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    Zeriab
  Fri Oct 30, 2009 2:31 pm
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Scripting ideas


Ever had that idea which you were too lazy or too busy to do? Maybe you worked on it and then for some reason gave it up?
The idea behind this thread is partly to capture both ideas and possible knowledge and work by scripters before they leave this community, partly to inspire scripters and give them ideas.
If you have worked on the ideas and then abandoned it feel free to provide the work you have already done and/or thoughts you have had about it.

List of ideas:

You do not have to be a scripter to post ideas you have, but...
This is NOT a request thread
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*hugs*
- Zeriab

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Last edited by Zeriab on Sun Sep 22, 2013 8:07 am, edited 1 time in total.

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    Zeriab
  Fri Oct 30, 2009 2:31 pm
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Here is an idea I just had. It's about detecting if a point, say mouse point is inside a number of polygons.
You could for example use this if you had a mouse script and a world map and then highlight the relevant sections.
I have some thoughts on it such as what is the action if polygons overlap. Can we ensure that polygons do not overlap? Perhaps a configuration utility which checks for any overlaps among any number of polygons.
Will creating the smallest possible box around the polygons help in speed up the detection algorithm? (Maybe you can more quickly discard a number of polygons as being uninteresting)

*hugs*

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    Zeriab
  Fri Oct 30, 2009 2:51 pm
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Here's another scripting idea I have which basically is a project I have abandoned. I dunno really why I have abandoned it. I'll just leave it up to any other scripts to take it up and complete it. Eventers will love you if you complete it :3
What I am talking about is my Switch and Variable swapper which can be useful for eventers since they don't have to take as much care about choosing ids which hopefully won't be in use in other projects.

Here is the my project which anyone is free to use, modify and copy in any way they want: http://www.mediafire.com/download.php?ykqz45ztwz4
Commercial and non-commercial use alike is allowed. (Dunno why it would be commercial, but I allow it none-the-less)

The code is ugly and I think the prospect of a rewrite was what made me drop it now when I think about it.

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    trebor777
  Fri Oct 30, 2009 3:23 pm
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That'd be awesome if someone created a proper projectile library, completely independent of any script, so it could be used for any kind of game, from a shoot'em up to an abs, or whatever.
You'd be able to set up the type of trajectories, and graphics they use, etc... maybe using the database animations, and display it for the graphics and simply having to move them.


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    Sir
  Sat Oct 31, 2009 5:08 am
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Dancing script, you know how like you got dance offs and shit. Like alright so you wanna make a dance battle game in rmxp (so cool i hope someone does it!) :P make a dance script, using the arrows you dance your character around and like using different buttons you can make your character dance with different moves like use their hands and shit which will like acumulate points and ya know. Just had that idea jus now lol

EDIT: yep, that's just given me a killer idea for a game, i am so doing this! won't be able to script it, but ey!

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    Illitum
  Mon Nov 02, 2009 5:49 pm
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With the world map polygon idea, maybe it only allows you to mouse-over the Large 'AREANAME!' text in each section, as words are unlikely to overlap, it wouldn't need to have in place an overlap.

If in the case large areas would have smaller areas within, maybe a sub-map for areas show up :)

I think in the case where parts of the map are selectable, maybe the map should be a base image, where each of the areas is a separate image which 'lights up' as the mouse is over the place name?

Possibly, icons could be shown on this supposed map showing places of interest, these could be shown or not shown depending on script-based switches / variables.

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    BlueScope
  Tue Nov 03, 2009 3:25 pm
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Location: Germany
First of all, nice thread... even though I got a bunch of unrealized ideas, I don't plan on sharing too much of them... not only because of the huge legal section at the top of this thread that enables Zery to sell all our ideas... >:)

Either way, regarding your cursor highlighting script: the problem with seperate images for highlighted areas would be that they'd have to be placed correctly. That'd involve scripting, and I think standalone scripts are more welcome here as scripting tools ;)
So, an admittedly space-eating, but effective method would be using an image for the area definition: same color means same area. That'd make area detection hell-a-easy (get_pixel), as well as easily enable unconnected areas being considered a single area (think islands that belong to the mainland, but aren't directly connected).
Thinking this further (involving scripting again, though), this would be made extremely versatile by adding a vector engine, similar to vector graphic programs: almost no storage space needed, and scaleable. Because I mainly see the use of an area-definition tool in map appliances such as monster area definition or hazardous gas stuff, instead of eye-candy-ish map usage ^^
(and yes, I am aware this is kind of different from the original idea :p )

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    Brewmeister
  Wed Nov 04, 2009 8:44 pm
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lv 99 Balance Wizard

Location: 42.655713 N 82.619282 W
"Enter description on Save Game"
Allows you to type or select (using the name selection window) a description when you save. The description then displays on saved games.

