The source is now (mostly) open!

January 19th, 2009

After several delays that ended up taking way longer than they should have, I’ve gotten the code cleaned up enough to publish.

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Final preparations

January 3rd, 2009

I just got the last of the known bugs worked out of the editor about an hour ago.  I’m currently in the process of sorting through all my code, marking the source files with MPL headers, and preparing to upload them to a SVN repository on Google Code. I wanted to host it here, but when I called my hosting company about some technical issues involved in setting it up they said that it wouldn’t be possible.  The code should be available by this evening, Pacific time.

EDIT: It won’t be ready by tonight.  Getting everything ready is taking longer than I thought, and there’s a possible legal issue that I need to get resolved first.  I should have everything by tomorrow night, though.

Merry Christmas! A special present for everyone.

December 28th, 2008

This time last year, I was putting the finishing touches on the Map Viewer, a proof-of-concept clone of the RPG Maker 2000 game engine that had taken me 9 months to write and almost worked perfectly.  (Almost.)  Then I switched away from it towork on the editor.  12 months later, I’ve got barely anything to show for it.  School and work have been getting in the way all year.

And I’ve been thinking.  I don’t have any real reason to keep the whole project to myself anymore.  Any income I might have earned by selling the finished product would be nowhere near what I’m making at the programming job that keeps taking time away from working on the editor.  And development’s going far too slowly with just me working at it alone.  So… I’m not going to anymore.  Over the next couple weeks, I’m gonig to clean up the code a bit, (because frankly it’s in an embarrassing state right now,) set up a SVN repository on the turbu-rpg.com server, and officially convert project TURBU into an open-source project.

Merry Christmas, everyone.  You’re getting a look under the hood of the engine, and (hopefully) faster development.  It won’t be easy to contribute.  I’m well aware of that.  All coding is being done in the Delphi language, and relies heavily on the Generics features introduced in the most recent release, so nobody without a copy of Delphi 2009 will be able to contribute code. (At least not all that easily.)  But anyone who wants to will be welcome to help out in any way they can, and I’ll still be doing the bulk of the coding work.  And hopefully I can get a few talented coders to join forces with me and we can get development going strong again.

Here’s to a strong 2009!

Status update

November 15th, 2008

*wanders in and blows the dust off* Wow, it’s been too long since I updated here.  So here’s what’s going on.  About a month ago, I got a job as a professional coder.  I’ve always enjoyed Delphi programming, and now I’m doing it for a living!

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Finally! New content!

September 13th, 2008

EDIT: The installer I posted last night was missing a necessary file.  It’s been updated now.  If you downloaded it and you’re getting “Jcl100.bpl was not found” errors, just download the new installer and it’ll run.

The update I promised you all last week is finally here. Read the rest of this entry »

Update will be late…

September 6th, 2008

I was going to have something to download tonight.  I really was!  I went and finished the converters I’m working on and got them to display properly in the editor.  But I don’t have the save/load functions ready yet.  I blame Fallen Sword.  It’s been eating much too much of my time lately.  But as soon as I get the saving and loading finished for the data structures I have so far, I’ll be able to put up something for you guys to test out and try to break.

Class Editor

August 28th, 2008

In order to provide greater future flexibility, I’m setting up the character/class relationship a bit differently than RPG Maker 2003 does it.  Read the rest of this entry »

Seeking feedback on Skills

August 9th, 2008

I’m currently writing the converter routines for Skills, and a thought occurred to me. Read the rest of this entry »

New and improved items

July 26th, 2008

I spent most of today writing code for items.  Most of it’s based on the general structure of items in RPG Maker 2000, but I threw a few new things in: Read the rest of this entry »

What is the action matrix?

July 25th, 2008

I was working with sprites last night, and finally got something coded that I’ve had running around in the back of my head for months: the concept of an Action Matrix. Read the rest of this entry »