HTML5 Player port

Not interested in any details? Run TestGame in your browser

Some months ago we wrote a post for the April Fools’ Day called HTML5 port plans which was announcing a planned web based EasyRPG Player port.

Because of this date it could be a fake, however some details were really planned about making this real. Using the Emscripten compiler, Player C++ code can be converted to JavaScript code and run in modern web browsers with a faster computer.

This effort could be considered too early to be done, however it is pretty useful, for example, for checking the result online along with the Test Game for fast testing without needing to download Player, game and RTP if not installed in the current machine.

The new port will require a fast machine with a modern browser. Mozilla Firefox (newest version) is recommended, as it is faster than other browsers when running it. Processor requirements are currently high, a +2GHz multi core processor is suggested.

Saving works. The Esc key maps to “Disable fullscreen” in the browser in some cases, use the X key instead to toggle the menu. But even with these flaws it is still a nice proof of concept.

You are invited to try TestGame running in your browser, feel free to share your thoughts and feedback in post comments. Imagine when the JavaScript port becomes more matured you can run RPG maker games directly from your website, how cool is that?

Android version of 0.2.2 now available

We just want to announce that the Android version of our latest release is now available. There were some issues after updating the libraries we used for the project that needed a while to get resolved. But now you can finally enjoy the updated version on your device

If you don’t already have it you can simply install it via the Play Store. In case you dislike Google get the APK from our download section.

For all new features see our previous blog post.

One of the most anticipated features – support for additional buttons like the number keys – is still not available. We are aware that this is important for many games.

EasyRPG Player 0.2.2 “Brian”

After some months, here is a new maintenance release of the RPG Maker 2000/2003 game interpreter. This release has been focused on bugfixes though it adds some new features.

What is new for users?

Hangul support for Korean games. Before this release, all games using Korean characters were unreadable. The Baekmuk Gulim font glyphs have been added to cover them (#336). Nobody of the team speaks Korean, however we want to support all games possible written in any language.

Gray Garden Korean translation
Korean translation of the Gray Garden game

There is also initial work to add missing Traditional Chinese glyphs, designed by Dmytro Kushnariov (#359)

Fixed major bug regressions introduced in previous releases:

  • Fixed shop’s invalid item bug and refresh sell window when opening it (#305)
  • Fixed sprite flashing (#300)

Fixed picture rotation (position and initial angle) (#310)

Implemented rest (fade out and fade in) in the inn (#313)

Fixed Battle related features:

  • Battle: Added fatigue trigger, fixed hp trigger and cleaned battle_calling to make battle command interpreter work (#326)
  • Battle: Fixed the acquisition of battle backgrounds (#304)

Maps and tile related:

  • Implemented Save (Allow/Forbid/As in parent) map property (#293)
  • Improved tile animation speed (#306)
  • Regenerate autotiles cache after a new chipset is setup (#313)

Messages:

  • Fixed message flags clearing (#313)
  • Show gold window during inn prompt, skip prompt if price is 0 (#313)
  • Implemented closing windows animation (#313)
  • Fixed face not cleared after the event execution ends (#340)
  • Fixed font color when changing game system graphics (#345)
Wadanohara and the Great Blue Sea
Fixed font color was affecting Wadanohara game

Multiple fixes and implementations in the event interpreter:

  • Improve animation speed (#235)
  • Fixed hero facing when triggered (#235)
  • Use the prelock direction for spinning animation like in RPGM (#235)
  • Use middle frame pattern when changing a character’s graphic (#235)
  • Update self movements when GetContinueEvents is true and reset move_route_repeated flag when a new move route is forced (#280)
  • Update interpreter after each autostarting event is set up (#280)
  • Stop event processing during transitions (#313)
  • Prevent destruction of parallel interpreters when map is refreshed and that interpreter is currently running (#325)
  • Fixed delayed deallocation when there are multiple parallel interpreters (#327)
  • Use the through-bool only for Through mode in movement events (#321)
  • Implemented transparent flag for Events (#302)
  • Implemented bush depth for character sprites and fix screen center (#326, #361)

Fixes to menu related issues:

  • Fixed segfault when item ID > max ID in Equip menu (#337)
  • Don’t play menu sound on cancel if menu access is not allowed (#289)
  • Always draw equipment stats (even when ’empty’ item is chosen) (#329)

Added Keypad 0 as Cancel button (#301)

Added MIDI support in OpenAL backend (#308)

Improved loading performance for some games by avoiding recursive folder mapping when not needed (#326)

Building: Patches for SDL and SDL_mixer were backported from Hg for Windows and Android to fix audio and wave issues (#353)

liblcf: Fixed various crashes when loading invalid data size blocks from some games (#120, #121)

Android: Added external gamepad device support.

What is new for developers?

Added code documentation generation option (Doxygen) to Autotools build (#323)