Version 1.0 beta is here!


Well, it's finally here.

Almost every feature from original RGM was ported (including some bugs to keep compatibility).

V5 compatibility was slightly improved, the HUD will now be properly rendered.

As for other changes in comparison with previous version, here they are:

  • Added experimental sprites resizer which will also allow to change textures and sprites by replacing them in the folder (please do not steal othere people works)
  • It's now possible to shift weapon sprites by some offset. In case it's improperly shifted when resizing
  • Fog was added
  • Collision checking was tweaked (you now can squeze between two diagonally standing enemies. Just like in OG rgm)
  • Red screen on death was added
  • Bullets now have proper speeds
  • Reduced enemies melee attack radius
  • Increased enemies melee attack speed
  • Fixed problems with mouse wheel
  • Added white flash on treasures pickup
  • White and red flashes are now properly configured by RGM game pak
  • Enemies melee sound now restarts when played again instead of stacking over
  • Walls animation speed is now accurate to og rgm
  • You now can pickup items when moving backwards
  • Fixed enemies freezing when loading game
  • Main menu now has fade outs
  • Added score screen
  • Added bullets impact sound
  • Added minimap

Some other tweaks and improvement are coming... eh. Someday.

As usual, big thanks to KeshaFilm for helping with the OG RGM and performing a lot of tests to try getting sense of what RGM actually does under the hood.


What's next?

Bug fixes, if some are found. Maybe we forgot to implement something. Also, a lot of improvements to the engine to enrich games. In short you'll be able to make an extension file (or even pack, including retexturing) for others to enjoy. 3D models, maybe? ;)

Files

RGMNext10beta.zip 464 kB
39 days ago

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