

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  2. Kvothe said:
    Some update:

    Showing the time system, his period cycle (dawn, morning, afternoon, night). You can set different lights, particles, filters and so on, for each period!


    That vury nice. XD
  3. This keeps getting better and better ! I was gonna ask if a Day / night system would be possible .


    QUOTE="Kvothe, post: 1001371, member: 26760"]Some update:

    Showing the time system, his period cycle (dawn, morning, afternoon, night). You can set different lights, particles, filters and so on, for each period!

    [/QUOTE]
  4. Video testing the collision system : Any feedback/suggestion is good xD

  5. Kvothe said:
    Video testing the collision system : Any feedback/suggestion is good xD

    Very cool man! Anyway to have 2 colliders on the player/events? One for movements and one for interactions?
  6. @bazrat Pretty sure, however I have yet to create the 'Sprite Editor'. It will be like this:

    (Look at: 36:46)

  7. Kvothe said:
    @bazrat Pretty sure, however I have yet to create the 'Sprite Editor'. It will be like this:

    (Look at: 36:46)



    Wow if this is what you're going for, your editor is going to have a lot of potential. Is there anyway to have an option to move editor outside of game browser window? similar to how SRD hudmaker starts outside of the browser window
  8. @bazrat : Thanks. About the editor:
    There will be two kind of editors: in-game and on the app (Immersion App)

    * editor in-game: such as the map editor, my choice to do it 'in-game', is for the user at the same that edits, see the impact on the performace. Then, by now, there is only one: map editor

    * editor in app : this is the app that I'm creating using ElectronJS. This kind of editor is for things that doesn't need to be checking the overall perfomarce. Then, for example, on this editor you will can use the new 'Event Editor' (for those that are tired of using the old&standard editor of events xD)

    About the sprite editor: I'll choose to do it in-game, because it will be less work (xD), for example, I'll not need to recreate somethings that are on RPG Maker MV on my app (such the classes of characters)
  9. [Update] : I have started to create the Sprite Editor. So, I wish, if possible, to seek some insights, feedbacks about the editor. What to include and so on.

    What I already have planned for:
    - Setup lights to have a view about how the light will behaves over the sprite
    - Default movements setup such as: idle, moving, dashing, jumping
    - Be able to create movements setup
    - Configure collisions bodies for each movement setup

    YPfw01j.png
  10. Kvothe said:
    [Update] : I have started to create the Sprite Editor. So, I wish, if possible, to seek some insights, feedbacks about the editor. What to include and so on.

    What I already have planned for:
    - Setup lights to have a view about how the light will behaves over the sprite
    - Default movements setup such as: idle, moving, dashing, jumping
    - Be able to create movements setup
    - Configure collisions bodies for each movement setup

    You can configure the movement collision AND the interaction collisions in this editor?
  11. @bazrat : Yes, I'll only need to do some modifications on the original collision system. However, when I end up the 'Controller' (a manager control to handle with objects & elements to update), it shall be more easy to implement

    Video showing the current sprite editor :) The only thing missing is the option to edit the collision

  12. Kvothe said:
    @bazrat : Yes, I'll only need to do some modifications on the original collision system. However, when I end up the 'Controller' (a manager control to handle with objects & elements to update), it shall be more easy to implement

    Video showing the current sprite editor :) The only thing missing is the option to edit the collision



    Very cool!

    Especially the fact you used Crono as the example, haha
    :MV1:

    I noticed when you were setting up walking animations are you limited to 3 frames? Would the editor recognize a plugin like Galv's character frames to extend the number of frames per animation?
  13. @bazrat : Thanks xD I'm in lack with characterset to test things xD So I have to use the Chrono.

    'I noticed when you were setting up walking animations are you limited to 3 frames?', no, is unlimeted in truth. Of course, if you can keep under 15 frames it's for the best xD huahau (is just that I forget to go back on the list of frames after creating 'new frame')

    In this video, for example, to the DOWN direction it was 6 frames
  14. New map to test 'exterior' stuffs, such weathers like rain and so on. I'm using the sprites from the ps1 game, Alundra (sprite from sprite-resources), to test things out: Since it's a ripped resource, it's possible to something be a bit weirdo.

    Video:


    However, this map with a 'pixelate filter', looks so good!
    Now that I have take note: there is a error of priority on the map (zIndex), on the first lamp of the right side xD

    H9BStKk.png
  15. Hi, I've been following your progress on this and I just want to say. This has the potential to be one of the best plugins I've ever seen, and definitely the best Movement/Mapping plugin if you manage to make everything work.

