Unfortunately no. The developer of RGM never implemented idle animations on sprite objects.
You can have 4-frame animated wall textures. And you can make enemies stationary so that you can create projectile turrets or things like that. The problem is that stationary enemies use a 0 in the speed parameter, so that means they aren't moving, and so they won't actually play their walking animation while at rest.
Sprites can be destructable, so they will play 5 frames of a death or destruction animation. But unlike the wall textures, sprites don't have an option for a 4-frame idle animation.
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So if you implement the process near the end of the guide, then that can sort of work.
Basically, if you build a single game with multiple levels, then you are only limited the sound slots that are available. Meaning all treasures will use the same sound, and all ammo will use the same sound.
But, if you implement the trick where you make multiple separate, 1-level games, and name them in a way so the .exe file will read each game as a level, then you can change the sprite textures, enemies, music, and sound effects between each level.
It's a bit more difficult to use this trick, but it does work and can help create a more cohesive and varied experience.
It's discussed in the section that starts at the bottom of Page 47. I'm not sure if I described it as well as I could, but I believe it all makes sense if you read the entire guide in context. That's my bad for not repeating some things at the beginning of sections.
Basically, the "gamebitmaps" folder will contain the Entering Next Level screen, Finished screen, HelpScreen, Menus 1 2 and 3, Sound screen, and the "IntroScreen." Every file must maintain the exact same file name at all times, otherwise RGM won't see it or recognize it. So as you design your own Menus and the IntroScreen, you need to make a copy of it with the same name as the files you want to replace, then overwrite those files in the "gamebitmaps" folder.
So in your case, you'd want to design an intro or title screen, export a copy of the finished image as "IntroScreen.bmp," then copy/paste that over the file in the gamebitmaps folder. Once you overwrite it, RGM should automatically display it when you start building your game level and testing the level out.
I'm not sure why the smaller "MenuMaker" program doesn't include the Title screen as one of the things you can import and adjust, but it excludes it for some reason. So it has to be swapped out manually.
Unfortunately no. The way the original developer built the software, enemies will only ever drop ammo as they die, and only the ones who shoot projectiles. The ammo is also non-contextual, meaning that regardless of what kind of ammo you give the enemies, it will replenish your own weapon. So there's no option to make separate types of ammo.
To clarify the Hex editor options a bit more for you: it's basically like taking the front cover off of the different enemy endurance, speed, and weapon power options so you can access a few settings that are normally impossible to get from the main UI. So by using the Hex editor, you can take things to 0, -1, or above their normal values to get slightly unique results.
Hi Butter Tray.
If you're referring to the tracks inside the Midi itself, my best guess is that the RGM program can only read the first 6, maybe first 8 tracks within a midi file. And if that IS the case, then you would have to simplify and reduce your midi to a set number of tracks with no extra or empty tracks.
I can't be sure if that's the case. I never asked any of the RGM experts if there was a special trick to the midi import. But I've seen different midi software, even my own Casio keyboard have trouble reading certain midis if they had too many tracks, or different tracks put in odd places. Sometimes putting the drums in the wrong track number can make them not show up or play incorrectly because certain tracks may have standard mapping defaults.
If that isn't the issue, however, then RGM may have certain bugs when it comes to Midi, which could also have issues with Windows 10, since the RGM software stopped development 10 years ago. So it would have been built using either Windows 7, or possibly Windows Vista. Without dedicated software, Windows 10 may reproduce midis in unexpected ways, using instrument sounds you aren't expecting it to use.
Hello.
So I'll offer a Disclaimer first by saying that I apologize if I cannot offer advise on all issues that come up. This program is not being updated or fixed since the creator left social media, and everything in my guide was either sourced from the existing community, or from my own trial and error.
That being said, is there any way you can share some screenshots of what your images look like, and what section you're trying to import them to?
Hey BLINXERIZER, so sorry you had that experience.
