Old versionsSee all
t is a game creator where you can bring your Action RPG and RPG ideas to life! With a new twist to point-and-click (PnC) events, and a high level of customization for characters, items, and magic, it makes it a fun and rewarding platform on which to develop your games!
This is nothing new for most makers!
Characters, vehicles, turrets and dynamic objects will no longer exist.
Now, all these interactive things are called actors. Names used by other programs include: events, objects, entities, actors. I chose actor because they are definitely not events, they are living things (objects are not), and entities might be valid, but don't seem to express what I'd like it to.
Actors basically take on what characters, vehicles, turrets and dynamic objects could do.
Sprites is the replacement for Character Sprites. Vehicle and turret resources now use what used to be the character sprite editor. Sprites editor now supports polygon collision.
-actor window has a few new options making it fairly large
-everything is generalized
-less use values
The following is a list of things that were NOT possible until now:
-trigger for when a vehicle touches a turret
-make a dynamic object follow a route and have collision
-change vision range and vision cone for character AI
-give health to turrets and dynamic objects
-allow players to get rewards (money/exp/points/items) for destroying a vehicle/turret/dynamic object
-ensure that a key is needed to use a turret
-script a manual transmission system for vehicles
-script changes to vehicle/turret turn speeds, max/min velocity and acceleration, for the sake of perhaps customizing vehicles in-game
-create new character HUDs for specific characters
-give animations to vehicles and turrets
-allow characters and turret bases the ability to use polygon collision detection rather than just rectangle
-auto-rotating of sprites in top-view characters (like what vehicles use)
-8-directional vehicles for proper perspective (like what characters use) -etc...
Now that most things are generalized, it is incredibly easy to add new features to 001 that pertain to these actors. The first big thing is this new concept, actor templates.
They're main purpose is to make things even more generalized. A new project will initially have four general-purpose actor templates: Character, Vehicle, Turret, Dynamic Object.
When placing an actor, a quick pop-up comes up where you pick what template to create the actor from. The obvious benefit is being able to define what a default character or whatever will be.
You could create a Slime actor template, have it come with the slime body sprite already picked, and have the appropriate health and rewards for killing it. You could even setup what happens when it gets hurt, such as playing a sound effect or something interesting.
For those interested in the specifics, here they are. Actor templates are composed of two things - a Base Actor and a Default Actor. The Base Actor would have the HUD to use (optional), its statistics, its rewards, and its scripts for what happens when it's killed or touched.
The Default Actor would have the basic things like what graphics to use, what equipment it has, and so on. This split makes it convenient to have a base (such as base stats, general rewards, etc...), but also allows you to change certain things on each placed actor (such as graphics, colors, equipment, variation in stats, and specialty items).
There is also a use value for which template an actor is using, so you can just imagine all of the possibilities in scripting, for instance, the damage script.