This is a game created by the SuikodenRM engine.
If you have a Java Runtime Environment (JRE) installed (I'm using Java 11), you should be able to clone this repository, navigate to the directory, and type 'gradle run'.
To build a JAR for wider distribution:
- Navigate to desktop/ directory
- Run 'gradle dist'
- Resulting .jar file (desktop/build/libs/desktop-1.0.jar) should be ready for distribution
Look at the example maps (inner1.tmx and outer1.tmx). The layers that are used are:
Tile layers:
- foreground: The user will always be behind anything here.
- background: The user will always be on top of anything here.
- 2.5: Objects. When the user stands infront of the lowest point, it will be infront of it, else it will be behind it.
Object layers:
- characters: The interactable characters. Has to be square. Has "character" as required custom property.
- spawns: A spawn-place. Has to be square. Has "spawnNumber" as required custom property.
- doors: Going to a spawn-place. Has to be square. Has "toName" (mapName) and "toSpawnNumber" as required custom property.
- chests: Creating a chest. Has to be square. For now, useless. A object layer.
- box2D: Used in collision detection.
Look at how the previous ones were created (Leknaat and Killey as examples) and you'll easily see how to create your own character. The images needs to be packed with "MyPacker.java" which is found under utilities. You always have to pack all the images used, so if you want new images, just add them to the "core/sprites"-folder and then run "MyPacker.java" (make sure you have the correct path). Add the atlases that's generated under "core/sprites/atlas" to "core/assets/data".
Then it's just adding them to your .tmx with adding a new square into the "characters" layer and setting the name to your character name. Finally you also have to add the name to the "CharacterGeneration.java"-file.
Email me at thcsquad [at] gmail.com Engine initially created by: OrangeeGames [at] gmail.com