Utility: RPGenerator v0.7.23 - Build your own RPG in Codea

Updated both projects. RPGenerator v0.7.2 and RPG v0.3.3 now support 3x4 sprite charasets as well as the previous 4x4 sprite charasets.

A minor addition was made to the charasets table to allow this to happen. You will notice charasets now require a m variable. The m variable is a table of 4 numbers which indicate the animation order of the sprites from the charaset.

@Slashin86 looking great! If I could, I’d like to request an updater in rpg. I understand your reasons for not including it, but could you add a toggle that allows us to turn updates on? Or a manual update button?

@Briarfox, I’m not exactly sure how to do that with the update code being auto generated. I set updating to true and pushed out a new release, but then had to manually move the update version check call into an if statement so its only called if autoUpdate is set to true.

Now if I update again, the update version check will be auto generated at the top of the setup function, outside the if statement.

Ok, I got it setup now. I changed your AutoGist:addUpdateCheck to toss the version checker into setup3 instead of setup. Now every future update I won’t have to manually move the version checker.

Maybe this could be added to your next update of AutoGist, the ability to choose which function the version checker is added to.

Well since its added during gist. I’d recommend copying the code into the project, use your if statement and set add updater to false.

Good call @Slashin8r I’ll do that. So if you want it in a parameter.action you can add it :slight_smile:

Just a thought on how to configure my suggestion above:

a = AutoGist(PROJECTNAME,“description”,VERSION,[true|false|functionName])

@Briarfox, oh duh, I definitely could have added it manually to my project too and just left the part that adds the code to the gist false, then I’d have total control over it anyways, lol. I didn’t think about going back to the original way it worked.

So I’ve been hand drawing all my menus so I know how to program them into the game. So far I have the following menus:

Main (options: resume, load game, new game, help, options)


----Load Game


----New Game


----Confirmation (for load and resume)


----Help


----Options




In Game (options: inventory, equip, magic/skills, status, party, config, quick save, save)


----Inventory


----Equip


----Magic/Skills


----Status


----Party


----Config


----Save




Shops (options: buy, sell, equip)


----Buy


----Sell


----Equip (same menu as above)




Let me know if any of you come up with more menu additions. Thanks in advanced.

Edit: I am using CiderControls for the menus, I think I will physically copy the tabs from CiderControls into my RPGenerator project so that everyone doesn’t have to install yet another project and add it as a dependency.

@Slashin8r so you are adding a menu?

@Jessevanderheide, yep, I will be making everything needed to create a fully functional classic style RPG. Check out the roadmap in the first post, it highlights my plan for future updates.

I forgot to add a party menu, and a quick save button to the in game main menu. Updated the post above.

Feel free to make your own menus as well. For the most part, RPGenerator will just handle the menu functionality (e.g. when the menus show up). You will still be able to customize the looks if you don’t want to use the basic default menus I am planning to add in.

@Slashin8r thats pretty cool, are you gonna make a inventory in the future?
And if you dont dan you make an exempel for me?

@Jessevanderheide, a basic inventory menu will be included. It will list the items you have, allow you to use them, view info, or sort them (both manually and automatically by name, type, etc.).

For an equipment menu, I’m thinking old school like: right hand, left hand, head, body, accessory.

@Slashin8r how long did it take for you to understand codea, becausethis is great work!!

@Slashin8r and when is this update coming out?

I’m an experienced web (HTML, php, JavaScript, etc.) programmer and am very familiar with many programming languages like, C, C++, C#, Java, etc. I learned C++ and Java in high school and then self taught the other languages.

With the above experience, I picked up on Lua fairly quick. I’ve been using Codea for about 3 weeks now. The great thing about programming is that logic never changes, just syntax. So once you understand how to program logically, you can teach yourself any programming language. Some verbiage and syntax such as using a : instead of a . for class function calls are some of the differences I found in Lua when compared to many other programming languages.

As for the menu update, I have no set timeline for it. When it comes to programming GUI, I am very slow. I have no artistic mind whatsoever, lol. I am hoping to have the basic menu functionality ready by this upcoming weekend, but there is no guarantee.

@Slashin8r when is the update coming out?

@Slashin8r oops sorry, it doesnt matter when you get it out