    I'm currently working on a game that will push RPG Maker MV to the limit especially on the visual and animation. To be fair as of right now it's already possible to do what I want with existing plugins from other community. But this has the potential to do all of that at once and bring it up to another level.

    In regards to the sprite editor. The main thing I'm hoping to see is:
    - To be able to create any kind of animation setup other than the default "idle, walking, dashing, jumping". So for example it could also create a custom animation like "crouching, climbing, swimming, sleeping, dancing, etc" basically any kind of animation to make the scene more dynamic and alive. Although from what I've seen I think it could already do that.
    - Possibly skeletal animation support like Dragonbones, Spine, Spriter, etc. So maybe we can import the animation from that and make it work with this plugin. I don't know if this is doable or if it might break other stuff. I've seen other plugins like TheGreenKel and KanaX manage to implement Dragonbones for combat, and Spriter for outside of combat animation.

    I have a lot more to say regarding the map editor and other stuff, but I will shut up for now. Of course I'm not asking you to make everything possible because I know it's gonna be a lot of work. But just the amount of possibilities it could bring to some people (especially artist) who are trying to make a higher level game but doesn't necessarily have a good enough programming knowledge/experience is invaluable. I am so excited for this, and I can't wait to use it when it's ready.

    Thank you for your hard work.
  16. @Bearto : Thank you very much for the words! In truth, I'm putting a lot of efforts to make this plugin one of the bestest plugins available. I have a lot of ideas of plugins to create (3d battle system like ps1 game such Final Fantasy, online stuffs and so on). However, first I want to put it on to use.

    To be able to create any kind of animation setup other than the default "idle, walking, dashing, jumping". So for example it could also create a custom animation like "crouching, climbing, swimming, sleeping, dancing, etc" basically any kind of animation to make the scene more dynamic and alive. Although from what I've seen I think it could already do that.
    Yes, it is possible and very easy to do in truth. And it will be much more easy to switch the animation on the Event Editor that I'll create.

    Possibly skeletal animation support like Dragonbones, Spine, Spriter, etc. So maybe we can import the animation from that and make it work with this plugin. I don't if this is doable or if it might break other stuff. I've seen other plugins like TheGreenKel and KanaX manage to implement
    It's a good idea to implement. I'll think about it more on future :)

    I have a lot more to say regarding the map editor and other stuff, but I will shut up for now. Of course I'm not asking you to make everything possible because I know it's gonna be a lot of work.
    No no, please, comment :), it will inspires me!
    If you can & want to, try to make a 'pull request' on the github page. Or, just comment here (better if you can do both, just a ctrl+c & v on pull request xD)

    But just the amount of possibilities it could bring to some people (especially artist) who are trying to make a higher level game but doesn't necessarily have a good enough programming knowledge/experience is invaluable.
    This is the idea! My main goal is to give the makers a possibility of creating a higher level game without need that much of knowledge on programming. With the editor itself, the person will be able to create a lot of things.

    I am so excited for this, and I can't wait to use it when it's ready.
    Thank you for your hard work.

    Thank you very much :)

    I would say that the main 'cons' point of this package plugin it would be incompatibility issue with other plugins. Of course, at priory I could create this plugin to be compatible with most plugins... however, the impact on the performace would be horrible. Then, my idea is to just do it. It's have the MIT license. Then, regarding compatibility issues, the person that is using it, can just hire someone to create a patch to fix and so on (or hire me xD).
  17. The idea looks very promising. May I suggest polishing the UI. Great tool comes with great UI. I hope you gain more supports. Looking forward to future updates.
  18. @Azlar : Thanks man xD About the UI, yes, it will be re-done, however, I want first to create all functionality and then, create a better UI.
  19. In the previous post on this topic, I have shared some videos of the app that I'm creating for the RPG Maker.
    At first, it would be just a "simple" app to edit stuffs as the database, events with a new GUI.
    However now, I want to expand it. With my knowledgment in back end, I'll create a app with a online service.
    By now my ideas are:
    • Offline Editors: To edit things such the database of your game, event commands and so on
    • Login/Register: you will be able to create an account on the app
    • Game Browser: members will be able to post their own game on the app, using their account.
    • Plugin Browser: you will be able to direct download plugins that are on the app and install in a very easy way on your project
    • Package Browser: since the client-app will be MIT and open-source, members will be able to create extensions for the app then post their extension... in which you will be able to download
    Please, if you have any more idea, share with me.

    NHxFIIE.gif