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rpgboss-editor

RPG game editor. Runs on Windows, Linux, and Mac. Authored games eventually will run on mobile platforms also. Based on libgdx.

Licensed under AGPL3.

Building

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:

  1. Clone this repo and enter it.
git clone https://github.com/tommycli/rpgboss.git
cd rpgboss
  1. Run sbt. Once you are in the sbt prompt, run these commands to pull in extra dependencies:
sbt
> update-gdx
> update-libs
  1. You should still be in the sbt prompt. Switch to the 'editor' subproject, compile, and package it.
> project editor
> compile
> package
  1. You can run the editor from the sbt prompt also.
> run

Packaging into binaries

Prerequisites:

  • launch4j
  • A Java keystore at ../keystore.jks.

Instructions:

  1. Enter the repository and run the package shell script.
cd rpgboss
./package/package.sh
  1. Find your binaries in:
$ ls package/target/
rpgboss-0.1-SNAPSHOT.exe  rpgboss-0.1-SNAPSHOT.tar.gz

Project structure

  • 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.

  • editor - Contains the Swing based editor. Contains no game logic, just UI to edit the model defined in the common package. The 'main' class is rpgboss.editor.RpgDesktop.

Development Notes

  • 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 'Seq' as the array class in all the models. Use of Array breaks model equality comparison. Use of ArrayBuffer makes de-serialization silently fail. If you need to edit individual elements of the Seq, convert it to an ArrayBuffer in the application code.

Material

Animations

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

Autotiles, Spritesets, Tilesets

http://www.tekepon.net/fsm/ http://www.tekepon.net/fsm/modules/refmap/index.php?mode=rules

Battlers

http://opengameart.org/content/sideview-pixel-art-rpg-enemy-sprites under creative commons.

Iconsets

420__Pixel_Art__Icons_for_RPG_by_Ails.png: http://ails.deviantart.com/art/420-Pixel-Art-Icons-for-RPG-129892453

Faces

Window Skin

http://rpgmakertimes.agilityhoster.com/2011/02/final-fantasy-i-xpvx-windowskin/

Picture

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/

Sounds

Generated using bfxr at: http://www.bfxr.net/

http://opengameart.org/content/rpg-sound-pack

http://opengameart.org/content/37-hitspunches

Material Rules

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.

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point and click rpg game editor and engine

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