Supreme Dumbass of Thyme

Active Member
May 12, 2022
875
759
Oh cool, fobs !
Is it still made with Action Game TKool ? The 1.19 used to be. (.actbin and .actstr files on the folder)
This one engine is on my to-do list since a very long time. Enterbrain engines (including early action game maker) are fairly easy to understand and work with, so I don't feel like it would be a big issue. Do you have any tool to work with them ?
I cannot answer the last part, but I can tell you that FOBS-R is not made with TKool anymore. Zell shifted to PixelGameMaker since the scope of what they wanted FOBS to be was too big to fit within it. (And I assume making a FOBS Part C would have been very annoying.)
 
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TokenFoxxed

New Member
Sep 11, 2020
14
19
Zell shifted to PixelGameMaker
Oh great, an easier to work with engine ! Do you have tools to decrypt and unpack PGM ? If not, I still have something around that worked pretty good so far for every pgm gamed I tested. It's a bit cheap and dirty because I needed it to do the job for me, but it works. Assets, audio and project json recovery aren't an issue, the big problem with PGM is cocos. When they use japanese character in path the asset won't load on Linux. It's very annoying. At some point I should make something to auto fix and translate PGM games on Linux, but I've so many things to do...Also you need PGM engine or be very patient if you wish to mod the project as it's everything in one big file.

Is PGM modding well established?
 

Supreme Dumbass of Thyme

Active Member
May 12, 2022
875
759
Oh great, an easier to work with engine ! Do you have tools to decrypt and unpack PGM ? If not, I still have something around that worked pretty good so far for every pgm gamed I tested. It's a bit cheap and dirty because I needed it to do the job for me, but it works. Assets, audio and project json recovery aren't an issue, the big problem with PGM is cocos. When they use japanese character in path the asset won't load on Linux. It's very annoying. At some point I should make something to auto fix and translate PGM games on Linux, but I've so many things to do...Also you need PGM engine or be very patient if you wish to mod the project as it's everything in one big file.

Is PGM modding well established?
I don't have the tools for what you need, unfortunately, and I have no idea if modding on this engine is well established. I'll see what I can find for you when I have the chance, but modding is not my realm of expertise whatsoever. There might be someone in this thread that's more equipped to help out, but I'm not sure.
 
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Zane Carlson

Well-Known Member
Sep 22, 2023
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Hey I do other things too. :confused:
If I was actually living in it I would respond right as messages are posted every time.
Plus this isn't the only thread I'm watching either.
 

Zane Carlson

Well-Known Member
Sep 22, 2023
1,434
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The background of the white tiger/Byakko fight shows which pillars you need to select/enter when trying to get to the ruins.
I'm sorry but I didn't memorize it.
As for actually entering the ruines, they have not been implemented yet.
 

Supreme Dumbass of Thyme

Active Member
May 12, 2022
875
759
so its different per playthough or per boss spawn als is ruin map loaded
It's constant, but there's no point in telling someone the answer without telling them how to get to that conclusion. With this solution, while it may take longer, knowing stuff may be structured like that later makes it less likely they'll need the help later.
 
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