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Game Engine - Realm Crafter Updates - June 2009

by shedh in July 1st, 2009 
No Comment

Realm Crafter

Pro Version Graphical Effects Added

New Post Processing Editor for 2.30
Bloom

Realm Crafter Pro has a new Post Processing pipeline and editor. Post Processing effects are shaders which are applied to the rendered scene which can really change how the game feels. By default, we will include a bloom shader which makes all of the bright parts of the scene bleed over into the darker areas. We will also include extra effects such as Monochromatic rendering and color filtering.

Huge Detailed Landscapes in Realm Crafter

New Terrain Editor for Pro Version 2.30
Terrain

The old terrain editor from RC Standard and the heightmap based terrains has been removed and replaced with the new ‘RCT’ library.
RCT was designed to give a great FPS for terrains of any size. It will stream data to
the GPU using LOD algorithms to reduce the number of triangles drawn and the amount of
video memory consumed. It can also stream data into PhysX in a separate thread to prevent lag spikes when moving around.
The new system will feature…

[Learn More]

Improved Standard Version

Improved

New Features for 1.30

New input handling for Realm Crafter Standard has been implemented in 1.30. Version 1.30 is now in developer testing and will be released soon.
Features added in this release are:

  1. A refined click movement control method
  2. An alternative control style which works similar to different popular MMOs (WoW, Everquest, …)
  3. Reworked Character interaction handling
  4. A screen aspect ratio independent interface
  5. Tabbed multi-channel chat support
  6. Addition of auto move key. After it has been pressed, the character moves forward until you press it again. Especially nice in WoW style movement where you can use the mouse to orient the character while walking.

[Learn More]

Video: New Pro Player Camera

Smooth controls for better game play!
video This video shows the new controls in action. This is the 2.30 Dev build with the new post processing, terrains and grass in sight.
Left Mouse + Drag will rotate the camera around the actor. Right Mouse + Drag will rotate the actor. Left + Right Mouse will make the actor run around in case you are too lazy to use the keyboard (which still has controls). The mousewheel will zoom you further from or closer to the actor; the closest zoom puts you inside the actors head for FPS mode.
Topics: Scripts Vault
Tags: game engine, game ready, mmorpg, pbbg, realm crafter, realm crafter demo, realmcrafter
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An Interview with TORN.com owner Chedburn

by shedh in June 18th, 2009 
6 Comments

TORN Previously Known as TornCity

Chedburn’s is the well known British online gaming entrepreneur, well known for his online RPG TORN (Previously known as TORN CITY), which was launched in 2004 and has now become one of the largest online games.

TORN has become one of the largest RPG Games on the web, with over 40,000 users online daily. With no fear of a reset and updates made regularly. TORN is known for is originality and game play. Many members of the CE Community were introduced through TORN, Many have played this game, many have seen this game rise to the top, many have their opinions about the game, and we had questions for Chedburn’s and he had the answers…

Q. TORN has become one of the biggest online games, how does it feel becoming one of the biggest names in the online gaming community?

Of course it feels great, but it’s a big burden. It’s taken a lot of work, money and sleepless nights to get the site to where it is now. Treating the game economy much like a real one, worrying if players will find exploits, if the site will go down e.t.c. When you get to the stage Torn City is at, it’s pretty much constant worry and making sure you’re on top of everything. Luckily we have around 50 volunteer staff workers which takes a lot of the load off, they pretty much keep the game up and running. Over 4-5 years, we’ve built a fantastic and trustworthy team.

Q. How old where you when you decided upon launching TORN?

I suppose I was around 16, actual construction didn’t start until a few years later though. Design is always much harder than actually coding, I’ve always spent much more time on it, looking at every possible angle. You aren’t so much creating a game, as a system.

Q. When did you come across PHP and why did you decide to learn it?

I decided learning PHP because I had played other text based games in the past and loved the way they worked, and how they can be so much more addicting and fun than any graphical game could ever be. The very first bit of PHP I wrote was, as far as I can remember, a gym system for Torn City. I bought a PHP & MySQL book and within a few days was hard at work. It was never meant to be any kind of success, just for my own personal enjoyment. If you do this kind of thing for money, you’re really bound to fail. By the time I started coding, I knew exactly what I wanted to do.