It's on my list of "shit to do", it's just near the bottom of the list. But I think people would use it if it existed.

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    Jason
  Wed Nov 04, 2009 9:28 pm
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Brewmeister wrote:
"Enter description on Save Game"
Allows you to type or select (using the name selection window) a description when you save. The description then displays on saved games.

It's on my list of "shit to do", it's just near the bottom of the list. But I think people would use it if it existed.

Be Well


Actually that's a really good idea, I've been trying to do something like that for a while, I just don't know how to do it (With name inputting)

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    BlueScope
  Thu Nov 05, 2009 12:00 am
The Third Man
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Location: Germany
More like a custom script, since the default Scene_Name is heavily stupid, considering you can't use the keyboard. Also, while we're at player friendlyness, remember to make that save description thing an OPTION, not a necessity - asking people to input a description every time they save would be even more annoying than that stupid "Do you really want to save?" question. Well, that basically forces the scripter to set a pre-defined text string as description (aka "Chapter 1 // The Lover's Shack", aka chapter marker and location hint) the player can build upon.
I imagine that to be quite useful really... and rather easy to pull off as well...

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    Jason
  Thu Nov 05, 2009 1:17 am
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Awesome Bro

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Hmm I wonder if...

With an implemented autosave system, whenever it's called in the editor, a line of code could be called like (Yes, this will be bad);

autosave(slot, message)

So for example, this could be done in an event;

Teleport to forest
Call script; autosave(1, "Dark Forest - Area 1")

So once the player is teleported to the forest, it autosaves in slot 1 and names it as above.

I mean, I've tried doing autosaves with events but it just doesn't work, it's easy to force the savescreen on someone whenever you like, but they should be given the freedom to turn autosaving on and off...

Maybe it's something worth considering.

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    Zeriab
  Fri Nov 13, 2009 12:21 pm
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Thanks for giving so many good ideas <3

@Blue:
I didn't mean that you should post your unrealized ideas, but rather your abandoned ideas.
It's true that I and everyone else may be able to profit from these ideas. The disclaimer is to illustrate that any ideas here are free to use for everyone. Scripters can use them without worry.

*hugs*
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    Tempus
  Sat Nov 21, 2009 4:06 am
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Location: Mom's Basement
A NPC Dialog script where topics to talk about can be added and removed dynamically.
That'd be pretty damn sweet.


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    dricc
  Wed Dec 02, 2009 6:09 pm
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There is something that a lot of people is waiting for : A battle system with collectible cards .
Like magic the gathering , yu-gi-oh , pokemon , wakfu , bakugan or others ...
But i know that this is very difficult . i think i will try ... one day .

Some scripts i made but never used :

A script to sort a party ! many posibilities (by ATK , level , name ...) . useful for big parties .
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By default , the actor displayed on the map is the first one of your party .
If you want to change that :
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Last edited by Zeriab on Wed Dec 02, 2009 6:46 pm, edited 1 time in total.
Wrapped code tags around the code


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    BlueScope
  Fri Dec 04, 2009 7:52 pm
The Third Man
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Location: Germany
The collectible cards thing isn't all that hard at the bases... regular card algorythms (shuffling, drawing, discarding), as well as zones would be rather easy. The a bit more difficult part is the actual action processing... that'd be incredibly depending on the created game and therefore not very suitable for a pre-made script, since whoever uses it would have to be able to script on a more-than-average level theirselves.

Well, there also is that program called Magic Workstation, which allows incredible card management features, yet no rules whatsoever, which is a downside as far as MTG goes, but on the other hand, you can play YuGiOh, Pokemon or whatever card game with that since you decide all rules on the go (depends on the attention of both players at all times, but it's pretty cool in terms of playing against people you can't always meet offline, or just don't have cards at all).
Just saying since it's not only an awesome program, but also illustrates quite nice how turns are handled in MTG, for those who won't read the manual ;)



To contribute something myself: A buddy of mine thought the FFV job system would be cool to have remade. My personal idea long before that was more of a skill system with equipable skills that have to match with other skills in order to be able to be equipped (i.e. 'Swordsmanship' won't work with 'Aerial Attacks'). Obviously, levelling up these skills would be a nice touch to it.

