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Re: RPG Overworld Engine

Posted: Tue May 19, 2015 11:25 am
by Mayche
i downloaded it but when i try opening the script is says xe4r is wrong or something

Re: RPG Overworld Engine

Posted: Tue May 19, 2015 2:28 pm
by Mole-chan
Mayche wrote:i downloaded it but when i try opening the script is says xe4r is wrong or something
xe4r? I haven't heard of that. Can you show me a picture of your error? or otherwise copy the text exactly? Because that doesn't sound like anything I programmed.

Re: RPG Overworld Engine

Posted: Wed May 20, 2015 12:36 pm
by Mayche
well i think my internet is wrong or something like that, even if i show you what's wrong it's gonna be on swedish but it says katalog name xe4r is wrong or something like that i will see if my internet is wrong (i've been having problems whit it lately)

Re: RPG Overworld Engine

Posted: Wed May 20, 2015 1:11 pm
by Mole-chan
Mayche wrote:well i think my internet is wrong or something like that, even if i show you what's wrong it's gonna be on swedish but it says katalog name xe4r is wrong or something like that i will see if my internet is wrong (i've been having problems whit it lately)
I would still appreciate a screenshot or traceback. Even using a translator on that would be more helpful than trying to just guess what is wrong.

If you think it might be a bad download, then I would try and download it again. But if that doesn't work, please give me the screenshot or traceback.

Re: RPG Overworld Engine

Posted: Sun May 24, 2015 6:45 am
by Mayche
Well now it does work i updated renpy and it works now thank you for the replies^^

Re: RPG Overworld Engine

Posted: Sun May 24, 2015 7:20 am
by paktek123
Great work!! This is awesome!

Re: RPG Overworld Engine

Posted: Tue Jun 02, 2015 1:15 pm
by Mole-chan
Mayche wrote:Well now it does work i updated renpy and it works now thank you for the replies^^
Glad it worked, sorry I was so slow to reply! I didn't see this. But either way, I'm very glad you eventually got it to work. Wish you luck using the engine c:
paktek123 wrote:Great work!! This is awesome!
Thank you~!

Re: RPG Overworld Engine

Posted: Fri Feb 02, 2018 12:42 am
by CalixtheGreat
Is it possible to use this and build a game for Android?

Re: RPG Overworld Engine

Posted: Fri Feb 02, 2018 2:52 pm
by Mole-chan
CalixtheGreat wrote:
Fri Feb 02, 2018 12:42 am
Is it possible to use this and build a game for Android?
It should be, yes! The engine was made with a custom displayable on a very recent version of Ren'py. So any version capable of producing an android build should be able to utilize it.

Re: RPG Overworld Engine

Posted: Fri Feb 09, 2018 2:06 am
by CalixtheGreat
Mole-chan wrote:
Fri Feb 02, 2018 2:52 pm
CalixtheGreat wrote:
Fri Feb 02, 2018 12:42 am
Is it possible to use this and build a game for Android?
It should be, yes! The engine was made with a custom displayable on a very recent version of Ren'py. So any version capable of producing an android build should be able to utilize it.
Sorry if this is a dumb question, but how can i make a screen overlay for arrow keys that allows the player to walk then another button to interact?

As you can see, the rpg overworld engine's example code is for PC. But it doesn't work on android since the only way to move the player is by pressing keys from keyboard.

Sorry for if my english is not that good. Hahhaa

Re: RPG Overworld Engine

Posted: Fri Feb 09, 2018 3:15 pm
by Mole-chan
CalixtheGreat wrote:
Fri Feb 09, 2018 2:06 am
Mole-chan wrote:
Fri Feb 02, 2018 2:52 pm
CalixtheGreat wrote:
Fri Feb 02, 2018 12:42 am
Is it possible to use this and build a game for Android?
It should be, yes! The engine was made with a custom displayable on a very recent version of Ren'py. So any version capable of producing an android build should be able to utilize it.
Sorry if this is a dumb question, but how can i make a screen overlay for arrow keys that allows the player to walk then another button to interact?

As you can see, the rpg overworld engine's example code is for PC. But it doesn't work on android since the only way to move the player is by pressing keys from keyboard.