Q. TORN was originally created by you and Quacks, where is Quacks?

Quacks joined shortly after construction started, and left recently. There was no silly fall out or anything, it was just a change of opinion, it was all settled professionally.

Q. When creating TORN what was your inspiration?

I wanted to code the perfect game for me; it’s basically exactly how I would want my text based game to be, if I was playing it.

Q. What were your goals and why did you create TORN?

I think I answered this further up. I had no goals; I created it for a hobby, never for money.

Q. What was the single most memorable point whilst running TORN?

There’s not really any single massive point, there’s always things big and small things that go wrong. There are far too many memories, good and bad to pick one. I suppose the better ones would be spending a hell of a long time designing and constructing large add-ons and updates, and finally releasing them.

Q. In your mind what was the biggest thing to happen to TORN?

There’s no single big thing I can think of, there have been many many things, big and small. Big crashes have maybe been the most memorable because they take a lot of work to sort out and can leave irreversible damage. I feel we’ve learnt from previous problems though, and built up to protect ourselves from them.

Q. What do you think puts TORN ahead of its competitors?

I suppose because we’re the first of our type, we’ve never backed down from opportunities and we’ve work very hard.

Q. Would you like to thank anyone that has helped you become who you are?

All of the staff team who work tirelessly to keep everything in order and of course the other admins.

Q. What are your future goals with TORN?

Well we’re hoping to do some serious advancements and improvements this year. We’ve brought on more programmers; marketer’s e.t.c. should be very exciting.

Q. What advice can you give to aspiring game owners/developers?

The only advice I can give, is do something different. Why would someone play a game, which is the same as another? Simply buying an engine, no matter how much you change it, will still be someone else’s engine. If you’re really enthusiastic about owning a successful game, you need to design it from start to finish, and code it from scratch. If it’s good, the players will come by word of mouth and fill the game up. If your game isn’t constantly bringing in new users, certainly replacing the ones who are leaving, you’re doing something wrong. Your game must be original, and must be coded from scratch. Of course having knowledge of how people think, knowing what makes a good game, and enthusiasm helps a lot. I suggest getting a book about human emotions, and how people use systems such as games, what turns them in to games e.t.c. Design is always more important than the programming side.

I have so much advice I could easily fill a book, but I’m far too greedy to share :)

Special thanks to CE Member Rainbow for setting up the interview.

Topics: Interviews
Tags: ce, ched, chedburn, chedburns, criminal existence, game, game developer, game economy, game play, interview with torn city owner chedburns, largest, mmorpg, online, online game, pbbg, php, quacks, rainbow, regular updates, rpg, shedh, TORN, Torn City, TORNCITY
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Game Engine - Space Commander

by mdshare in March 7th, 2009 
1 Comment

Space Commander 

space_commander_4957ecadb8213An online space war game in which each player starts with his own planet. The first important step which should then be taken is to build facilities including energy plants and mines to collect raw materials. This material can then develop new buildings, including shipyards for space vehicles, ships and weapons to develop defenses to attacking opponents to stop spying sata left, robots, atomic bombs, laboratories, and more technological developments. 

Space Commander can also be described as a strategic simulation game in which many players can compete against each other to the universe and each other attacks in many different ways. It is important to get the right weapons to be deployed at the right players. This, as all weapons and defenses know their weak points. The weapons in the right way to put it is possible to ultimately prevail on all the planets. 

The source comprises a total of more than 50 different buildings, space ships, developments, technologies and can also be upgraded so that all there is more to the new options available. 

Click here to view the online demo 

User name and password: demo 

Developer: Idealgame.nl

Open Discussion and modifications can be found at the CE Forums

Topics: Scripts Vault
Tags: browser game engine, browsergame, game design, game developer, game development, game ready, game script, mmorpg, pbbg, php game, php game programming, space game, space game engine
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Game Engine - Gangster World

by mdshare in March 7th, 2009 
No Comment

 

Gangster World

gangster_world_4969002d3ed5f

This is a Gangster Multiplayer Online Game with many unique options. You start as an ordinary laborer and you end up in the world of the Mafia. You will be asked to do crimes muscles to grow in the gym. with each rank you will get more benefits, you can buy new weapons, new crimes better and better features in your family. Furthermore, a lot of options you’ll have to do with your friends so you build a strong relationship with your family! 

