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The Raycasting Game Maker is a free easy to use game editor that creates simple raycasting games in the style of Wolf3D. The finished game needs only two files to run, an executable and a pak file with the game data. The game runs in Windowed- or Fullscreen Mode and supports 16 and 32 bit color.

I don't know who the makers of RGM are, I'm just adding it to ModDB as I made a game using it.

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Hi guys! I'm the game developer of Warlock Revenge! Warlock Revenge is an FPS of the early 1990's type, built on Ray Casting technology. The game offers a classic gameplay, typical for the shooters of that time. Simple but exciting at the same time mechanics, alongside the fantasy style bright graphics, allows you to bring back a long-forgotten sense of nostalgia.

If you are interested, here is a page on Steam: Store.steampowered.com

Release!

Release!

Minimized

So it is time to release the game in Steam! We have also prepared a release trailer.

Gameplay Video

Gameplay Video

Minimized 1 comment

We decided to show you 2 minutes of live gameplay.

Minimized Trailer

Minimized Trailer

Minimized 1 comment

Minimized Trailer! Demonstration of gameplay and others.

RGM 4.50 Released!!

RGM 4.50 Released!!

News 4 comments

RGM 4.50 has been released. The major updates are that you can now change the bullet speed and the bullets have sound effects.

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Comments  (0 - 10 of 110)
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Regularjohnny96
Regularjohnny96

I accidentally saved over the key in the wrong size, now when I try to Import Bitmaps it says its in wrong size. Whats the correct size for the key?

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Regularjohnny96
Regularjohnny96

Nevermind, I redownloaded it. Its 40x40 incase anyone needs to know

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Birdy206
Birdy206

All sprite regular size is 64*64

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X2Star
X2Star

Anyway i can get the source code?

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Jester[PMD]
Jester[PMD]

You can decompile the assembly or the assembly that is produced i.e. your game executable but the problem is the resultant code is shown as anonymous functions e.g:

void fun_41f620(void** ecx, void** a2, void** a3);

void fun_416000(void** ecx) {
void** edx2;

fun_41f620(ecx, ecx, edx2);
return;
}

This doesn't mean that it couldn't be recompiled to another platform but making changes might pose a problem given the ambiguity of the functions and variables etc.

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Guest
Guest

I wonder if there is a way to port this engine to mobile, like iOS and Android.

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Guest
Guest

We could need graphic settings, I want to make my games with 64x64 sprites. also settings to enable or disable enemy bullets, and an option for the ceiling. Maybe an option so we can actually add a 2D sky, not a ceiling directly above our head. also, an actual game over screen.

Basically 4.63(I think) with more options

Sincerely, Soundwave_games on instagram

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Criteelov
Criteelov

You can turn off the enemy bullets just by turning visible bullets off for all weapons in pak. I don't understand your criticism about graphics. RGM v4 currently works with 64x64 graphics and has no RGM v5 bugs.

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Reshirom200
Reshirom200

does anyone know what size is needed for the weapons and can you expand it?

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Criteelov
Criteelov

It is 64x74 and can be expanded up to 200x74 (weapon will be drawn on the right part of the screen, like in modern shooters). To make 200x74 sprite work, you have to name it like weapon*bitmap$ (* - number of weapon, $ - number of animation) and delete the ".bmp" in the end of the file name

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Highest Rated (3 agree) 10/10

ok it ain't perfect but still wonderfull to start with

Dec 6 2010 by Raven_Destroyer

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