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Koonsolo Blog

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Koonsolo helps you create your own games! Follow this blog for insightfull articles. For the latest game developer news and trends, follow me on twitter. And don't forget that we offer the best tool for making RPG's! And while we're at it, why not try out our super innovative indie game 'Mystic Mine'.


Scripting in RPG Playground

July 28th, 2014 No comments

My RPG creation software will allow you to create an entire online role playing game, but as you probably know, it is still in early development. Currently you can let characters say something, but this is of course not enough. You want the player to have entire conversations with characters, and to have cut-scenes that reveal a part of the story.

My first thought on allowing you to create this extra functionality is by using ’screenplays’. These screenplays would allow you to define conversations and animations in an easy, straight forward way. Screenplays are created entirely by using a point-and-click GUI. You basically can’t do anything wrong.

screenplay02 Read more…

Game designers need instant feedback

April 14th, 2014 No comments

When I started programming games, I had the same workflow as most game developers: Program the game logic in a programming language, compile it, and then playtest the game. Once you stumble upon an issue, the whole cycle starts again.

I did the same for resources. So when a graphic needed updating, you stop the game, edit the resource, and start the game to test it.

This process seems fast and easy on paper, but most of the time it’s pretty tedious. The part you want to see might be at end of a level, so you first need to reach that point (again). You can work with cheat codes, but it still remains pretty annoying. Read more…

Exporting RPG Maker games to iPhone, Android or other platforms

March 21st, 2014 1 comment
Mobile devices are so popular

Mobile devices are so popular

Although RPG Maker doesn’t officially support building games for other platforms than Windows, some people have succeeded in doing so. All available options will be explained in this blog post. So if you know of any other options to port an RPG Maker game to other platforms, please contact me or leave a comment below, so I can improve this article.

RPG Maker is probably the most popular tool to make your own JRPG’s. Unfortunately, it is only available for Windows, and can only create Windows games.

As far as Enterbrain (the creator or RPG Maker) is concerned, Windows will remain the only platform that they officially support. This is extensively explained in a forum post on their official website. The general conclusion is that it’s technically too difficult or costly for them to support other platforms. RPG Maker heavily depends on Windows only technology, which makes it nearly impossible to go beyond the Windows platform. Read more…

RPG Playground 0.12: Proper mouse navigation

January 12th, 2014 No comments

Time for a small update of your favorite RPG creation tool. The most important fix is that you can now control the hero properly with the mouse. I implemented A* pathfinding for this. So now he moves to the place where you clicked, not in the direction of the click.

Other things also improved:

  • NPC’s say “…” by default.
  • Tilemap and entity editing are now completely separated.
  • Fixed a nasty glitch where the grass is gone, and images are copied all over the place.
  • Better logging on the client side, to discover bugs.

Have fun!

RPG Playground 0.11: Talk to characters

December 21st, 2013 No comments

Are you ready for a new release of RPG Playground? It’s right in time before Christmas! This release allows you to talk to characters, and edit their dialogue. I know a lot of you have been waiting for this, so go ahead and try it! The conversation is currently still limited to the NPC saying maximum 3 lines of text, but in the future this will be extended to full blown conversation trees.

release010

Besides this awesome cool new feature, other improvements have been done:

  • Move characters and monsters by dragging them with the mouse.
  • Scrolling is now visually smooth. We run at 50 frames per second now instead of 30.
  • The last added NPC is selected by default
  • Fixed a weird visual issue with big levels.
  • Bug fixed that the hero is not able walk down again at the top of a tilemap.
  • YouTube help video is now always correctly positioned in fullscreen mode.

For the next release I will work on the server back-end. It’s currently slow, and doesn’t allow scaling to a huge amount of users. After that is finished, loading levels should be way faster than they currently are. And it will allow a huge amount of players simultaneously playing your game.

Here’s the explanation for the technical people: I’m currently storing all data in a MongoDB database. But hosting large amounts of data inside that database is pretty expensive. So I’m going to rework this setup so that MongoDB will only contain account and project info, and the real data files will be stored on file, served by a web server. Reading these files will then just be a request to the web server, which should be really fast.

But anyway, for now, have fun by adding conversations to your game!