Gangster World distinguish itself from other games by the mafia has its own unique script. All options are Idealgame.nl developed and tested multiple. In addition, the source of the possibility to develop players so that each higher grade more options available. Also, each player has a criminal record. By crimes do occur, there will be more respect that more missions possible. 

Another unique feature of the Gangster World Source of starting a family and to the management of companies in various cities and loading. In this way, every family is a land management and service included. 

Some other options in the Game Source back to find: 

  • Property management 
  • Payment of Ideal / SMS payment phone 
  • Roll Bags 
  • Shooting Training 
  • Mafia Work 
  • Mister X (mysterious client) 
  • Staff Journal (for promotion and additional options) 
  • Casino games 
  • VIP options 
  • Security 
  • Gyms 
  • Race Tracks 
  • Tuning Shops 
  • Back Fires (different types of attack) 
  • Trade drugs, cars, explosives, weapons 
  • Land management 
  • Emissions (with upgrade options) 
  • Unique family options

Now with changeable layouts.

gangsterworld2

And of course many other gangster game options.

Multi Language! Change your language very easy in 1 file. You can change names, ranks, crimes, and every other word in seconds. For example:

$rankname_1=”Worker“; 
$rankname_2=”Dealer“; 
$rankname_3=”Don“; (and so on)

In total, the World Source gangster more than 90 different options, casinos companies, murders and crimes. Of course, the complete source for an entirely unique layout, smooth gameplay, and comes with a clear English installation manual, so that your game online source within a few minutes running.

Click here to view the online demo 

User name and password: demo 

Gangster World Developer: http://idealgame.nl/Games/Gangster-World/Detailed-product-flyer.html

Modifications and Open Discussion can be found at: http://www.criminalexistence.com

Topics: Scripts Vault
Tags: game design, game developer, game development, game engine, game ready, game script, gangster world, mmorpg, pbbg, php game, php game programming, rpg
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Tools - Color Combinations

by mdshare in March 7th, 2009 
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A big struggle in game design is finding the perfect color (colour) combinations.

Lucky there are some free tools on the web available to help make your job easier.

combos
ColorCombos.com

colourlovers
colourlovers.com

colortoy

ColorToy 2.0, a color scheme generator

colorbe.com

Colour palette generator based on an image you upload

Colordb the colour database

4096 color wheel

Colorhunter.com 

Color scheme generator2 

colorjack.com

Colors on the Web 

colorschemer.com

Colormixers.com 

colorblender.com 

kuler.adobe.com 

colr.org

pic2color.com 

krazydad.com/colrpickr

Topics: Developer Tools
Tags: color combo, color pallette, color scheme, colour combination, colour combo, css, game design, game developer, game development, game ready, how to, mmorpg, pbbg, php game programming
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Tools - Gradients

by mdshare in March 7th, 2009 
1 Comment

As a game developer you often have the need of gradients, those are small images that are pretty usefull for backgrounds, player stat bars etc…

A easy and free to use tool is Gradcolor. Gradcolor is a website with the one and only purpose of creating gradients fast. You can then use the image generated as backgrounds for your game, headings or whatever you like. Choose the image size, pick your two (or even three) colours and a gradient image is generated. You can save them on the site if you want by registering (for free), otherwise simply save them to your computer. Create as many images as you need, there is no limit.

Link: http://www.gradcolor.com/

Topics: Developer Tools
Tags: create gradients, game, game art, game artist, game clipart, game design, game developer, game development, game ready, gradients, mmorpg, pbbg, php game programming, rpg
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The DimensioneX Game Engine

by mdshare in March 3rd, 2009 
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DimensioneX Multiplayer Game Engine screenshot

DimensioneX Multiplayer Game Engine is an interactive multimedia free open source for developing and running adventure games. 

If you have ever dreamt of developing a video game then this tool is just for you. It is easy, quick, flexible and robust, hence a beginner can also be comfortable in developing a web based interactive game with characters and scenes of his own choice. You can develop the game on any text editor according to a simple, well-documented syntax. Graphics and sounds can be imported either from web or GIF, JPG and WAV or MIDI. With a Basic scripting language you can get higher interactivity by binding code to game objects. In case of any scripting error it is displayed on the browser. Once you are ready with the game you can start playing and even publish your game online or on CDs. This open source published under GNU has a built in support for English, Italian, Russian and Ukrainian. 