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    mtgmaster
  Thu Jan 14, 2010 2:40 am
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Location: England
I think an adventure game script would be awesome. Not point and click style really, just more of an item interaction system.

I coded one myself but it was my first script so the code probably sucks and it was a bit of a pain in the arse to use. I pretty much forgotten what I knew of Ruby so I won't be adding to it. I never made it like an actual adventure game because adding mouse support would of been hard and I like it how it is.
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It could definitely do with being rewritten and made slightly more user friendly on the editing side of things.

If anyway wants to use it how it is or for any other reason, here it is:
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    BlueScope
  Wed Jan 27, 2010 1:11 pm
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Location: Germany
Might I selflessly point anyone trying to improve that adventure script to my Database Flag Reader (link in my signature), which would highly simplify and enhance any interaction processing.

Also, I really like the number key-controlled item selection... pretty good idea as a mouse replacement, even though it doesn't support more than 10 items, I assume... maybe 9. The actual window seems like it should be more apparent, but that might destroy the atmosphere in darker areas/games like the one on the screenshot... hm, maybe it could be improved a tad.
As far as coding goes, it's not a perfectly clean style ( '###' ? :crazy: ), but it's well-commented. You're right as in you could simplify it though...

All in all, nice concept that's well worth to be followed by someone!

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    BlueScope
  Wed Mar 10, 2010 2:57 pm
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Location: Germany
I like how I'm probably necrodoubleposting now, but guess what - given the topic's purpose, I don't give a fuck!

Updating the idea of a vector-based handling class, allowing multiple other classes to benefit from it, for example Bitmap drawing or general position checking.

Several fancy methods, inconclusive list:

Vector object
.new(vertices) # defines a vector from an array of two- or three-dimensional vertices (i.e. [[13, 2], [12, 67]], measured in pixels, not tiles!)
.unset! # drops a vector
.add_vertex(index, point) # adds a vertex at position index within the array, at the given coordinates from a two- or three-dimensional array
.remove_vertex(index) # drops the vertex and position index
.twodimensional # converts all vertices into two-dimensional arrays by dropping the last element within every array of every vertex
.twodimensional!
.threedimensional # converts all vertices into three-dimensional arrays by addion 0 as the last element to every array of every vertex
.threedimensional!
.rotate(point of origin, degrees) # turns the vector around point of origin (two-dimensional array) by degree degrees
.rotate!(point of origin, degrees)
.flip(point of origin, direction) # flips the vector over an axis given by the point of origin and a direction, measured in degrees
.flip!(point of origin, direction)
.create(aSprite) # creates a vector outlining a given sprite, ignoring transparent pixels obviously
.merge(aVector) # merges two vectors, dropping overlapping vertices, returns false if vectors don't overlap
.substract(aVector) # subtracts a given vector from the current one, returns false if vectors don't overlap
.enclose?(point/aVector) # checks if given two- or three-dimensional point, or vector is within the vector

...and certainly way cooler stuff than that, but I figure you'd want the basics covered first, eh?


While the thread rules don't imply it, I'd still ask whoever might attempt this to publicise it, since this could really spawn some really interesting systems on their own. And well, even if you won't, at least notify people about the process ;)
I'd like to do it myself, but despite being an awful scripter :down: I just don't know any math... or Math, for that matter ;)

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    trebor777
  Sun Mar 14, 2010 2:37 pm
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well about the vector class, you could simply re use the one provided by ruby, given in a rb file. it also has a matrix class. just look in the lib/ruby folders.


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    dricc
  Mon Mar 29, 2010 12:54 pm
Member

I have seen a request that i found very interesting :

An auto-battle option !

There will be a scene called from the menu . For each actor , you can authorize use of items/skills ... For Healing also .
And in battle where the game asks "Battle or Retreat" , you will have another option : "Auto-Battle" and the actors fights alone .

This can be useful for a lot of people . I think i will work on it ... one day .


