Announcement

Collapse
No announcement yet.

Maker3D - create your 3D RPG

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Maker3D - create your 3D RPG

    This game engine is a crossplatform 3d rpg maker software, its alreday discussed on this portal. The maker itself, and the game also has native linux binaries (32bit).

    This thing is - suprisingly - working, and usable, and may will result a lot of epic rpg games (remember, there is native linux binary).

    (I think, no graphics driver is optimised currently for maker3d, so it also can be used for performance testing.)

    longer description:
    -------------------

    Maker3D



    Maker3D is a powerfull 3D RPG maker environment.

    The software is designed to provide user-friendly and familiar RPG creation tool for the maker-community. Software offers an easy, self-documenting clickable/writable scripting system based on BASIC programming language. With chipset and tileset based map editing, you can easilly create the universe for your game. To use the application, no programming skills needed. Maker3D ships with large built-in content, including tilesets, chipsets, monsters, avatars. Everything, you need.

    Select-and-click based level edition

    Just select a model from the left list by clicking with the mouse, and click on the map. Its so simple to create your rooms, cityes, houses, caves. Select a pen, and paint your ground. Select a texture, and change the ground tiles. Just like in the old 2d rpg maker softwares, Maker3D offers an easy editor system to create your maps within minutes. You need more than the built-in chipset and tilesets? No problem. Maker3D offers support for the most popular object and texture formats, including .3ds, .obj, .c, .jpg, .bmp, .tga


    Built-in character creator wizzard

    Select the hair fashion, select the panties, select socks, shoes, gloves, etc... In Maker3D, you can just simply click together your heroes, NPC-s, and enemies. You can simple add your textures too, and the finished models does not needed to be exported: they just work. You viewing the characters in real time while you editing them, you can rotate them with the mouse, and check them from multiple directions.

    Documentation-free knowledge

    Handling Maker3D is even simplyer than handling the old 2d rpg creator softwares. Just check the example game, read everything wich is writed out to your screen, and put your game together.

    Easy script/event editing

    You can place your scripts on the world map, and you can simply write them. You not need to learn Maker3D-s syntax: just click on the command! For example, to create a script wich loads a modell, just click on the command LOAD_MODELL, select a modell from the pop-upping content browser, then point on a location on the world map. You can use variables, cycles... FOR, IF, you can build up your scripts with the help of the famous BASIC programming language. After you click or type a command, the command's syntax appears, and a tiny example that shows the working of the specified command. You can place up to 80 script on a map: they will executed parallelly. Almost 100 scripting command: text writing, messaging, sound handlig, everything you need.

    Built-in battle system

    Maker3D has built in HP / MP / Item / Magic / Attack / Block based, turn-based traditional JRPG battle system. You can add up to 4 hero and 4 enemy to the current battle. You can handle the battle system easilly from the script-system. Running a battle will not even break the other running scripts on the map. Add your heroes, monsters to the battle system, and enjoy the battle with the epic battlecamera system.

    Loading and saving

    Game created with Maker3D offers loading and saving ability, wich restores your characters, variables, and items. It even saves a screen dump, wich is associated to the save slots.

    WYSIWYG

    What you see is what you get. You can just try your map in Maker3D immediately, and return to the map edition. Maker3D has debugging ability: watch your variables, frame per second rate.

    Save executable

    Maker3D can export an executable from your game. Your exported game can be easilly shared with your friends or on the internet. Your exported game is LOGO-FREE. Its not necessarry to install your game on the users machine, its enough to be copyed. No external runtime packages, and no other horror.

    Modern 3D graphics

    Maker3D got modern 3D graphics, with real time lighting and real shadowing. Particles, anti-aliasing, motion-blur, glow, gamma... Everything, you need. Maker3D is the ONLY usable 3d rpg creator software. This is the only existing software wich offers the simplycity of the old 2d rpgmakers and the magic of real 3d.

    watch video:


    download:

    http://Maker3D.tk

  • #2

    BUILD 702:

    -20-70% speed-up
    -sprites now using mipmapping and anizo filtering, if available
    -fixed a broken filter selection in the graphics engine
    -application now sets default language to Hungarian in Romania and Slovakia

    Comment


    • #3
      Intel HD graphics series/GMA series are probably the most famous graphics deaccelerators, wich has around 50+ % market share in the universe among GPU's. And peoples are tortrued me, to make maker3d compatible with this beautifull graphics cards also.



      So i just did it. I have added a low graphics quality mode to Maker3D, so the editor currently can run playable on Intel HD graphics series. It can found in the Maker3D menu, and can be adjusted in real time. It also can switched back to full graphics quality easilly. This maybee also helps on SiS and S3 graphics cards.

