Some of the ToME developers are planning on participating and there is a tiled plug in as well as a hex version of the tiled plug in (though I'm not sure if it has official tiled support but we can dig it up for anyone wanting to do a hex game).
I'm not sure if the engine can handle real animations (yet) but we've talked about it a bit in IRC so the possibility does exist (though it may end up requireing a compile from SVN rather then an official engine release). It does have engine support for particles, dialogs, quests, parties, using the mouse, and a lot of other very modern features that people probably wouldn't associate with a roguelike. Someone's recently put together a template JRPG module as well (though I haven't checked it out here's a link describing the features... http://forums.te4.org/viewtopic.php?f=45&t=33704&hilit=rpg )
There's also support for learning T-Engine on irc.rizon.net #tome . Myself and the other developers hang out there as well as many module and add-on makers who are familiar with the code base. We'd be happy to help out anyone that would like to use T-Engine.
I realise this is an old topic but I figure I'll add my 2 cents.
I'm working on a game that will run on T-Engine. It's a simple Roguelike but T-Engine itself only plays .ogg that I know of.
So the only sound effect and music files that work for me are either ogg or something I can convert to ogg without recompressing. Generally speaking, this means I look for wav files or files that are already in ogg format and will specifically avoid mp3 files.
I think every game is going to have its own preference as far as file format depending on the engine they're built on. Uploading audio files into a format thats not already compressed allows people making games to choose how they want to compress it without worrying about recompressing something that's already compressed (like converting an mp3 to an ogg or vice versa).
So in my opinion, a lossless upload is the best option for everyone.
Some of the ToME developers are planning on participating and there is a tiled plug in as well as a hex version of the tiled plug in (though I'm not sure if it has official tiled support but we can dig it up for anyone wanting to do a hex game).
I'm not sure if the engine can handle real animations (yet) but we've talked about it a bit in IRC so the possibility does exist (though it may end up requireing a compile from SVN rather then an official engine release). It does have engine support for particles, dialogs, quests, parties, using the mouse, and a lot of other very modern features that people probably wouldn't associate with a roguelike. Someone's recently put together a template JRPG module as well (though I haven't checked it out here's a link describing the features... http://forums.te4.org/viewtopic.php?f=45&t=33704&hilit=rpg )
There's also support for learning T-Engine on irc.rizon.net #tome . Myself and the other developers hang out there as well as many module and add-on makers who are familiar with the code base. We'd be happy to help out anyone that would like to use T-Engine.
There's a thread on the tome forums, http://forums.te4.org/viewtopic.php?f=40&t=33613 and I know a few of the ToME developers and module makers are planning on participating.
I realise this is an old topic but I figure I'll add my 2 cents.
I'm working on a game that will run on T-Engine. It's a simple Roguelike but T-Engine itself only plays .ogg that I know of.
So the only sound effect and music files that work for me are either ogg or something I can convert to ogg without recompressing. Generally speaking, this means I look for wav files or files that are already in ogg format and will specifically avoid mp3 files.
I think every game is going to have its own preference as far as file format depending on the engine they're built on. Uploading audio files into a format thats not already compressed allows people making games to choose how they want to compress it without worrying about recompressing something that's already compressed (like converting an mp3 to an ogg or vice versa).
So in my opinion, a lossless upload is the best option for everyone.