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.
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.
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.
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.
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.
Get some food, turn off the lights, sit down, and feel the power of your creativity. Create your own RPG! Get Maker3D today!
-Changed loading screen design
-Some small design changements in the maker's editor
-Changed right parameter panel
-Testing map now resets script execution properly
-Fixed pentagram flickering in the battle system
-Now editor automatically uses the Non-Power-Of-Two textures, if it can
-Battle system enemy selection may showed wrong enemy, fixed
-Enemy may attacked alreday dead hero becouse of an unitialized data in the code
-Magic list showed broken Red Magic parameters until it floated to the screen
-60% speed up in the graphics pipeline
-Graphics engine caused matrix stack overflow, fixed
-Graphics engine sometime touched shader functions without reason, fixed
-Battle camera may showed wrong image when the teams showed
-Battle system printed memory garbage sometimes, when an attack affected the whole team
-Heroes and enemys now squat correctly, if they injured seriously
-Cacheing recived a loading bar
-There may was broken vertices above the heroes when they stopped walking, fixed
-20-30% speed improvement in the animated model loading
-Battle camera code now does not watch to upward if the enemy/hero is small
-Scripts was missing from radar, fixed
-Now you can switch lines in script editor by clicking into they line number
-From now, failsafe Direct3D mode available for GPU's without OpenGL drivers (experimental, in game mode only)
-nVidia performance bug fixed with some GeForce GPU's
-Now frameskip is supported, when framerate is too low
-Matrix stack underflow fixed in the graphics engine
-VBO overindexing fixed in the graphics engine
Wow, are you in charge of making it? Which version of OpenGL is it using? Why is it switching to DirectX when OpenGL is not found if Windows comes default with OpenGL 1.1? How did the newest version speed up by 60%? That's incredible.
Which version of OpenGL is it using? Why is it switching to DirectX when OpenGL is not found if Windows comes default with OpenGL 1.1?
-Its not switching automatically to d3d, the exported game (created with maker) can be switched to d3d instead of opengl. However, d3d mode is very broken, and its added only on that case if there is no opengl drivers present in the system.
-Windows come with software accelerated opengl 1.1, wich is unplayable on every system, becouse its so slow. If a graphics driver is installed, it will ,,replace'' the opengl driver in the system. Modern opengl graphics accelerators have at least opengl 2.0
-Maker is not opengl version-based, its extension based. The newest extension wich Maker can use, is being added with OpenGL 2.1. Maker3D (and the exported game) can run on all OpenGL compatible graphics card. However, if you try some extreme old, like Voodoo3, it will be unplayable slow, but it will run.
Originally Posted by DaSpirit
How did the newest version speed up by 60%? That's incredible.
Maker3D's graphics engine used a very old (glvertex3f) vertex path to render the shadows on animated objects. The reason of this is that the newer vertex path (vertex array) was somehow crashed with a lot of broken drivers by ATi, and i disabled this renderpath on various type of geometry, to avoid stability problems. But now this problem is fixed in catalyst drivers so i enabled the vertex array path. And i also fixed a vertex overindexing bug in vertex buffer objects (vbo-s, a technique to load the geometry directly to graphics card's RAM). I also fixed matrix stack under/overflowing bugs, and removed a few unnecessary opengl call from the engine. With this adjustments, a total 60% speed up gained.
Alright, I understand being an OpenGL programmer myself(though newbie). I have a question about the executable that this thing makes. Is it an interpreter? What is the default filesize(an empty executable)?
The only thing that bugs me is that you say that you can only do up to 4 vs 4 and Pokemon is done 6 vs 6.
-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
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.
-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
okay mamoswine, this time we gona reach 25 fps with 9800gt, i promise
-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
Wow that's awesome. I didn't know a program like to make 3D games existed. I must definitely try that. 8)
Originally Posted by SGH
Hm, in my opinion, BASIC sucks.
BASIC is a simply programming language, and its a very good language to be the base of softwares like this. Almost everyone can understand it, and its teached in scools. I combined it with clickable edition, so everybody can create they scripts. I dont think that any other programming language would be so ideal for this maker.
the maker supports .3ds file format, so you can use almost every modelling software to create your own characters.you can also use the built in characters, you can change and repaint they cloths easilly, the model creator is costumizable.