> > And keep in mind that once an engine is done, the only thing
> > needed to make a 100% game is datafiles! NO additional code!! So, the
> > engine has to cover ALL needs!
>
> This is not necessary. There could be an engine that allows a kind of
> plug-ins that communicate with the engine through a well defined and
> documented interface.
>
> I see two advantages of plug-ins:
> 1. They can implement things that are useful in one game, but useless in
> another. No need for the engine to cover the entire spectrum of RPGs.
> 2. They can be loaded per scene. A boss monster requires different
routines
> than a peaceful village. If all code must be in the engine, that code plus
> its data would be loaded all the time.

And in battle mode you can make different battles, create new 'super-cool'
spells etc... It would be a bit boring if the 'lightning'-spell looked the
same in every game, wouldn't it???


> > Oh, and then something else: what about making the editing tools (map
> > editor, sprite editor, dot editor, demo storyboard editor etc.) for
windows ..?
>
> Making those tools for a non-MSX machine is a good idea. But remember that
> not everyone uses Windows. Especially among coders other operating systems
> are popular. We need something that is cross-platform.
>
> I think there are two options for cross-platform development: Java or
> cross-platform C/C++ libraries. Java allows the same binaries to run on
many
> systems, cross-platform libraries allow the same source to compile on many
> systems.

One problem: I can't code C++ nor Java (I am trying but I can't seem to get
the hang of it).

Based on what I currently have coded, creating a tile-editor is really a
piece of cake. You want an editor? See you in two days!!! Grmbl...


~Grauw


--
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 email me: [EMAIL PROTECTED] or ICQ: 10196372
      visit my homepage at http://grauw.blehq.org/
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