RPG Playground 0.10: rescale levels

October 23rd, 2013 4 comments
The new version for RPG Playground is finally here. This one took a long time to finish, I blame it on the nice weather during the summer ;) . (So good news, the summer is gone!). This release adds the following new features:
1. Set NPC orientation.
2. Rescale your levels.
3. Buttons have mouse-over highlight.
4. Buttons are greyed out when disabled.
So now everything is ready to start implementing the Talk to NPC’s feature! I don’t know about you, but I’m pretty excited about that :) . And when that’s finished, fighting with monsters is next on my list. Yes, it seems that RPG Playground is finally going to allow you to create an actual game (limited game, but still a game).
Enjoy!

RPG Playground 0.9: Full Fullscreen

July 1st, 2013 No comments

Time for a small RPG Playground release! I improved the fullscreen mode so it doesn’t scale RPG Playground, but it resizes it. This means you will have a lot more overview on your level when working on it. You can now also scroll your level in edit mode, which makes editing a bit easier, because you don’t have to move your character everywhere you want to modify something.

fullscreen

New registered users now also see a quick tutorial video once they logged in (a YouTube video on how to make your own RPG). You can bring it up any time you want with the help button in the bottom left corner.

So that’s it for this release. As I said in the beginning, it’s a small release.

Now go and check out the full fullscreen mode, definitely worth a try!

RPG Playground 0.8: Improved GUI

June 15th, 2013 No comments

Time for a new RPG Playground release! This time I made the GUI a bit nicer. I was planning on adding ‘talking to characters’ first, but the current GUI was holding me back, so I fixed that first. I also added a welcome screen showing the brand new RPG Playground logo. Remark that it now requires you to log in or register first before you can start designing. But when you share a level, anyone can start playing without needing to register first.

RPG Playground logo

Some more things that this new version features:

  • That weird scrollbar is replaced with a real scrollbar (some people had trouble with the original)
  • A much better font is used now
  • New users see a help/tutorial screen right after registering, and this screen can be shown at any time by pressing the help button in the lower left corner

Check it out at http://rpgplayground.com.

RPG Playground 0.7: Improved project management

May 26th, 2013 No comments

The new release of RPG Playground has arrived! This time I improved managing your projects, so you can give your project names. You can also rename them later and delete them. This should allow you to manage your projects a bit better than in the previous version with the static 8 slots.

project buttons

I also made a lot of improvements behind the scenes, mainly on the server side. RPG Playground is growing out of the fooling around stage, so I don’t want anyone to lose any of their levels. When you save a level now, it will also check afterwards if the level can properly be retrieved again. Only then will the message appear that the level was saved. I’m also doing automatic offsite backups of the data, and improved the logging on the server so any warning, error or inconsistency is reported to me.

Some other small improvement that I did was on the edit textfield. It now supports autorepeat keys and you can place the cursor with the mouse. No selection of text yet, but that will be for the next release.

So what can you expect for the next release? Well, it’s a release that I personally want as soon as possible. It will enable the hero to talk to characters. This means when your hero walks towards an NPC, you will be able to let the NPC say something. The release will also include the possibility to let your characters and monsters face another direction than only downwards. So a lot to look forward to!

But first, go manage your RPG projects! :)

RPG Playground 0.6: Add characters

April 3rd, 2013 6 comments

It’s time for a new release of RPG Playground! This time you can add characters and monsters to your levels. Unfortunately they currently just stand there doing nothing. But don’t worry, in the next releases the NPC’s will be able to talk, and the monsters will walk around and attack the hero.

entities

When loading your old levels, you will see a popup that it is an old level. You can add characters to these levels as normal, and when you save them, they are automatically saved in the new format.

I also did some fixes and other things, so here is the full list of things that this new release brings:

  • Errors that happen during the loading of levels are now shown
  • A status bar is added at the bottom right that shows connection errors and other messages
  • You can add and delete characters
  • Fixed the ‘HTTP IO error’ issue when trying to save a level
  • Main hero is replaced by one that matches the other characters
  • Tiles are now placed at the correct mouse position

For the next release I’m going to improve the save/load project dialog. You will be able to give your project names, so that it’s easier to know which level to load, and that you don’t have to select the project every time you save.

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