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(hardcoding tons of functions, im lazy~)
(influenced by poisen -> have a different sprite, being influenced by heighten strenght + the poisen -> buffed/bigger sprite BUT having the poisen effect on top? (can i combine the sprites or will i still have to do sprites for every possible combination? (wow that went out of hand))
another example, character grew a tail -> can i 'add' a tail sprite on the sprite that is used at the time? (suppose layers might work)
adding visual based on status conditiuns is possible, depending on how you set it up. you can play a animation on top, change colors, change glow, change scale, and probably others that i am forgetting,
and it would be REALLY easy to add a tail sprite to somehone, just add a new clothing slot, and make the tail a actor that can be placed there
(example: add 4 values, multiplie the outcome with a variable - if thats even possible)
stutters with multiple stat calculations where also an issue with game maker befor...
(if it does not render -> will it stutter when loading in 'a lot' of graphics? (semi transisions on the same level/room/plain)
(will a lower resolution as its made in -> pixelated AF | higher resolution -> blurred AF)
not sure entirly what you mean, but ill try to answer
unless you use actors, maps are made 32x32 unit tiles. normally its a pixle per unit, but you can use costom resolutions on tiles now, mainly its for 3d stuff but if you intend to zoom in on your map a lot you can use a higher resolution tile set to make it look better.
i was thinking a smoothe scaling of sprites.
if you mean game resolution then no.
the way it draws is 600 pixles is always 600 pixles, like how terraria handles window mode.
however, you can "upscale/downscale" the map with a simple calculation and the zoom event. though. and you can make versions of interfaces for deferent resolutions if you need too. (or if you don't mind manually setting up hud elements with scripts, you can scale depending on resolution too)
so no. nothing will get stretched/blurred
as for not using a lot of events, many things are engine coded. there is a built in movment system, collision system, actor system, item systems, ect.
so you can get a simple game without doing much scripting, but anything beyond a simple top down rpg will start needing scripts.
Also there are barely any tutorials for this engine, while GM has lots. 001 does have a used friendly interface.
i have no idea when you stopped using 001, but within the years of me using it it has improved by leaps and bounds.
I personally have created phrase generators for character dialog, mission generators that have random rewards and descriptions/types, reputation systems, unique NPC Attitudes to the player, mining and resource gathering, turn based systems, and more!
It's definitely more powerful once you get the hang of which nodes do what!
A number of people seem to give up rather quickly because they may have thought 001 was a game generator (I have even seen people get frustrated that they put a 'whole ten hours' into their project, while I am looking at literally thousands of hours put into mine), but like any engine, it takes time to learn and get used to the workflow to produce something worthwhile. It would be the same in Game Maker, only you still have to use GML to get the most out of it, while in 001, you can simply use the node system for everything!
You aren't incorrect about the tutorials, as most of them were user submitted and lacked clarity.. I personally found the forums to be a much more valuable resource when I was learning 001. Sadly, it has been taken down and archived, but can still be found here: http://archive.engine001.com/forum/
We are also currently working on some ongoing video tutorial series covering almost every aspect of 001, from Resources to Game Completion, that should help a lot!
As for not putting hours into learning the engine, can you really blame us, I dont even know what this engine is capable of. So far all I know is, its a simpler substitute to RPG maker. Yes there are 3D capabilities, but I mainly came here for the isometric capabilities, but with lack of any iso tutorials, I asked questions which never got answered, so you can see why I gave up.
Please do not take this as an engine bashing post. I might post on Discord, look for someone who can guide me with nodes, but looking forward to the tutorials, thanks
To see what the engine is capable of, there are tons of game showcase screenshots on our Instagram, some demo videos on youtube, and an active Show-Off channel on the Discord where people regularly post their projects (Flight simulators, real-time AI vehicles and traffic controls, open world RPG/Exploration games, Space Trading Sims, minecraft-style Survival games, entire randomly generated/procedurally generated worlds and terrain, etc.) But sadly you won't find tutorials on these because they are incredibly complex games produced by our users that would take months and months to explain haha. It's a shame you weren't able to find what you were looking for in 001, it really is a fun engine to work with once you get the hang of it! I'm just saying, don't give up man!
As far as capabilities versus RPG maker, I would not call it a 'simpler' version of RPG maker in any sense haha. As RPG maker is already limited/lesser by comparison in that it doesn't have 3D, it also doesn't have built in particle effects (typically have to use a plugin for this), Tables/Collections and Data Manipulation, Networking TCP/IP/Online and Local Multiplayer, built in image editor, animation sequencer, physics engine, Normal Mapping for tilesets and sprites, File Writing/Management, a Lighting system, etc. It really is MILES ahead of RPG maker in terms of flexibility. You would have to come up with a lot of custom systems and plugins to alter the core of what RPG maker can do, while 001 is immediately open ended to make space shooters, action rpg games, 3d adventures, top down dungeon crawlers, simulation games, physics games, basically whatever you can come up with, all with 100% zero coding or plugins required.
The Discord is FAR more active than the forums nowadays, while the forums may have taken a while to get an answer.. And there are usually at least one or two of us Support Staff Members on at any time to try answer any questions you might have!