RPG Toolset v0.2

I decided to go ahead and release what I have so far as version 0.2, you can read more details about it on the home page: http://www.rpgtoolset.net

As I mentioned on the site, I haven’t done any extended testing on this, so for anyone who gives it a try let me know of any problems that you run into and I’ll try to get them fixed. This is the first version of the toolset that runs on jME, my original release ran on Xith3D. Any sort of feedback would be appreciated, thanks!

Nice simple graphical demo. What sort of RPG tools are you planning on implementing? I don’t mean the map/tile editors, btw. I’m curious about your broader plans for RPG system building (i.e. what quest system(s) will be allowed), and other such things.

Thanks for the feedback! At this point I haven’t given a lot of thought on exactly what all I will implement, however I am planning to have an extensive scripting system which will incorporate features such as quests and events… I have started doing some research on these sorts of things, and hope to have a basic system in place for the next major release.

it looks very impressive, but I didn’t find the interface all the intuitive. Maybe a short tutorial ?
ofcourse - could also just be me ;D

Nice and smooth. 60 fps at 1024 by 768 with all the stuff on. I’m guessing you clock it at 60 because the framerate never changes no matter what I toggle on or what resolution I choose.

Think you could host an extra large map as a stress test? :slight_smile:

Matzon: The interface is somewhat modelled off the Eclipse SDK interface, but other than that I’m making it up as I go so it’s still a work in progress, heh. You way want to check out the manual that’s included, it should help explain a lot of the stuff.

nva225: I do believe the framerate is limited somewhere in the renderer, but I’m not sure how it goes about doing it, because on mine it seems to do something similiar, but it maxes out at 100. I’ll see what I can do about getting a large map up there, I’m still in the process of optimizing the engine though, so I’m sure it won’t run so well. ;D Using quadtrees to divide tile maps like that is supposed to help a lot, so that’s probably my next step as far as optimizing goes.