Hence, if you are looking for a simple but well featured tool for developing games then DimensioneX Multiplayer Game Engine is the right choice.

Visit homepage of DimensioneX Multiplayer Game Engine

Topics: Scripts Vault
Tags: game, game design, game developer, game development, game engine, game ready, game script, java game engine, java game script, mmorpg, pbbg
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Tools - CSS Image Sprites

by mdshare in March 3rd, 2009 
1 Comment

The idea of combining images into a larger one and displaying this using CSS tricks has been around for awhile. There are a couple big benefits to doing this: First it reduces the number of HTTP requests that the browser has to make, by combining say 5 images into 1 big image, the number of image requests has been reduced by 4. This can increase the effeciency of page loading and you can see gains in the speed at which your page is loaded. 

Some usefull links:

http://www.alistapart.com/articles/sprites/

http://stylemeltdown.com/2007/10/22/image-sprite-navigation-with-css/

http://www.askapache.com/css/speedy-sites-with-image-sprites-and-css.html

http://paulstamatiou.com/2007/07/25/how-to-optimize-your-site-with-image-sprites

http://websitetips.com/articles/css/sprites/

CSS Image Sprite generator:

http://spritegen.website-performance.org/

http://www.mummey.org/2008/12/csprites-a-dynamic-css-sprite-generator-in-php5/

Topics: Developer Tools
Tags: css, css image sprites, game art, game artist, game design, game development, pbbg
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An Interview with Alain Bertrand Developer of the NEaB Game Engine

by mdshare in February 25th, 2009 
1 Comment

We have met A. Bertrand as a member of our browser game development community CE. He is a frequent visitor and helps several of our inexperienced members. A. Bertrand is also the developer of the successful game engine NEaB - Nowhere Else and Beyond.

As a provider of browser game related sites for developers as players I’ll scavenge the net for game engines that suit for our community. I was quite  impressed when I discovered NEaB. Alain has accomplished a stable game with  production value way beyond its scope.  And offers the engine behind the game  to aspiring game owners/developers. There is a FREE lite edition of the game  engine as full versions that off course cost some money. But you get a high value  package in return for the small price it costs.

But as everyone I had questions and A. Bertrand had the answers….

Q. As a game developer, how do you feel about games as a storytelling medium?  How does the storytelling language of games differ from that of other media, like movies?

A. The advantage of games over movies or traditional books is that first of all you can interact with the story, which means, if the game is well done, you could change at least a bit the story. Now we all knows that most of the games have a limited number of options (due to well known reasons), but still it gives you an interaction you cannot have with a movie. Second thing is that we are going into more and more multi-player games, where you are not anymore alone in this story, which means its ads yet more dimensions to the story. There is however a drawback with those multiplayer online games, as many fails delivering true complete stories, and just offers small things to do. Here we would have also more work to do for our own game.

Q. What were your goals and why did you create NEaB?

A. Some month before I started my own web game project, I discovered the mythical ?Kingdom of Loathing? (http://www.kingdomofloathing.com/) while reading Toms Hardware (http://www.tomshardware.com/us/) web site. KoL (Kingdom of Loathing) is a unique web game in many ways; first of all, the art seems to be done by a 6 year old. Then you see the texts which always contain something funny (even during the battles) and also you want to discover all those hidden features like the possible mix of objects to build something. What amazed me was the quantity of people playing it. Now on the bad side of the game, it was lacking what I always loved in RPG (role playing game): walking around discovering new locations, true NPC (Non Playing Character) discussions and quests. KoL do have quests, but they are basically always the same. I then started to search for a true web based RPG and I ended up with plain text RPG or games written in Java like RuneScape (http://www.runescape.com/). At this point I thought: how hard could it be to create a true RPG which runs on the browser? Without yet thinking of having all the features now NEaB offers.
To make it short my first initial goals was simply to have a virtual world which you could explore (without yet having the 2D interactive map every players of NEaB knows), and offers true old fashioned quests.

Q. Where did you spend the most time in the making of NEaB as game and as distributable game engine?

A. Well, this is somewhat a difficult question to answer, as now it?s more than 4 years spent on development basically. However I can tell you that I spent a huge piece of my time making the 2D map work as fast as possible (I tried lot of different ways), increase the speed of loading time, and offer multi player interactions (like seeing each others on the map, and being able to chat basically everywhere). I tend to work like that: think of something fun to add to the game, and then try to implement a first version in less than 1 month. Then fix the bugs of this new feature and leave it like it is. If I see players enjoying this feature, and maybe they ask for yet some change, then I will come back later on reworking it. So many pieces of the game had different iterations. For example our ?Post Office? which is basically an in game offline messaging system (like emails), is now in his 3rd version.

