Yami RPG Editor

Yami RPG Editor

hoverek Mar 23, 2023 @ 2:11am
Advanced things
The engine promises to be very cool, it is thoughtfully done. I intend to make a game with a procedurally generated world, similar to Minecraft, with dimensions, blocks, etc. For this, a little more functionality is needed:
- List of Objects (key - value pairs),
- Custom Types (like classes).

I know that it is possible to use JS code, but so far there is no documentation about it.
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yami  [developer] Apr 10, 2023 @ 10:15am 
Originally posted by hoverek:
The engine promises to be very cool, it is thoughtfully done. I intend to make a game with a procedurally generated world, similar to Minecraft, with dimensions, blocks, etc. For this, a little more functionality is needed:
- List of Objects (key - value pairs),
- Custom Types (like classes).

I know that it is possible to use JS code, but so far there is no documentation about it.
I'm sorry for not reading the community content for a month.

I don't want to make the editor more complicated, so will not add Map and Custom Types, it's a pain to read and write these with event commands. I suggest using an engine like unity to make a game with a procedurally generated world, and I'll be writing the script API in the next few days.
Mr. Von Grimmsy Aug 3, 2023 @ 8:17am 
Originally posted by hoverek:
The engine promises to be very cool, it is thoughtfully done. I intend to make a game with a procedurally generated world, similar to Minecraft, with dimensions, blocks, etc. For this, a little more functionality is needed:
- List of Objects (key - value pairs),
- Custom Types (like classes).

I know that it is possible to use JS code, but so far there is no documentation about it.
I'm unsure if you're still looking for solutions to this, but have you ever looked at the 'Load/Unload Subscene' event command? Basically they load a piece of a map onto the existing map, placed at specific coordinates.

Now I should preface this idea by saying - I haven't played around with it too much and as such am unsure of any ill effects it may incur to performance (I assume it'd be negligible though, but I still need to bring up the possibility), but I believe with a series of events you could use regions to set up a map that changes as the player goes through it, or perhaps randomizes based on certain variables. As far as I know, the loaded subscene keeps all collisions as well, so you'd actually be able to make multiple maps within one, having certain features appear or not depending on how you want it to work.

Hopefully that helps, let me know if you end up giving it a try! :steamthumbsup:
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