Action RPG Engine (Game Templates)

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Post » Mon Jan 11, 2016 11:54 am



Action RPG Engine — Now for sale in the Scirra Store!
https://www.scirra.com/store/royalty-free-game-templates/action-rpg-engine-1901

Make the rpg you've always wanted. This RPG template was built with simplicity and flexibility in mind. Use it to build games or learn from it.

If you have any questions or suggestions, please do contact me!

Features

  • Highly customisable: Change the HUD completely, add more weapon, skill and item slots. Whatever is needed for your RPG.
  • Smooth Action Camera: Player aims attacks with their crosshair.
  • Action Movement: Player can use stamina (can be disabled) to sprint and dodge attacks.
  • Very simple: Adding your own weapons, skills and items is as simple as adding a single event and 1 sprite. No messing around with databases.
  • Ammo system for weapons
  • Cooldown/recharge system for skills
  • Enemies: Create your own enemies and change their aggressiveness (3 different AI types), attack range, attack speed and more
  • Bosses: Add your own custom AI to enemies using events and gain more control over how they attack. Also, giant health bars!
  • Loot: Enemies can drop weapons, ammo, skills, items and gold for the player to pick up.
  • Map Portals/Linking - Have your player walk to other maps using portals which teleport them.
  • HUD scaling using anchors
  • Help page + Everything is fully commented.
  • Graphics included (in the capx): Player + Goblin monsters + HUD Graphics + Tileset + Sritefont
  • Easy way to save player data.
  • Even though it was made for RPGs, you can make a shooter with it too.

Third party plugins: Spritefont+ (included)



Use this topic to leave comments, ask questions and talk about Action RPG Engine
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Post » Wed Jan 13, 2016 3:52 am

Quick question here: I wanted to know what resolution is the given art in? (8bit, 16bit, 32bit) just wondering so that I know what art style to pair it with. Thanks!
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Post » Wed Jan 13, 2016 5:23 am

GorumGamer wrote:Quick question here: I wanted to know what resolution is the given art in? (8bit, 16bit, 32bit) just wondering so that I know what art style to pair it with. Thanks!


Most of the art (except some HUD elements and the Goblin King sprite) is 16x16. :)
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Post » Wed Jan 13, 2016 2:53 pm

Do you plan on adding an inventory and maybe some kind of character stats with corresponding sheets?
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Post » Wed Jan 13, 2016 3:16 pm

MikeHart wrote:Do you plan on adding an inventory and maybe some kind of character stats with corresponding sheets?


It's possible, especially if more people request it.
I left those features out because I wanted to keep it simple. Plus with player stats, most things (e.g. damage, attack speed) are handled by the weapon.
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Post » Thu Feb 04, 2016 2:09 pm

Hi, nice game, thank you! I think it will be perfectly the "framework" for my own game programming.

pre-sale-question: can i modify the "playing field", which mean e.g. replace the different pavements or create individual pathways? how are they structured/built? do you maybe have a starter tutorial to see how certain details can be changed?

presently the demo does not work on my tablet, i can see the start menu, but nothing happens then. Need advice.

thankx! greetings
BjoernJ
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Post » Thu Feb 04, 2016 5:59 pm

BjoernJ wrote:Hi, nice game, thank you! I think it will be perfectly the "framework" for my own game programming.

pre-sale-question: can i modify the "playing field", which mean e.g. replace the different pavements or create individual pathways? how are they structured/built? do you maybe have a starter tutorial to see how certain details can be changed?

presently the demo does not work on my tablet, i can see the start menu, but nothing happens then. Need advice.

thankx! greetings
BjoernJ


Thank you!

Yes, the maps are created using tilemaps. The tileset is included with the template, so you are free to create/edit your own maps with it.
You can find plenty of tutorials on how to use tilemaps on google. Searching "construct 2 tilemap" brings up quite a few.

There is a small explanation of how the maps are structured in the README.

The buttons on the menu use the Mouse behaviour, which as far as I know does not work with touch. Plus, the template doesn't support mobile controls (not yet anyway).

If you need me to explain anything else, just ask. :D
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Post » Thu Feb 04, 2016 6:06 pm

hi there. thank you for quick response.

for many of my clients play their games on their several handhelds. by purchasing the personal or busines license i am enabled to use the baviour "touch" . will this work with your template or not? This is crucial for my decision to use your template otherwise i shall opt-out.
thankx

BjoernJ
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Post » Thu Feb 04, 2016 8:31 pm

BjoernJ wrote:hi there. thank you for quick response.

for many of my clients play their games on their several handhelds. by purchasing the personal or busines license i am enabled to use the baviour "touch" . will this work with your template or not? This is crucial for my decision to use your template otherwise i shall opt-out.
thankx

BjoernJ


No, touch controls are not in the template as of yet. But I will be working on an update soon.
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Post » Thu Feb 04, 2016 10:14 pm

I appreciate that and will purchase then when it' s done. Thank you!
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