Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Because of API documentation I prefer to use Godot.
I've used Yami RPG Editor quite a bit in the past, though have recently been slacking on my project due to other obligations - summer gave me a good bit of time to pump out a few tutorials for it, I got sick for a few weeks, and my wife and I have had our hands full dealing with the kids since - but I hope to get back to regularly posting videos for it soon-ish!
That being said, I suppose I'd just say to try each engine yourself, and get a good feel instead of seeking secondhand experience(s), since empirical evidence is probably the best in this case; especially so, seeing as Godot is free, and Yami RPG Editor is on sale right now until September 12th!
As for Yami's extensibility, it can be added to and expanded dependent on the skill of the operator - using Typescript or Javascript, you can add additional plugins to be used in the program, or even expand the available core options if you want to go deeper. Though some of it may seem clunky at first glance, it's actually a pretty deep engine, and I'm afraid that's what may scare some users away; however, this depth obviously allows for a great deal of versatility in implementing a number of different game genres/options, again, depending on the skill and imagination of the operator(s).
I hope that helps! I'll leave the 'user guide' document[yamirpg.com] here as well, as it may answer some other questions you may have - if it doesn't, feel free to ask again here, and I'll do my best to accommodate!
But yes, this is accurate - the API documentation is in the works according to Yami, but I can't exactly say when he will produce it - guy has had a lot of personal stuff piled on his plate over the summer, but I'm not at liberty to say more than that.
I will, however, shoot him an email right now, and see if he has anything to say regarding the update. Thanks for the comment, Ezhelit!
Did you get any reply?
Sorry for the delay in responding about it, I heard back from him pretty much right away the last time I emailed him; I held off on posting because I had hoped to give him the chance to comment on things here himself!
The best I can say at present is that I know he is working on the engine; he hasn't abandoned it, or anything like that.
I know that no one has said as much, I just mention it because I don't want anyone to start thinking that's what is happening here.
In the meantime, if there's anything else I can help you with regarding the program, let me know and I'll see what I can do!
Not just yet, as far as I last heard from Yami, he was squashing bugs reported from the QQ group side of things (as mentioned above), then working on the tooltips and API; so far, the tooltips are in for sure, I know because I helped translate them myself.
I was also able to ask him about the 'tall sprites' you mentioned, and am waiting to hear back who he got them from; apparently it was someone that posts on itch.io.
I wish I could provide more info, but this is all I've got so far!
EDIT: One thing I forgot to mention - he has released a series of smaller updates to the engine over the past month, but evidently he forgot to add patch notes it seems... o_o
Btw for mapping, can I do pure parallax? If so, how to do the collisions?
Given that I'm not part of that group though, I can't really say if response time is any better or worse than it would be here.
As for parallax mapping, it's a pretty simple solution; you'd basically put down the collisions from a tilemap and have them under the parallax - essentially, imagine it as if you're throwing a blanket over a city made of building blocks. You could see the structures on the parallax, but collision would be handled by the rigid shapes beneath the surface.
I hope that makes sense!
As for plugins, I'm fairly certain there's a way of integrating it in a fashion similar to RPG Maker; I wish I could provide more information than that, but that's honestly out of my depth. Sorry!
I assume you may be able to find some guidance by dissecting one of the existing plugins, perhaps..?
I hope that helps! Also, if you want to friend me, I can send you the QQ group number - you can unfriend me after, should you wish.