      BUILD 704:

      -accidentally, build 702 used a bit darker lighting modell. fixed.
      -editor can be switched to low graphics mode (Intel GMA owners now can be happy)

      please note: download mirrors will be refreshed within 2 day

      Comment


      • #4

        okay mamoswine, this time we gona reach 25 fps with 9800gt, i promise

        BUILD 719:
        -30% more FPS
        -20% faster content loading
        -fonts was mistakenly garbage collected sometimes
        -bug fixed: some nvidia bugs (caused some missing lighting)
        -added a door sound, a cow avatar, and a desert texture
        -bug fixed: some minor collision glitches
        -graphics fonts now got antialiasing
        -bug fixed: small but annoying border for sprites
        -fixed broken scrolling with the scrollbar

        mirrors will be refreshed within 24 hours

        Comment


        • #5
          BUILD 746:

          -Terrain rendering is optimised (a total +20% performance)
          -Some little intro thingie added
          -Fixed the alpha-blending bug on shadowed models
          -Script wait until exec was broken
          -Added two new pine-tree models
          -Added menu that allows copying models, scripts and terrain
          -Some better interactive menu animations when moving mouse in the editor
          -Fixed command: SHADOW_DIRECTION
          -Fixed a minor flaw in the tga loader
          -Fixed a potentional segmentation fault
          -Fixed an issue with animations when a model had only 2 keyframe
          -Font textures was not properly cached.
          -Paking down/deleting was mistakenly ate the RAM
          -Terrain texture painting now can be deleted with right click
          -Character creator accidentally returned a debug string on the console
          -Added a new overworld music
          -Added a non-store testmap mode that keeps the whole map after testing
          -Incrased max number of scripts per map from 80 to 180

          download: http://Maker3D.tk

          Comment


          • #6

            Comment


            • #7
              This is very cool stuff. Good luck to the project and thanks for making a Linux port!

              Comment


              • #8
                thankyou, linux port is very important for me.
                the linux version has the same quality and the same priority like the windows version.

                Comment


                • #9
                  BUILD 749 *HOTFIX*:

                  -This is a hotfix version, the new terrain renderer was broken
                  -The english locale was missing on the copy menu
                  -Added new command: MODELL_ALPHA
                  -Instead of o3 and 6x86 mode, this release is compiled with o2 and 5x86
                  -Test (throw) caused strange behaviour in the editor
                  -Saving ditchs in the terrain was flawed
                  -There was an issue with decoding negative non-string variables

                  Comment


                  • #10
                    BUILD 756:

                    -Returned to 6x86 o3 compilation: 5x86 binaries was too slow on some systems.

                    Comment


                    • #11
                      Originally posted by Geri View Post
                      Intel HD graphics series/GMA series are probably the most famous graphics deaccelerators, wich has around 50+ % market share in the universe among GPU's. And peoples are tortrued me, to make maker3d compatible with this beautifull graphics cards also.



                      So i just did it. I have added a low graphics quality mode to Maker3D, so the editor currently can run playable on Intel HD graphics series. It can found in the Maker3D menu, and can be adjusted in real time. It also can switched back to full graphics quality easilly. This maybee also helps on SiS and S3 graphics cards.

                      BUILD 704:

                      -accidentally, build 702 used a bit darker lighting modell. fixed.
                      -editor can be switched to low graphics mode (Intel GMA owners now can be happy)

                      please note: download mirrors will be refreshed within 2 day
                      LOL EPIC post! really cool and yes INTEL SUCK!

                      Comment


                      • #12
                        Something like this would be great in a humble indie bundle.

                        Comment


                        • #13
                          Qaridarium: maker crashes with some intel gpus aniway since intels last driver update

                          since that on some systems my maker crashes on some random configs, and my app is forced to the lowest possible level of mipmapping from intel drivers, and aniso is turned off also. result: now runs with 4 fps in hq mode. very cool and interesting result, compared to an nvidia or ati laptop on the same price can push more than 30 fps in hq with proper aa and af

                          Comment


                          • #14
                            Looking at your screenshots and the video, I don't see that your graphics are all that advanced compared to mainstream games, and those manage significantly better FPS despite being more visually complex. I'd lean towards any crashes or slowdowns being the fault of your graphics code, not the hardware or drivers. Especially if you're having trouble just hitting a basic 30 FPS on mid-range NVIDIA/AMD hardware.

