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yes idea, really.

Hey, your engine is amazing, it has significantly improved the quality of my production, but the "not for commercial use" sign really bothers me because it violates the atmosphere of my game. Is there any possibility to turn off this text? (My game is not for commercial use) Best regards and I wish you success in developing your engines.

Unfortunately no, it's hard coded.

The disclamer is there more for my own safety - I didn't ask the original author for permission and while there is not a single line of code from the OG RGM (since there are none available) it _should_ be safe but I'm not sure.

it's a grey zone and it's better be safe than sorry.

Also there is another reason: Steam trash scam. There was a ton of bad RGM games released in Steam and I didn't want to increase their numbers by giving something more stable on modern Windows versions than OG RGM.

Engine won't start what to do

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It's not an engine to make games, it's a port of old RGM. You need to take files from any old game made with original RGM and put them into the same folder as the engine.

Thank you for making this, the games look much better now!

Hey, I have an issue being unable to open doors/next level door and can't figure it out. Others demoing RGM games with RGM Next seem to have no issues. Have you come across this issue before?

A great tool, I wish you luck with this project :D

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RGM Next just runs games, it doesn't give you ability to _make_ games. You need to make them in og RGM

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Can we get the source code?

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No.

Why would you even want it?

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Ok thanks, and cause I think it's a neat engine 

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Any plans to bring back the distance fog/dark lighting that some RGM games use?

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Yes, it's already done. I just need to finish on some algorithms for sprites resizing

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Brilliant tool. The OpenGL rendering and high-res support make RGM games look quite lovely, and some kind of internal engine magic removes a lot of jank from player movement. 

However, RGM Next kinda messes up the enemy settings.
Melee enemies start dealing damage from a pretty far distance, in the OG engine you had to pretty much stand right in front of them to lose HP. 
When firing projectiles, enemies act like they are hitscanning and the amount of damage they deal is the one that they would actually do with each tick in the OG RGM (so their max damage is not 40 but like ~5 instead).
On the other hand, hitscan enemies act as they should, but attack based on some kind of timer instead of dealing damage with each tick (maybe that's actually the way the projectile-shooting enemies would act? idk).

I'm sure this is just an unlucky coincidence, because otherwise this thing is PERFECT.

Actually, hitscan attacks are working as intended. I'm pretty sure it was kinda borken in RGM or worked in a strange way. Not a complete compatibility, I know, but it would take many tweakings to get this right.

The bug with projectiles is known, there is also a problem with projectiles speed.

Attack range is also a known bug.

Is development on RGM Next still active?

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Kinda-sorta.

I have some plans regarding some... improvements, including new editor.

Think of EFPSE but without any fancy things like scripting.

Just good old RGM with a few improvements like cutscenes in the middle of game, or voxel models.

Or not. Probably not, but a man can dream.

Still will be updating this thing with fog and some other things.

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That’s great to hear you may continue support. Are going to also be adding the fog or any other QoL features to your other project, Easy FPS Editor?

I know you’ve said work on Easy FPS Editor is finished and you won’t be updating it any more, do you have any plans to make another Game Creator/Editor? 

If you do have something planned I have a laundry list of QoL features I think would be great additions to an FPS Creator/Maker/Editor. 

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Fog is there. As well as many other things.

At this moment only bug fixes are planned.

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А поподробнее?

При чем тут РГМ? Запускаем через новый екзешник, который в архиве.

Deleted 2 years ago

Что за игра?

Если игра использует нестандартные названия паков, то надо перетащить первый пак на екзешник.

Папка с музыкой и катсцены должны называться sndsrc и cs.pak соответственно, движок не сможет автоматически распознать их.

Я наконец-то разобрался в ситуации. Оказывается, РГМНекст - это не новая версия конструктора РГМ, а просто лаунчер/движок игр, сделанных в РГМ. Извините, что донимал вопросами. Не прочёл описание программы на английском, было почему-то лень это сделать, отсюда и пошли все мои непонятки. Искренне надеялся, что Вы выпустили новую версию редактора.)) Принял желаемое за действительное.))

Улучшеный РГМ был сделан давно. Называется Easy FPS Editor, есть в списке моих программ.

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at first configurator.exe worked fine, now it doesnt open

editing config.ini manually works fine

Mmmm... no idea, really.

A lot might have happen, but there is nothing unusual used there, just basic .net methods.

the ini is simple enough to modify manually, so it doesn't really matter. :)

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You could try "Run as administrator" - that worked for me!

Cool