Do you still support this engine? I'm quite a beginner at GM:S and understanding what is going on is really complicated for me. Hopefully, this would suit for beginners, and this is the only viable thing i can find about tactical game engines in GameMaker.
I'm thinking of buying and using this as a base for a tentative Super Robot Wars engine, which means most of this engine's core stuff might be changed to implement a similar gameplay style of the SRW series. If i were to plan to make a public engine and release it for free for the public, am i allowed to release a engine that takes this as a base?
I don't really like the idea of any of my assets being resold as assets somewhere else, because it's using my own stuff to directly compete with me (and potentially without putting in as much effort into creating them as I did - not gonna say you wouldn't), makes the copyright situation messy since the asset technically was created by multiple independent people, and a bunch of other reasons.... so I'd have to say no to this. (Having a derivative version of the engine available for free and as a fan project that could get into some IP law issues doesn't sound like a super tempting prospect either.)
Also, if you're planning to rework everything from scratch anyway, it might be less effort to try to make what you want from the start instead of retrofitting it into an engine that might not support it very well. I found a whole bunch of other tactics RPG stuff by just doing a Youtube search, so there's a bunch of it out there:
Doesn't actually matter anymore. I've got to know SRPG Studio rather than caring about this unfinished thing. Thanks anyway.
Fair enough, an engine that's 100% made for what you're trying to do is always gonna give better results.
Wow that was a very nice answer to JohnGames rude response. You took the time to answer their questions and even go out of your way to research help for them. I will grab your asset because of that and also I really like your assets. Keep up the good work!
I'm sorry for being ignorant. I just have realized it is not nice to do a free edited version of a cheap .gmk file of 2 bucks.
I want to apologise for what i have said for being unrespective months ago.
When i said i wanted to make a "fork" or edit of your own engine and publicize it, i did not mean of actually keeping your assets. I assume you don't want me to publicise an edited version of your code as an edited engine.
I haven't bothered reading the license agreement, but to my realization i've noticed that i've done a mistake pretending that i should do a free edit of a really cheap .gmk source file. I'm really sorry. I'm not a great GML programmer and i still haven't bothered buying this thing, but i'll definitely do it one day, so let me just ask another question:
Could it be okay to use the engine privately with a devteam and release it without the source code included?
Apology accepted... it's been like half a year, I'd forgotten all about the thing by now, don't worry :P Just learn from it and be careful about saying too harsh stuff in someone's face next time, I guess.
Sharing with a team would be acceptable, also it's in the EULA (the human-readable TLDR is something like "If one team member has a copy, everyone in the team can use it without having to buy their own copy"). There's a human-readable summary at the top, you could just read that if you wanna know about the rules, the legal text is mostly there to legally protect me. It has to be there even if nobody is gonna bother reading it, that's the rules of this day and age...
I'm still not buying the thing right now as i'm following Talent Lost's tactical tutorial (not the super hero one), which i assume this doesn't use data structures. So far i managed to get a motion planning grid working with objects that act as movable fields. I'll probably buy the thing if it doesn't have this such complex data structure-powered grid. How did you work on this engine? Data structures or without them?
I looked into the code a bit (was so long since I did this project I've forgotten how it works :P). The panels used for movement actually are objects, that's probably since it's mouse-controlled and I wanted an easy way to let you click on them. Enemies use them too, they're just deleting them right afterwards so they're not shown to the player. I do use queues and priority queues to order stuff, though, so if you absolutely don't wanna touch data structures this is a bit of a no go.