Sorry for if my english is not that good. Hahhaa
Don't worry, it's not a dumb question, and your english is fine. :3

Yes, this code is very PC oriented, and I never got around to making it more mobile friendly. There is a swipe based control system buried in there, but it's probably not ideal.

For a button overlay, you'd probably blit some buttons to a set position, and have the controls assigned to clicking their hitbox instead of hitting the WASD keys. Just add something like this to the code underneath "if (ev.type == pygame.MOUSEBUTTONDOWN)":

Code: Select all

 
	    pos = pygame.mouse.get_pos() #get position of mouse
	    off = self.panMap() #get offset of the child
	    pos2 = ((pos[0] - off[0]),(pos[1] - off[1])) #adjust for offset, so we're getting reasonably close coordinates
	              
            if not self.player.caught and not self.talking:
    
                if upButton.rect.collidepoint(pos2):
                    self.player.facing, self.player.up = 'up', True
                    self.player.walking = True
   
                if rightButton.rect.collidepoint(pos2):
                    self.player.facing, self.player.right = 'right', True
                    self.player.walking = True
                
                if leftButton.rect.collidepoint(pos2):
                    self.player.facing, self.player.left = 'left', True
                    self.player.walking = True
                    
                if downButton.rect.collidepoint(pos2):
                    self.player.facing, self.player.down = 'down', True
                    self.player.walking = True
                    
		if interactButton.rect.collidepoint(pos2) and not self.talking and not self.goTo:
                    for vil in self.sceneryList:
                        self.talk(vil)
                    


Keep in mind you'll have to define all these buttons beforehand.

And I could swear there was a way to determine what platform the build is for, that you could check against for an if/or clause. That way this is only displayed when appropriate. But it's been years and I can't seem to find it. If you have any luck with that, I'd highly encourage using it.

Hope this helps!

Re: RPG Overworld Engine

Posted: Thu Mar 29, 2018 12:01 pm
by Pomeranian
Would it be possible to have a pre-rendered background that the player could walk on, that scrolls with the player? The tiles would still be in use on a higher layer for things like interactable objects, npcs etc. I'm thinking something akin to parallax mapping in rpg maker, if you're familiar with it.

Re: RPG Overworld Engine

Posted: Tue Apr 03, 2018 1:14 am
by Mole-chan
Pomeranian wrote:
Thu Mar 29, 2018 12:01 pm
Would it be possible to have a pre-rendered background that the player could walk on, that scrolls with the player? The tiles would still be in use on a higher layer for things like interactable objects, npcs etc. I'm thinking something akin to parallax mapping in rpg maker, if you're familiar with it.
IIRC, that's actually the system that the engine was using when released. I was planning to upgrade to a proper tile based system for everything, not just interactable objects, but never quite got to it. So, yes, a parallax system is very much possible.

Re: RPG Overworld Engine

Posted: Tue Apr 03, 2018 4:30 am
by Imperf3kt
Mole-chan wrote:
Fri Feb 09, 2018 3:15 pm
And I could swear there was a way to determine what platform the build is for, that you could check against for an if/or clause. That way this is only displayed when appropriate. But it's been years and I can't seem to find it. If you have any luck with that, I'd highly encourage using it.

Hope this helps!

Code: Select all

    if not renpy.variant("android"):
        #your code
    else:
        #PC code
I'd suggest trying "mobile" instead of "android" first to encompass other touch platforms.

Re: RPG Overworld Engine

Posted: Tue Apr 03, 2018 8:26 am
by Mole-chan
Imperf3kt wrote:
Tue Apr 03, 2018 4:30 am
Mole-chan wrote:
Fri Feb 09, 2018 3:15 pm
And I could swear there was a way to determine what platform the build is for, that you could check against for an if/or clause. That way this is only displayed when appropriate. But it's been years and I can't seem to find it. If you have any luck with that, I'd highly encourage using it.

Hope this helps!

Code: Select all

    if not renpy.variant("android"):
        #your code
    else:
        #PC code
I'd suggest trying "mobile" instead of "android" first to encompass other touch platforms.
Ah yes, that's it! Thank you