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Adventure Construct Serpa Games

Easy no-code game maker: RPGs, Dungeon Crawlers, visual & text games. Built-in mechanics & resources. Windows export. · By SERPA GAMES

Engine Suggestions/Feedback

A topic by J.P.D.E Studios created Jun 13, 2025 Views: 168 Replies: 5
Viewing posts 1 to 4
(1 edit) (+2)

Hello and good morning from Europe ^^ It's a nice little engine you got here. It has potential.

I figured I would open a thread where I would post my feedback and ideas for additional features (also my personal opinion on the priority from LOW to MEDIUM to HIGH).

  1. MOUSE SCROLL WHEEL IN MENUS [LOW] - I keep trying to scroll with the mouse wheel whenever the project pops up and it doesn't work and I keep being so sad. xD
  2. FURTHER STATS [HIGH]  - The engine provides out the box only three possible stats for a character, STRENGTH/DEXTERITY/RESISTANCE. It's very old school, as in very old school. Even the original Ultima had more stats to work with. It's very important to allow to add more stats.
  3. JPEGs and PNGs ACCROSS THE BOARD [HIGH] - BMPs are lossless, yes, but they also balloon the size of a project something fierce. I'm not saying WebM but at the very least JPEGs and PNGs should be allowed for all graphical elements.
  4. EFFEKSEER FILES [LOW] - I don't know if this is feasible and it's really not a big priority, since it's clear that this engine is aiming for the old school MSDOS look, but I'd also suggest looking into Effekseer animations.
  5. 16:9 RESOLUTION, RESOLUTION CONTROL [HIGH] - All screens nowadays are in the 16:9 format which is why whenever you seen an old school Dungeon Crawler RPG they account for it in some way. Also, as 1920*1080 is now the Default 800*600 resolution is going to look kinda smallish, and that's without thinking of stuff like 4k monitors.
  6. MAP PAGES COPY/PASTE/DRAW [MEDIUM] - A way to copy paste Pages on a map screen or draw them say, in a line, if you want to quickly make a bunch of tiles that all have similar properties would be very useful and make the map making process less tedious.

That's off the top of my head. Hope it's useful!

Developer (1 edit) (+1)

Hello there! Welcome!👋

Thank you so much for your detailed and constructive feedback! Your observations are very valuable and a great help in improving the tool. 

Let's go through each of your points:

Mouse Scroll Wheel in Menus [Low]

ACSG's interfaces are designed to fit entirely on the screen without scrolling. For internal lists that do have scroll bars (like item or enemy lists), the mouse wheel should work normally; in my tests, it operates as expected. If you could elaborate on which specific menu or list you noticed the issue in, that would be very helpful for my investigation. If possible, please attach a screenshot of the location and inform us which Windows version you are using.

More Attributes [High]

I completely understand your desire for more character attributes with distinct functionalities, beyond the basic three. You can currently change the names of attributes to fit your game's lore. However, I recognize you're looking for the ability to add new types of attributes with distinct functionalities to allow for deeper RPG mechanics. This is definitely on my roadmap! I'm thinking about a data-driven approach to provide this flexibility in a future update, without the need for a complex scripting language.

JPEGs and PNGs Throughout the System [High]

You raise a very valid point about file sizes. Background and pseudo-3D images are already JPGs. Currently, BMPs are used for enemies, interfaces, animations etc... due to technical challenges with the underlying architecture's drawing functions for robust PNG manipulation and transparency. While a large game with many BMP assets compresses to 230 megabytes (a reasonable size for desktop), I understand the desire for maximum optimization. I will continue to investigate full PNG support to reduce the final game size.

Effekseer Files [Low]

Thanks for the suggestion! I wasn't familiar with Effekseer, but I'll certainly look into it. However, integrating advanced visual effects systems, like what Effekseer seems to offer, would be a significant technical undertaking and a low priority right now, considering ACSG's current structure and aesthetic focus.

16:9 Resolution, Resolution Control [High]

You've touched on a critical point I'm very aware of! ACSG's development began some time ago when resolutions like 800x600 were more common. When the player chooses 800x600, the game is displayed full-screen at that resolution, maintaining sharpness. However, if the player opts for a higher resolution for the game window on a modern monitor (like 1920x1080 or 4K), the core game content will remain 800x600 in the center. This will make the game area appear relatively small on the large screen. This is a rendering challenge involving the tool's fundamental structure and requires careful consideration for the future to ensure game content can better utilize contemporary displays.

Map Pages Copy/Paste/Draw [Medium]

You'll be happy to know that a "Duplicate Page" option was included in the recent 1.0.3 update to copy page content. However, I understand you're referring to a more advanced feature – perhaps copying or drawing blocks of pages directly onto the map grid to significantly speed up the creation of repetitive dungeon sections. This is an excellent suggestion for optimizing the workflow, and I will certainly investigate possible solutions.

 Thank you again! 😊

Cheers.

Developer (1 edit) (+1)

Hey there!

So, thinking about our chat regarding attributes, and how you brought up such great points about modularity, I thought it would be cool to explain a bit more about ACSG's initial concept and why things are the way they are right now. That's why I decided to write this quick article.

First off, I wanted to make it clear that your insights really resonate with me, and I totally agree with the vision for expansion you presented. In fact, as you'll see at the end of the text, I want to reinforce that my intention is indeed to evolve this attribute system, so it becomes even more complete and modular. The whole idea behind this material is just to shed some light on the existing foundation and the possibilities we already have, while I'm already thinking about the next steps to improve everything.

Cheers!

Here's the link to the article: https://serpagames.itch.io/acsg/devlog/966262/exploring-the-acsg-structure

(+3)

Oh that is a VERY useful thing! And speaking of articles and explanations, I saw your Tutorial Video on Youtube: I'd suggest cutting down the big one into smaller videos too, each one covering a specific area. (Boosts algorithm and helps people find what they want more easily). And maybe also add Chapters on the Big Video.

Developer

Yep, that's been on my mind! Time is the main hurdle right now. But it's definitely noted. Thanks a lot!

Developer

Hey there!

Just wanted to let you know that I've already implemented at least one of the features you requested in this update: ACSG 1.0.4

Hope you like it and have fun! :)