Originally created in 1997 for verge 1 by Hahn, Gayo and Myself have spearheaded an effort to revise and finish this core piece of VERGE.
This game is, and always has been, the core RPG tech demo for VERGE. If you're just coming to us to learn what VERGE can do for you in the way of oldschool console-style RPG creation, there is no better place to start than here!
These current screenshots are from the Work In Progress of the final version of The Sully Chronicles (not yet public)
This is a demonstration of the battle menu system I've developed. It can accept input from keyboard, controller, or mouse. The boxes are abstracted to be skinnable so you can change how they look relatively easily. There's a help system that you can modify to bring up a help window associated with whatever the active item was when you pressed the help button. And most importantly, the entire battle menu runs off of a formatted string that you can read in from a file, or generate via code, or really get from anywhere you can get strings from.
Along with the battle menu demo, I created a few more libraries I'll be spinning out for this, including the fourth version of my in-verge renderengine (which is running all of those moving pictures in the background, and is being polished to run an entire battle system), a really cheap-ass implementation of a hash table (not optimized yet with a tree of keys, but that's an eventuality) that I made to store and look up the help text, and an abstracted and documented interface to the scrollbar code that Zip made for the 2004.10 release of Sully. Yay!
These are screenshots from the current WIP of my v3 game, The Astrad (Saga of the Stars).
This is McFAIL, my public library abstracting virtual buttons around verge's native buttons. It provides a simple interface for reconfiguring your input for keyboards or gamepads, and provides constant press, button unpress, and button repating functionality ( ie, hold down a button, and every x ticks it fires another 'i was just pressed' event)
Future plans include a keypress history and functions to analyse them (did he just hit a quarter-circle left? Is he hitting the keys in time with the DDR arrows?), and a full keyboard input abstraction (for adding skinnable textareas and text inputs to your game).
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