Julius {l Wrote}:You should note however that the
editor comes with some very strange and non-libre licensing requirements for the output file format and thus you can't make fully libre games with this engine.
That's absolutely not true.
Julius {l Wrote}:I actually doubt these licensing requirements even make legal sense, but it would be rude to disrespect the author's intent, so I personally would not recommend using this engine as long as this license restriction remains.
I see. Your actual problem is, you misunderstood the licensing terms. The editor is GPL'd, and the TirNanoG File Format is dual licensed: either CC-BY-NC-SA, or with written permission, anything you want, including libre, CC0, commercial even proprietary, whatever you wish. You literally can use
any licensing you want for your games with TirNanoG, it's just that commercial usage needs a one-time permission first (and I don't want to know nor care how many games you sell afterwards).
These licensing terms are actually much more permissive than RPG Maker's for example.
Danimal {l Wrote}:Licenses issues aside, it sounds good, much than Flare anyways.
Thanks!
Danimal {l Wrote}:What about mapmaking? Is it made in the same editor or does it take tiled input?
Actually both. TirNanoG uses
.tmx files for its maps, so that you can also open them in Tiled (but first you have to unpack the sprite atlases with
tnge -u, because Tiled does not support sprite atlases... Just checked again, the
Tiled issue was opened nearly 8 years ago and still unresolved...)
But using the built-in map editor is very comfortable, has lot more features than Tiled and uses GIMP's shortcuts (select, invert selection, fuzzy select, intersect selections, flood fill, etc. etc. etc. all using exactly the same keyboard shortcuts). It also has intimate knowledge of the engine and its map layers, so you don't have to write xml property files like with Tiled, it just works as-is.
Danimal {l Wrote}:Does it have enemies scaling and ramdom item generator?
It has what you configure. For enemies scaling you can set conditions in
spawners to spawn different kind of enemies with different properties depending on the player's level. As for the random items, you can configure
probabilities in percentage to items in the NPC's inventory (loot boxes are stationary, non-moving NPCs in TirNanoG).
Danimal {l Wrote}:Only 2d, no 3d?
Yep, but it can
generate sprite sheets from 3d models automatically (although file format support is a bit buggy because it uses Assimp. Wavefront OBJ and M3D always works because those formats are supported natively).
Danimal {l Wrote}:I take you are the creator, how mature it is?
Pretty much. The editor is very well tested by the worst testers, my boys. The player is very near to completition too.
Danimal {l Wrote}:can it create ready to use exes to use in WIN and Linux?
That's not how TirNanoG works. It has a
player, ported to many different platforms (Win, Linux, WebAssembly, etc.), and your game is just a single .tng file that can be played on all platforms without any modifications (just like how ScummVM works). If the player will get ported to new platforms in the future, then your game will run on those too automatically, no steps required on your part. (BTW, the player is just a single file, a portable executable, so in theory you can just distribute it with your game. But keep in mind that due to GPL restrictions if you do so, that would mean your game must be GPL too. I've introduced player and game separation for several reasons, avoiding GPL problems being one of them.)
I've added an in-game launcher and game downloader just before Xmas. You can store your game whereever you like, it just needs an URL to be added to
this JSON (currently only has test data, as I've said, this feature was just recently finished), and user will be able to download (aka. "install") your game within the app. However downloading a game outside of the app works too, there are absolutely no restrictions, the launcher is just for convenience.
Cheers,
bzt