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    BlueScope
  Mon Mar 29, 2010 5:40 pm
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Location: Germany
While that is a pretty common thing in RPGs, and therefore not really unknown (even though it's regularly praised as an awesome feature in whatever new RPG...), I think dubealex did it some time ago... though I'm not too sure on that, but yeah - someone did it, I think. Might look at that for reference before creating your own (which, in case alex did it, would be definately worth it, considering his scripting style... ^^" )

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    Kingdom Ablaze
  Thu Apr 08, 2010 7:40 pm
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Location: Usa
so about 2 and a half weeks ago i came here looking for an idea, i choose the world map script. its works perfect atm(tho seph is helping me change up my data structure to work faster/easier) but there is one feature i havent been able to get to work quite the way i wanted so i thought id come here and ask for ideas. that feature being the sub sections. how would you guys do it?

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    BlueScope
  Fri Apr 09, 2010 7:37 am
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Location: Germany
While having no idea what you're talking about at all, it kind of seems to be something along the lines of what we talked about up there with the Vector stuff: Seperating the scene in several, easily predefined areas by using vertices (corner points, connecting to the next one in line, forming a vector).
Without that, the most apparent way to me seems to be using images, however, that can hardly be what you're looking for.

Either way, this isn't a place to ask for ideas, but rather to submit your own for people to execute. Therefore, if you're having further questions about it, please open up a seperate topic in Script Support or Requests (depends).

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    silver wind
  Sun Apr 18, 2010 5:32 pm
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I've been thinking about a layer-mask script.
The goal is to help mapping. It'll eliminate the need to create new cliff tiles sunk in grass/ rocks in water, etc. There will be 'mask tiles' and 'mask auto-tile' (by utilizing Terrain Tags) which hide the layer below them.
I may do it myself, if I have the time.
Also, I wonder whether to make it work with transparency-- making the layer below 50% visible. The same effect can be achieved by using events, so such a feature will have little use, aside from 50% visible water auto-tile for cliff bottom..


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    aphadeon
  Fri May 21, 2010 8:18 pm
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For the save name mods, check out this script that Scriptastic (me and Glitchfinder, mostly) cooked up awhile back:

http://www.glitchkey.com/view_page.php?id=15

It allows you to add a word, as well as icons, to the savegame.
Could easily be modded to do what you are looking for.

Found a few interesting ideas here, I'll have some fun with these when I get some free time.

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    dricc
  Tue May 25, 2010 10:30 am
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Someone asks for a battle statistics script .
It could be accessible from the menu . And it will display various figures like how many ennemies encoutered and killed , how many HP healed and lost .... There is a lot of possibilities . You have this in Disgaea for exemple .

With these figures , the player can earn points for some special actions like killing a monster one shot ...

I think i will try to make it for the GTBS . because , yes , i am afraid this must be done for each battle system .


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    Amy
  Fri Jun 04, 2010 12:41 am
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Big Dumb Guy
Something I was trying to do, and sortof succeeded in a crude and unworkable way: IRC chat within rmxp. Would love to see it done, though this isn't a request nor a necessity. Would just like to see how one would go about it.

I managed to get it working in Game Maker, worked quite well. I think it would be a cool alternative to Netplay chat, offering more userbase and more moderation controls.


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    gerrtunk
  Wed Oct 13, 2010 1:42 am
Member

mtgmaster wrote:
I think an adventure game script would be awesome. Not point and click style really, just more of an item interaction system.

I coded one myself but it was my first script so the code probably sucks and it was a bit of a pain in the arse to use. I pretty much forgotten what I knew of Ruby so I won't be adding to it. I never made it like an actual adventure game because adding mouse support would of been hard and I like it how it is.
Image
It could definitely do with being rewritten and made slightly more user friendly on the editing side of things.

If anyway wants to use it how it is or for any other reason, here it is:
Content Hidden

I will be doing something like this for one of my games, i had a similar idea. But also with a adventure skills that can be used in map . I dont know if i will use some with my actual short system, but i use i will code it


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    Mikepjr
  Tue Jan 11, 2011 6:10 am
Guy who knows less, than he thought he knew.
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Location: North Carolina USA
Mode7 for battle backgrounds, basically.. when you get into a battle, the game zooms in and the ground shifts and what not and the um..NPCs and everything go invisible and the monsters and players apear as if it's the battle back.. and everything else apears..
Basically like they do in The 7th Saga for battles on the SNES.
here is a video.. mute it if the guy talking gets on your nerves, it's the only vid i could find showing the battles..
http://www.youtube.com/watch?v=l5A8R_Clr7Q

I just thought it might be cool, plus people are already working with mode 7 even scripters, so maybe someone might like this idea and try and make it work.


