How to Make an RPG
howtomakeanrpg.com
howtomakeanrpg.com
I think this sounds kinda fishy. Why isn't it sold for 2500 USD if it's supposed to be worth so much? I guess there are way too many scam sites trying to sell me something at a great discount that I can't help but feel this way.
I'd change this line to something like "over 1000 pixel art graphics free to use however you like".
Any feedback is welcome.
I figured I was either about to learn something about gaming, or I was about to end up on a terrorism watch list...
Does anyone know about the depth and structure of the code in "How to Make an RPG"? From the post, it looks like it is focusing specifically on gameplay issues. Handmade Hero is covering quite a range of topics from basic gamepad input and audio output (done early in the series) on up. It is structured so that it's relatively easy to port to non-Windows OS's, and I like the live-coding feature which really shortens the code-compile-test cycle.
I guess it would be nice to see the table of contents and maybe a sample chapter or excerpts.
I bought the book. Haven't read it yet but the PDF is 978 pages and the downloads of source/assets was approx. 2GB.
Roughly glancing through the book, there seems to be code examples on most pages. Looks like he's using LUA.
Not even close. I think he spent the last three or four episodes working out how to efficiently sort sprites or something.
By learning from a tutorial over time, you'll attain some level of mastery (i mean, after seeing how every recipe tells you similar things, you have to learn it). But i think learning from a master like an apprentice is the much easier, and sure fire way to attain mastery.
My biggest complaint is that he spends a lot of time setting up his dev environment that I found to be super confusing for a newcomer. I am an experienced dev and couldn't understand why he spent so much time mucking around with writing batch files and setting up emacs instead of just encouraging new users to just use Visual Studio where you can click compile and run and the setup takes 5 minutes instead of 2 screencasts.
This looks like a very fun resource and something I'll be pointing aspiring RPG makers to all the time (perhaps in leiu of my standard "you have no idea what you're getting into, drop the idea and start something much much smaller" spiel).
My point is that, yes Love2D has been in development for longer and does likely have more capability, but that doesn't mean that this is lagging behind thaaaaat much, certainly not in the areas you mentioned. It might do, but not necessarily. Also, I assume this has more RPG-specific functionality baked in that you'd have to do by yourself in Love2D.
The project site itself mentions the underlying graphics engine is an Open Source one, but doesn't seem to have info on the licensing for the art/sound assets.
* Over $2500 worth of pixel art (free to use however you like)
But I don't see any concrete licensing statements for the art assets besides that.
Just emailed the author, to ask directly. Will post the response back here (when received) for reference.
> Hi Justin,
>
> I want people to be able to use the art however they deem best so the MIT license is the one I've chosen. Though I don't think I've written this anywhere - which I should address!
>
> -Dan
Always wonder how RPGs or or games like civ get balanced and designed. I assume some of it is iterative but that requires at least starting out with something reasonable right? Might pick this book up if it touches on that :)
Nitpick, there's a little typo: "Hello World exmaple for Mac"
Way back on the PSP we use to run our whole game logic with Lua in a 400kb pre-allocated block. You only had 8mb of system ram since 24mb went to texture/audio and it really worked great. Coroutines are also a perfect fit for try-wait-try logic you get in a lot of AI routines.
Can personally confirm that it works pretty well with WINE on Linux (even got my xbox360 controller to work using xboxdrv in xpad mode, shockingly) -- just the intro movies won't play, but other than that it works great.
(On your specific video problem: Trails uses DirectShow to play the videos so make sure your Wine setup can play them)
To the GP: Recettear has combat like the older Zelda games (with a simplistic shop management sim tacked on. I think the Ys series also has combat somewhat like Zelda. Perhaps Diablo clones might interest you. Which bit of Zelda are you looking for?
edit: Getting "Bandwidth or Storage Limit Exceeded" when attempting to download from the Solarus packagecloud.io. Sadface.
[1] http://moonlighterthegame.com/ [2] https://www.youtube.com/watch?v=ytQNG5t8wCs
Some of the most beautiful 2D graphics I've ever seen in a setting absolutely soaked with atmosphere and detail, really nice responsive controls, and hard, rewarding gameplay.
> dyld: Library not loaded: @rpath/libopenal.1.dylib
> Referenced from: /Users/kyb/Downloads/hello_world_mac/./dinodeck_mac
> Reason: image not found
Tip: Copy the dylib to /usr/local/lib/libopenal.1.dylib
I had some serious issues with performance and trying to maintain 60 frames per second in any 16:9 resolution.
I've been looking into C++ and Java solutions and this book might be the perfect fit.
tl;dr I would recommend checking out Pixijs on its own if you still want to use TypeScript (I recently converted my code from es6 to TypeScript a month or two ago and am in love love love).
A few years ago I started a simple RPG game engine that uses Lua[0] as its scripting language. I never got very far with it but considering I had zero clue how to even begin approaching the problem when I started I'm pretty happy with how far I got before I lost interest.
I've met quite a few game programmers that don't like parts of Lua, and wish there was something that was closer to C++ rather than JavaScript.
- Its small size (the PUC Lua codebase is about 15000 lines of C and compiles to about 250 kB). PUC Lua is the reference implementation of Lua, as opposed to e.g. LuaJIT.
- Its portability: PUC Lua is written in Clean C, the intersection of ANSI C and C++ 98. That makes it trivially portable to any architecture that matters in games.
- Its performance. PUC Lua is already faster than most popular scripting languages and uses less memory. If you need extra performance you can switch to LuaJIT and come close to C on a lot of codebases.
- The syntax is designed for data description, which makes it a very good language to implement DSLs for lots of things. Also the parser is very efficient so you can store data in Lua files.
- Coroutines. They let you propose an API to users (scripters) that appears synchronous but actually runs in an asynchronous fashion.
- The language is made to be embedded. Its C API is a central point of the design. The interpreter is reentrant so you can run several instances in threads without any problem.
All of this made Lua very popular in the game industry, along with its use in pretty famous games (initially Grim Fandango, then lots of others including World of Warcraft).
Lua is one of the best performing interpreted languages around. If you use LuaJIT, it competes well with the best JS jits. It also has a small memory footprint and reasonably controllable GC pauses.
Lua is very easy to integrate into C/C++ projects. It is easy to write a debugger for Lua. Like everything else in Lua, debugging capabilities are libraries that can just as easily be invoked in Lua itself or in C.
IMHO, very overlooked is that Lua is a batteries-optional language. It comes with a small standard library that keeps it's footprint and capabilities reasonable. If you want more, there are lots of open source libraries you can add. But, more importantly, almost all of the standard libs can be stripped out and Lua will still function just fine. Don't want your scripts to do file IO? Don't load the IO library.
BTW clicking the "Buy Now" button is sort of jarring in that you first see some text that starts with "Warning" which gets replaced by a credit card dialog after a second or so.
left disappointed
Yes, yes of course they mean game.
If a guy writes an entire book and you don't want to read it because he made a spelling mistake, then don't.
Having said that, I'm still interested, but the lack of proofreading on the author's release announcement for his book is definitely counterproductive.