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Demo:
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Manual:
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About this
As I played
an old Super Nintendo game, I imagined how this game would have looked if it
had been done in 3D.
Normally, I would have let that thought die, but I took it as a challenge.
The 2D version was without flaw; I am not trying to "repair" or "fix" anything,
I am simply
expanding my knowledge.
Features
Advanced event editor
 
Any tiles on the map can be tagged with an event. The event editor currently handles the following:
 
 
Teleport
 
 
When triggered, the player will be teleported to the assigned spawn point of the assigned map.
 
 
Spawn
 
 
Sets up a spawn point on the map as well as the initial facing of the character.
 
 
Billboard
 
 
Sets up text that can be read while playing the level.
 
 
Items
 
 
Allows the player to gain an item or asks the player to relinquish a said item.
Easy
control over the AI
 
Paths for NPCs can be customized by the user. While in-game, the AI is fully
functional.
Easy-to-use texturing methods
 
The current selected texture appears on the designer's HUD. After having cycled through the available
 
textures, the user can apply and rotate it.
Full control of the map's geography.
 
The user can raise or lower the height of any tiles or walls.
Geographical collision detection is detected; collision with models can be applied
 
Geographical collision, which means slopes, is maintained by the editor; if a slope is to abrupt, the
 
character will not be able to move in that direction. Otherwise, if the user wishes to add collision
 
to certain parts of the map, he can simply apply a special collision tile, which will prevent the
 
player from moving on the said location.
Handles weather effects
 
A built in particle system allows simple effects such as pouring rain and floating snow.
Handles
music
 
Music can be assigned to each map as well as events. A good example would be to use the sound of a
 
door opening on a teleport event, and the sound of a door closing on the associated spawn event.
Operational
menu system
 
The player can pause, browse through his inventory, select items, read their
description and do
 
other tasks; it basically does what the original menu did.
Smart
collision detection
 
The main character is aware of the terrain, whether it is slopes, walls, objects or other NPCs.
Uses a simple model editor
 
Models can be applied and positioned on the map. After being placed a model can be declared living
 
or dead. As a living model, it can contain dialogues and follow paths built by the user.