Basically, although I say you can use Version 5 and likely get some of the same things to work, Version 5 was unfinished and is missing multiple features that Version 4 has. So for my guide to be the most reliable to you, Version 4 is what you should be using.
That said, I also can't guarantee that every operating system will allow the software to function correctly. So far, it runs fine on my WIndows 10 computer, but that may not be true for everyone. And unfortunately, I don't think anyone truly knows how RGM was built, so trouble-shooting its issues on a hardware and OS level may be impossible for the time being.
Results will vary.
I believe Scumhead used RGM version 5, which uses Textures at 128 x 128 instead of 64 x 64. The Resolution of the game is also doubled as well, compared to RGM version 4. Most games are made in version 4 because that version actually has more features. The developer of RGM didn't finish adding back all the functionality into version 5 before they stopped working on it.
As for Fullscreen mode, I believe you can make any RGM game open in fullscreen if you do the following:
- Go inside the game's folder, where the Executable file is, and add a Text document into that folder. It should have a file suffix that says .txt
- In that text document, type "hellwomb.exe fullscreen"
- Save the text file
- Then, right click on the text file, Rename it to "Open in Fullscreen" and change the suffix from .txt to .bat
Now, whenever you want to start the game in fullscreen, you double-click on this .bat file instead of the game's Executable.
If any of that was confusing, just let me know.
Thanks for the confirmation, Indie Machine.
In that case, I wish you the best of luck with the remake, and I would love to play it once it's released.
Since you say you are a coder, not an artist, are you rebuilding the game by duplicating the original assets? Or are you remaking each asset to look higher-resolution, and higher detail, and then remaking the game with new functionality?
Well sure. I understand the limitations extremely well. And making a game like this in a better engine would be preferable. The reason I'm making my game is to help keep this engine alive and show what it is still capable of for new developers who want to try something with it.
The reason I ask why you're making a remake of "Hellwomb" is because Hellwomb is someone else's game. Plenty of games get fan-games, especially FNAF. But since Scumhead is a much smaller developer, I would just recommend that you ask Scumhead if he'd be comfortable with you making a remake before doing so. Unless you already have.
Hey MrPr!
It's been a while, but I finally had a chance to try out "Dancin' Divas". . . and I FREAKING LOVE IT! I tried out the demo as part of a selection of 4 Beat'em up games that I tried for my newest Let's Play episode. So you can give it a watch if ya like. I also took a moment to mention the artwork I previously drew for you.
Out of all the indie games trying to be Kings Field, your demo truly succeeds at recapturing all of the key elements. It has the right look, it has the right feeling, it has the right technical execution, and it carries the right atmosphere. For a full release game, the similarities may be too on the nose, but, I sincerely hope you consider making a full project some day.
Thank you as well. I'm always so glad to see responses like this. The game devs discovering this program will only get smaller over time, and the community that has used it already figured out the tricks before I learned them. But before I made this, it was always like some right-of-passage to discover the engine, find the Discord servers or forums and learn the ropes from the people that came before. Devs shouldn't have to jump through hoops like that. So I'm glad my guide can help so many people out.
When you release your next game with RGM, definitely share a link in the comments here as well. I'd love to play more games made with it.
Wow! Simply Wow! This is one of those fabled Total Conversions that you rarely see but treasure once you find them. The difficulty right out of the gate threw me off a bit until I watched a stream of the game. But I think I'm starting to get how to manage myself around the enemies. I also chose Phazar after William wasn't working out so well.
I absolutely love the Mario RPG approach to all the character models and weapons. The extensive use of 3D models in-engine is impressive. And the soundtrack is 100% on point.
I also have to give you mad respect for the sexy scaley and furry characters in the main cast. EVERYBODY is Hot. And there's something comforting about that when you're destroying cartoony enemies.
I can't imagine how long this took to create but I am so glad I found this. Incredible work!