                            Random guesses as to waht would be the problem are, based on my experience with student/hobby projects of similar complexity:

                            1) Not batching draw calls appropriately. This will _slaughter_ your frame rate on modern GPUs. If you have more than around 1000-2000 draw calls, you're going to get horrible FPS even on the most advanced awesome expensive powerful GPU ever. For simpler games, you should be able to stay well under the 1000 mark with even just the simplistic of batching techniques.

                            2) Inefficient fragment shaders and post processing. You mention some blur effects, for instance, and poorly implemented blur can really chow through the GPU's memory bandwidth. Same goes for "blur-like" effects such as the PCF you might be using on your shadows, HDR lighting, etc. Minimize the number of blurs you do and try to stick to a low-fidelity two-pass algorithm (it's a blur after all, there's no reason to use "accurate" methods). Likewise, avoid post-processing as much as possible, and limit yourself to just a couple if you really need them. Just one SSAO pass can completely obliterate your post-processing budget if done even slightly inefficiently, and other common post-processing techniques can be nearly as bad. One of the Intel GPU's bigger weaknesses is that it's using system RAM instead of dedicated GDDR5 memory, so it will be more sensitive to bandwidth issues, but again even the top of the line NVIDIA cards can be easily bandwidth starved by texture-lookup-intensive fragment shaders.

                            3) Shadows and lighting. Keeping shadow maps up to date can be expensive. Limit the number of lights that can cast shadows to those that will have a big impact. I noticed the shadows in your video are very strong/striking even in a well lit room, which implies you're always casting shadows even in cases when it makes little sense to do so. I can't tell, but you're also possibly casting shadows from lights that have no influence on the scene, which is a huge waste. Likewise, for lighting surfaces, keep your light count way down or -- if you're interested in having lots and lots of lights for particle effects and such -- make sure you're using a deferred shading approach (there's a lot of variations of that; which is best for your game is something you'll need to research). Too many lights or overly simplistic and inefficient forward lighting will also cause more GPU memory bandwidth issues, as will updating shadow maps more often than is necessary.

                            Quite frankly, though, nothing I've seen from your posts here should have any trouble pulling 30 FPS on a recent Intel GPU and should be able to blast through well over 60 FPS on even a cheaper modern AMD or NVIDIA card. You're doing something inefficiently that's causing your performance problems.

                            Comment


                            • #15
                              ,,basic 30 FPS''
                              30 fps is far enough for rpg games. this is not first person shooters. even some squaresoft games runs at 15 fps on they target hardwares. this is very popular among rpg-s. if intel gpus cant reach this, thats not my fault.
                              (however, there is some rare fps bugs on some systems/driver combination that affects nvidia cards, that is a mutch bigger problem than fps problem on intel).

                              ,,Not batching draw''
                              well, i used very lot of opengl calls in the previous (3-4 version before) versions, its optimised a bit in the laters. on intel devices, however, the small vram bandwidth is the problem (intel gpus have no vram at all).

                              ,,poorly implemented blur can really chow through the GPU's memory bandwidth''
                              well, actually the shadowing is what causes this, as you mention it later.

                              ,,Quite frankly, though, nothing I've seen from your posts here should have any trouble pulling 30 FPS on a recent Intel GPU and should be able to blast through well over 60 FPS on even a cheaper modern AMD or NVIDIA card. You're doing something inefficiently that's causing your performance problems. ''
                              yes, on modern amd cards its above 60, and as i sayd, on a same price amd or nvidia laptop, it runs on 30 fps. i dont care about intel. but if they would pay me ugly amout of money, i would fix it

                              ,,I don't see that your graphics are all that advanced compared to mainstream games''
                              mainstream games for pc is mostly 2d flash games and simply 3d games like minecraft. my graphics is mutch more advenced than them.
                              AAA industry for pc is dead for years now, and its not mainstream aniway.
                              An AAA graphics engine is written by 7-10 coders for 2-3 years, i cant reproduce that quality, so if you need that kind of graphics detail, maker3d is not meant for you. maker3d is meant for rpg lovers and hobbysts, for example, peoples who writing novels or they are rpg story tellers, to create they imagination as a 3d game with modern graphics, and not for hardcore AAA gamers or AAA professionals. There is full different engines with different ideologies, to satisfy those demands. This is a jrpg maker, this satisfy different demands, and it should work like this. Tank you for sour suggestion that try to figure out the reason of the low fps on intel boards. Ofc i would be happy, if it would also run on intel gpus (it will happen once), but i dont see any chance that this will happen in the near future.
                              Last edited by Geri; 01-06-2012, 07:45 AM.

                              Comment

                              Working...
                              X