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'''Redgreen Game Engine''' is a pseudo-game engine brand name and collection of reusable scripts associated with any interactive product developed by [[Studio RGB-Newt]], and published by [[The Fishal Project]], that contains code where the player controller, the user interface, and/or how objects in the world interact with each other, was written from scratch, and not just a reimplementation of premade templates, nor relying on heavy usage of a visual scripting language like Unreal Engine's blueprints.
'''Redgreen Game Engine''' is a pseudo-game engine brand name and collection of customizable and reusable scripts associated with any interactive title developed by [[Studio RGB-Newt]], and published by [[The Fishal Project]], that contains code where the player controller, the user interface, and/or how objects in the world interact with each other, was written from scratch, and not just a reimplementation of premade templates. It also encompasses all specially-made internal tools, such as level editors, that were created during the development of these titles.


Redgreen Game Engine was first "used" in the Atari Jaguar homebrew game ''[[F.F.: The Harpy & Dragon]]'', written in C using the Raptor Engine API, where it retains the initial version number v1.2600, as a reference to the earlier Atari 2600 development effort of the project. It is semi-related to sister software projects by [[NeonWabbit]] that use "Redgreen" branding, such as [[Redgreen OS]].
Redgreen Game Engine was first "used" in the Atari Jaguar homebrew game ''[[F.F.: The Harpy & Dragon]]'', written in C using the Raptor Engine API, where it retains the initial version number v1.2600, as a reference to the earlier Atari 2600 development effort of the project. Some editor tools that are part of Redgreen Game Engine were also written in Python. Known by its shorthand "rgGE", it is part of the [[Redgreen Software Suite]], alongside sister creative software projects by [[NeonWabbit]] that use "Redgreen" branding.


An actual game engine is also tentatively in the works under the title '''Redgreen Game Engine NEXT'''.
An actual game engine is also tentatively in the works under the title '''Redgreen Game Engine NEXT'''.
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=== Features and tools ===
=== Features and tools ===


* [[ffnonogramEdit]], the app used to create the puzzles in [[F.F.: The Harpy & Dragon]] (Atari Jaguar).
* [[ffnonogramEdit]], the app used to create the puzzles in ''[[F.F.: The Harpy & Dragon]]'' (Atari Jaguar).


=== Mascot ===
=== Mascot ===


Like all applications in the Redgreen Software Suite, the mascot of Redgreen Game Engine is [[Newfolde]].
Like all applications in the [[Redgreen Software Suite]], the mascot of Redgreen Game Engine is [[Newfolde]].


== Versions and platforms ==
== Versions and platforms ==
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==== Build v1.2600 (C) ====
==== Build v1.2600 (C) ====


Build v1.2600 is the version number applied to all retro Redgreen Game Engine games that use the C programming language.
Build v1.2600 is the version number applied to all retro Redgreen Game Engine games that use the C programming language, if they were released for the fourth and fifth generation of video game consoles.


It is further split up into branches based on the console or platform that the game is being developed for, and the associated development environment, frameworks, or libraries that work in tandem with it.  
It is further split up into branches based on the console or platform that the game is being developed for, and the associated development environment, frameworks, or libraries that work in tandem with it.  
Line 85: Line 85:
==== Build v1.3000 (C / C++) ====
==== Build v1.3000 (C / C++) ====


Build v1.3000 is the version number applied to all retro Redgreen Game Engine games that use both the C and the C++ programming language.
Build v1.3000 is the version number applied to all retro Redgreen Game Engine games that use both the C and the C++ programming language, but only for fifth and sixth-generation consoles.


It is split up into branches, like Build v1.2600, and the incremental number comes from ''[[The 3000th Risk]]'', one of the last games to use Build v1.2600.
It is split up into branches, like Build v1.2600, and the incremental number comes from ''[[The 3000th Risk]]'', one of the last games to use Build v1.2600.
Line 101: Line 101:
==== Build v1.3600 (C#) ====
==== Build v1.3600 (C#) ====


Build v1.3600 is the version number applied to all retro Redgreen Game Engine games that use the C# programming language.
Build v1.3600 is the version number applied to all retro Redgreen Game Engine games that use the C# programming language, and were seventh-generation console releases.


