Version 1.0 release! Including extender!


Okay, it's finally here.

It's more like an afterthought on my part - I never intended to extend capabilities of this port beyond just running games in higher resolution.

But it's here now and it's... somewhat usable?

Anyway, here's what the release version adds:

  • You can now control the menu with mouse
  • The control system is now almost like in RGM which means games that relied on tricks with using same button for several actions actually work now
  • You can also override this behavior to use your own control scheme (set via config file)
  • Some tweaks in lighting for sprites
  • You can now set virtual resolution (v4 or v5. 320 by width and 640 by width respectively)
  • You can enable smooth animation for weapons change

So, the extender...

It's a separate configuration app that will create a new configuration file called Ext.ini. It allows you to use a little more advanced things like skyboxes. I don't have a manual on it, but the options should be self explanatory. And besides, you can always ask questions on how it works. I will add some kind of a manual on it when and IF a new version will be made.

Extender features:

  • You can set ceiling texture to be used for a skybox. It's not exactly pretty but should work fine if you don't look straight up...
  • You can set doors in corner to use them as diagonal walls (you need to enable it in extender)
  • Each texture for each map and pak now can set a different height for a block using it, with the texture itself either tiled or stretched
  • Each such texture can have a second texture (from the same pak) to be placed at "floors" higher than 1 if the texture is tiled
  • You can enable a slideshow mode for cutscenes. Useful when you just want to show a few images in sequence
  • You can disable level number, amo and hp, and HUD bar rendering per map
  • You can set ambient lighting for each map
  • You can set fog distance for each map
  • Weapons now can have a muzzle flash light
  • You can enable flashlight for each map
  • You can set each decoration as snapped to closest walls. This is used for decorations in narrow corridors that were used as breakable walls. They will not rotate with the camera if set as snapped
  • Decorations now can be allowed to be broken by any weapon, not only projectiles
  • Player movement vector can be normalized, disabling "crab walking" bug
  • Any map can be set as skippable after a cutscene, so you could make a cutscene with different music but without any gameplay in between
  • Weapons now can have recoil
  • Weapon now can be set as being given at pak start
  • Decorations now can be set as lighting source. Static only and it will not be removed if decoration is destroyed.
  • You cann change decorations and enemies radius
  • You can set player rotation at the start of each map
  • A decoration can be set as "tree". The engine will make a  model consisting of two sprites in cross shape.
  • You can skip a score screen at the end of each map
  • You can set other win conditions (timed or kill count)
  • An enemy now can be set as spawner. Not sure how it works with saves though. Probably breaks everything but eh )
  • You can disable collisions for each enemy, so it wouldn't block you (useful for "NPC"s)
  • You can force disable any control option (like horizontal rotation or weapon bobbing)
  • You can add "subtitle" for any treasure. Not sure what use it would be but eh...

There is also ability to add 3D models but I'll leave it for the manual as it involves models conversion. So you can ignore all options that mention models.

Files

RGMNext10.zip 720 kB
5 days ago

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