That reminds me a bit of my concept that would've been another example in my guide, where I think I wanted to have the protagonist say insults to the enemies and they would be stopped in their tracks. Just like a, non-violent form of combat. Kinda like T-Shirt Man.
Very impressed with your approach so far. Will be excited to play it once it's complete.
If you need any advice that the guide somehow misses or isn't as clear about, feel free to drop a question below.
Well you are most welcome, seacreek.
You are exactly the type of person I made this guide for, because knowing the limits of a small engine like this is vital to getting the most out of it.
The limits that I think I dislike the most are that there's no key system, there's no secret system, and you can't have more than one type of door in a given level. Treasure chests and other activatable sprites aren't a thing either.
So, I suspect if you want to make an adventure story, you'd have to do more heavy lifting with story text in between levels to explain what the protagonist did once they found something or did something in the previous level.
I try to do my best at voice acting for any unvoiced Visual Novels I play, so getting to goof around as Jam was a great time. I was especially impressed by the "Ye Olde English" bits of reading in the story, and the fact that I didn't trip over the words much. LOL
Will definitely go back to see what other endings I can get.
I'll have to try the full game soon, but I think my only gripe is that the story doesn't start out with a more interesting cutscene, like how The Incredibles opens, before we get to the mundane life at home.
Definitely an inspiration for how to craft a compelling experience with compact art and minimal animation.
This game was an absolute delight. It sets a great mood. The pixel art is big but retains a surprising amount of detail. The lighting is really pretty with the indigo cast. I really enjoyed the sense of humor. And, unlike more classic point-and-click games, I actually followed along with the logic and didn't stumble too much.
Thank you for such a whimsical experience.
I struggled a bit with the combat mechanic of shooting the little purple zones on the germs and stains. But I think my only real criticism was the lack of visual response from the final boss. I kept shooting at the different zones and eventually noticed the tentacles coming to get me, but it never changed color or gave me an indication that I was wearing it down. Even with that said, I think I get what was supposed to happen.
Your game is actually the first full game I've attempted to play using my new PNG-Tuber model, in the video above. And it's already picking up views faster than I expected.
Thanks again for the memorable experience. Super Spray is the newest addition to my Favorites Collection.
Thanks very much. =)
I have taken a peak at Easy FPS Editor and I love the improvements it's made on what RGM was trying to do. But, the reason I'm using RGM is because I created a comprehensive guide on how to use RGM and how to work around all of its quirks and odd glitches (on my Itch page). Back when I started the guide, I don't think EFPSE had been released yet, and I only heard it released after my tutorial guide was completed. lol
So because of that, I've committed myself to making my first game in RGM simply because I now know the program backwards and forwards and can try to push its limits.
Looks like it was the two last screenshots for Fuzomite that I forgot to retitle. I did use Templar and Cornflakestein a lot, so I ended up copy/pasting their titles around as I added new screenshots to then rename them in the next draft.
Anyways, really glad you liked my tips and tricks section, I tried to put some serious thought into unique ideas.
Oooooh! That's fantastic! I had heard some rumblings about EFPSE late last year, but I had no idea it got released. Looking at its features, I'm impressed by how it builds upon RGM and makes many things more intuitive. That being said, I'm still glad I made this guide, as it still felt like something that needed to exist for those who want to give it a try.
Hello again, GuyWithTeaCup,
I posted a comment about a year ago, asking if I could use RoboOni as an example in a tutorial guide I was making for the Raycasting Game Maker. I'm happy to say the guide is finally finished and is now available on my Itch page. RoboOni made several key appearances in screenshots and video examples, so I wanted to be sure you knew about it.
Thank you again.
Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker
Hello again, Captain,
Just dropping by to let you know that the tutorial guide I was building for the Raycasting Game Maker is finally complete. I wasn't sure for a while whether I would finish it or not, but I'm very happy to say it's all together now. Ancient Metal ended up making a few appearances in screenshots and video examples throughout the guide, so I wanted to thank you again for letting me include it.
Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