It is split up into branches, like previous builds, and the incremental number comes from its usage in the game ''[[60 Degrees]]'', as it was developed for the Xbox 360.
It is split up into branches, like previous builds, and the incremental number comes from its usage in the game ''[[60 Degrees]]'', as it was developed for the Xbox 360.

Latest revision as of 02:40, 15 August 2026

Redgreen Game Engine
Other namesRedgreen GE (rgGE)
Original authorDarien Brice Dickinson
Developers
Release2024; 2 years ago (2024)
Written in
  • C (v1.2600)
  • C / C++ (v1.3000)
  • C# (v1.3600)
  • Python (tools only)
TypeGame engine

Redgreen Game Engine is a pseudo-game engine brand name and collection of customizable and reusable scripts associated with any interactive title developed by Studio RGB-Newt, and published by The Fishal Project, that contains code where the player controller, the user interface, and/or how objects in the world interact with each other, was written from scratch, and not just a reimplementation of premade templates. It also encompasses all specially-made internal tools, such as level editors, that were created during the development of these titles.

Redgreen Game Engine was first "used" in the Atari Jaguar homebrew game F.F.: The Harpy & Dragon, written in C using the Raptor Engine API, where it retains the initial version number v1.2600, as a reference to the earlier Atari 2600 development effort of the project. Some editor tools that are part of Redgreen Game Engine were also written in Python. Known by its shorthand "rgGE", it is part of the Redgreen Software Suite, alongside sister creative software projects by NeonWabbit that use "Redgreen" branding.

An actual game engine is also tentatively in the works under the title Redgreen Game Engine NEXT.

History

Development

Overview

Features and tools

Mascot

Like all applications in the Redgreen Software Suite, the mascot of Redgreen Game Engine is Newfolde.

Versions and platforms

Version 1

Version 1 of Redgreen Game Engine focuses on retro games targeting the original hardware of classic platforms, such as the games found in the Flye 'n' Frie: Classic Collection compilation. It uses the C, C++, and C# programming languages.

Build v1.2600 (C)

Build v1.2600 is the version number applied to all retro Redgreen Game Engine games that use the C programming language, if they were released for the fourth and fifth generation of video game consoles.

It is further split up into branches based on the console or platform that the game is being developed for, and the associated development environment, frameworks, or libraries that work in tandem with it.

  • Atari Jaguar
    • JagStudio / Raptor Engine API
  • Sega Genesis / Mega Drive
    • SGDK
  • Sega Saturn
    • Jo-Engine
  • Sony PlayStation
    • PSn00bSDK

Build v1.3000 (C / C++)

Build v1.3000 is the version number applied to all retro Redgreen Game Engine games that use both the C and the C++ programming language, but only for fifth and sixth-generation consoles.

It is split up into branches, like Build v1.2600, and the incremental number comes from The 3000th Risk, one of the last games to use Build v1.2600.

  • Nintendo 64
    • Pyrite64
      • libdragon + Tiny64
  • Dreamcast
    • KallistiOS
    • Simulant Engine
  • Sony PlayStation 2
    • ps2dev
    • gsKit

Build v1.3600 (C#)

Build v1.3600 is the version number applied to all retro Redgreen Game Engine games that use the C# programming language, and were seventh-generation console releases.

It is split up into branches, like previous builds, and the incremental number comes from its usage in the game 60 Degrees, as it was developed for the Xbox 360.

  • Xbox 360
    • XNA

Notable games

v1.2600

JagStudio / Raptor Engine API branch

See also

  • Redgreen BooruTagger, a sister project in the Redgreen software suite, allowing tags for imageboards to be automatically generated after going through a custom-defined survey, rather then typing them by hand.
  • Redgreen OS, a Linux From Scratch-based Linux distribution.

Notes

References