Q. What is the most challenging part of developing a game, technically?

A. There is 2 areas which are really difficult (at least for me). Player interactions (like allowing players to trade directly or play cards in real time, or multi player battles), and game balancing. Maybe because I?m not a true game designer, game balancing is for me a bit of alchemy. We try to setup something (like for example with the help of excel tables), see how it goes, and then tweak it to make it somehow work.

Q. Where should someone start who is interested in learning how to program games?

A. First of all this someone should have an idea, more or less unique, and with a SHORT TERM feasibility. Which means, if you never programmed, don?t start an MMO! So, simple games like guess a number, or some word game is a short term goal for me. Then you should always do experiments first, to see if you are able to solve some of the areas you will need in your game. If we do for example a platform game, learn how to blit sprites and how to have parallax scrolling (with a good frame rate) before actually thinking of the full game itself. This allows stopping the project if you discover you cannot do it. Of course to help, there are a lot of web pages out there with nearly all what you could need to start such projects.

Q. From your experience, do you enjoy collaborating on game projects?  How do you motivate other people to work on your games or do you do it all by yourself?

A. If I continue to work on my (M)MORPG it?s simply because I do have interactions with others, and/or collaborations. However I never count on them (beside when I pay somebody for a given job). So I?m more a ?do it all yourself, and be happy if somebody wrote one line? guy. The reason is simple, I tried many times to collaborate with others, and ended up with projects which died because the other side either had too much different opinions, or simply stopped the collaboration.

Q. How are you marketing your game as the game engine?  What avenues are there for independent game developers to get an audience or customers for their games/game engines?

A. This is somewhat a mystery for me. Maybe because I?m a pure developer and not a marketing guy, but marketing is still something I?m way not confident with. We tried commercial advertisements (with poor results), we tried free banner exchanges (with poor or no results at all), and we tried collaborations with bigger companies like Bigpoint without success due to either our technology (where we don?t use Flash for example nor any other plug-ins), or because our game is too much unique. So what remains? Forum posts, referrals, top web game lists, directories like dmoz (http://www.dmoz.org/) etc? This is an area where we would require some help, anybody out there to help us? 

Q. Who, in the browser game land, do you get inspiration from?

A. In the browser game land? Not many? I?m pointing at audiences of the size of KoL or RuneScape (without really believing it ) but I?m not pointing to get a game like any others which runs on the browser. My goal is really to offer a web games which runs like you would play an old ?Ultima 6-8? game. So I?m not taking inspiration from browser games, instead I?m taking inspiration from standalone RPG. I know, this is something a bit odd.

Q. What should change in this browser game segment? Looking at our CE community it still seems not to be saturated even as it’s almost geared to a single game script.

A. I find difficult for good games to be visible out of the mass. So it would be good if there would be some sort of true well known online webzine which does game recensions, maybe talk about updates, and help new comer to be known. Also, banner marketing doesn?t work well due to the fact people are now nearly completely banner blinds (without talking about all the plug-ins which allows disabling banners). So, having ways to advertise your game, in an effective way, without having huge financial resources, would be good. Maybe having like web producers or web marketing companies focused on this segment, and which would be paid by a share of the benefit (even 70%), would be good.

Q. What advice can you give to aspiring game owners/developers?

A. I will change the question to ?What advices??:

  1. Don?t start a collaborative adventure: it will certainly fail. So do something you can do all by your own.
  2. Have a goal which can be reached within 6 month. More you will quiet certainly stop.
  3. Try to avoid duplicating another game, and hoping to improve it by simply changing 1 or 2 things. Generally it doesn?t work well.
  4. Ask for help on technical / administrative things, but only for concrete things: like how do you do backups? Not like, how do you write a game.
  5. Read a lot: tutorials, existing codes.
  6. Try and retry until you succeed.

Q. What are your future goals with NEaB?

A. I do have a lot of ideas still to implement, for example in a relatively short term I want to improve drastically the appearance of both the home page and the game interface. Like for example offer an in game GUI (at least on the 2D maps) which is more like a Diablo GUI than the current left sided menu. Beside that, there is a lot of things on my ?to-do? list, which has the tendency to grow instead of decreasing. Don?t know yet why.