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    gerrtunk
  Tue Jan 25, 2011 12:17 pm
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I have less time and interest so i release scripts ideas that other scripters may terminate.

Improved Show Pictures Command
This script idea was to have these habilities:
-Lock the picture
-Make a fog/panorama continuos movement for pictures
-The option to set the z of game pictures through a depth atribute, so you can set it an a plenty of key locations: under chipset, under characters, under fog, up messages.

I also pots my learnins to solve this:

Z values
-WinMsg 9998
-WinInputNum 9999
Per sobre de msg: 10000
@viewport2.z = 200
@viewport3.z = 5000
-Event always on top 999
# Make panorama plane
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# Make fog plane
@fog = Plane.new(@viewport1)
@fog.z = 3000

The problem here is viewports. The z in viewports seems to be used to differentiate between the objects that used that viewport, so, if you give it a z = 10000 it wont work because these z only makes to show on the top of its viewport.

Note that the key class is spriteset map. I have modified well the sprite picutr, i think.

Then to make this scripts you have to know about viewports and modify that system. I also dont know if viewports give some other beneficits so you will have to create your mdified version.

Finally, i think this is a very good idea. It will be nice that somebody terminates this. Also, my code use some Anonymous Scripters code so if you take it give it credits too,xDDDDDDDDDDDDDD.

Expand to see the code.


Improved key input command

The idea was to make a command like 2003 one, and also, whatever you think in adding to it for eventers. So:

-A wait for trigger key option.
-Selection the valids keys for each key input command.

This is the code i already created, the idea was to have a defined
array of default keys to use in all input calls, and then that you can modify this list in two ways:

-new: creates a totally new set of temporal keys used for that call
-add: add keys to the default list
example:
def_used_keys('add', ['z', 'x', 'up'].

-special mark 'all'. These key mark makes that all are used in a temporal or default context.

Using this you may have the more basic actived, and then add someone if you need.


Expand to see the code.


Note that will be better to use symbols here because they are easy to type and process and this is not using really the text in strings.

Script command language

The ideas to try to create some sort of scripting 'language' for the call script command that maks the things more easy and quick. For that i planned to use:

-Use of sortcuts to the game information
-Use of event commands with scripts
-Create new functions for this system


We can make everything, and its very quick to do. Here a example:

def cure_all
for actor in $game_party.actors
actor.recover_all
end
end

This is the easy way of doing it.

def cure(id=0)
if id == 0
for actor in $game_party.actors
actor.recover_all
end
else
$game_actors[id].recover_all
end
end

I think that knowing that all database ids start with 1, will be nice to treat a 0 like a "for all". And maybe make this the default values.

Also i think that will be nice to make that each method have a shorter one:
cure- c o cu
cure_all -cu_a

def gold=(value)
$game_party.gold += value
end

def gold
return $game_party.gold
end

Maybe when setting variables values we can make that a value of 0 sets it to 0. If not, to reduce the gold to 0 you have to call gold=-99999.
Another idea is if the use of = in method names is correct or not. Its more slow,that for sure.

A example call script.

gold=500 # This add 500 gold
(a 1).name = 'Wilfred' # (a 1) is like $game_actors[1]
for a in actors # actors is an alias of $game_party.actors
a.hp+=20
end
get_number(1) # This is like a input number command.

In the same way that cure and cure all:


def hp_mod(hp, id=0)
if id == 0
for actor in $game_party.actors
actor+=hp
end
else
$game_actors[id]+=hp
end

end
That can be aliased like mhp or hp. The problem here may be if you want
to make that trully all actors get the bonus. Maybe make that with a id=-1?
Also a nice idea for ids arguments will be to be arrays...

Note that idea was attacked because it lacked new things and was poorly readable. Anyway adding a save support for example, is not hard using my improved save as a basis.

Also i think the readibility things matter when someones wants to read what you have created. Who in the hells reads in a full game for normal events like how you have shown a message or something? thats stupid to do and care.

In 2k/2k3 the people looked for events to understand engines. But in everydary eventing readability dont matters for me. I was planning to finnish this but for now i couldnt.

The topic was here:
http://www.hbgames.org/forums/viewtopic.php?f=155&t=72548

Expand to see the code.


Note that i didnt plan to support all comands. There are things for the events are far better.


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