Q. You started also on a different game from what we have heard? Can you tell us a bit about make-a-bot?

A. Make-a-bot is / was a side project of mine I had since? more than 10 years. When I was young, I played a programming game where you had to program tanks with something a bit similar than Basic. The goal was to kill another tank in some sort of arena simply by coding your own tank. Well, I kept this idea in mind, and yet added a few twist, first of all, I invented a language which you can program without writing a single line code. All what you have to do, is connect ?bubbles? and type some parameters. Second, instead of having a simple arena fight, my idea was to offer something more like a RTS (Real-time Strategic Game), where you have missions, and can build / harvest things. However, currently, this project is on hold. Due to my limited numbers of hours per day (24, right?), and the lack of stability of the environment (Silverlight).

Q. Why Silverlight if we may ask? What’s the reason of using silverlight lets say over Flash/Action script?

A. Silverlight allows me to develop with one language I do love and know: C#, and this in a familiar environment for me: Visual Studio. Also Silverlight let me program using true an object oriented language with all the tools needed for a developer (not for a designer). I was also hoping to see Silverlight take faster a big market share, but somehow for the moment it?s not the case.

Q. Do you have any other or future endeavors online besides game development?

A. Well, you know, game development is for me a hobby. And I don?t plan to make it my real life job (and would be really hard). So having mainly NEaB as game and some other small things on the side is what I have in my plans. Beside that I?m still programming all the day, as real life job, but for completely other goals.

Q. A final question then to close this first interview, is it really worth it to spend so much time in independent browser game development?

A. Money side? Definitively no. I?m already happy it pays itself (which is not cheap). But besides simple monetary thinking, I can tell you that I learned a lot of small tricks I can reuse in my real life job, and I meet some nice people out there, I would never meet otherwise. I take the opportunity to thanks (without any particular order) Croesy, Zorich, Iya and many others, which helped the game to be like it is, and which I consider now friends even if I never meet in the real life (yet).

Topics: FAQ, Interviews
Tags: Alain Bertrand, game designer, game developer, game developer interview, game development, game engine, game interview, interview, mmo, mmorpg, NEaB, Nowhere else and beyond, pbbg, rpg
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Game Engine - NEaB - The Nowhere Else and Beyond Game Engine

by mdshare in February 23rd, 2009 
1 Comment

The Nowhere Else and Beyond Game Engine

 The Nowhere Else and Beyond (NEaB) engine is a fully  customizable 2D game engine based on the hugely popular MMORPG  of the same name. The distinctive, and unique, map system allows you  to create a variety of different game situations and the art provided  with the engine is both replaceable and genre-neutral. While our own  game concentrates on a fantasy realm, the art would equally support  other time-period/styles. The full engine supports a high level of  interaction between the players, with the ability to see, chat and battle  alongside other adventurers.

 Utilizing PHP, JavaScript and MySQL the versatile engine is    suitable for all levels of experience of game  development /  management. For those with little/no programming  knowledge the  engine provides a full range of innovative and intuitive  tools to help  create a fully featured web game. The range of maps and  quest types  that can be made and added is simply staggering, and the location editors are extremely simple to use. For the more experienced programmer the modular design means that nearly ever feature can be effortlessly modified to suit your exact needs, while allowing you the flexibility to easily add new features and modules to further improve your game.

A limited free non-commercial version of the engine is available to all, so that potential owners can check that this is the correct product for them. The full version comes with a simple installer that will create the world and even a basic quest so that you can see how the system works. In addition, the full version of the engine comes with complete email support and the option to download (free of charge) any subsequent improvements / upgrades that are included in the base engine purchased.

Try the NEaB demo !
or
Download NEABExplorer for free (V. 1.3.1)!
Check out the NEaB project documention (without source code) or a screenshot of the code quality.

If you want to purchase one of the engines, or you want to receive more information, please contact the Developer at rpg [AT] nodalideas.com. the developer is also present at the CE Forums if you have any questions.

Topics: Scripts Vault
Tags: Add new tag, free game engine, game design, game development, game ready, game script, mmorpg, NEaB, neab game engine, Nowhere else and beyond, pbbg
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