Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed
Okay, so I was using RMVX the other day, and I really hate it's mapping system.. (among other things) And so the idea came to me, why can't I just use RMXP and throw in most if not all of the functions that VX has? Well VXR(VX-Retro) will be just that, you get RMXP's GUI with all the script-end functions of RPG Maker VX, maybe even more. Of course, most of these edits are pretty easy, but I didn't want to stop there, and that's where you guys come in.
Here is a list of features I've currently implemented, the ones in bold were originally VX only, and the others are completely new.
spoiler
Bitmap.gradient_fill_rect(x, y, width, height, color1, color2[, vertical])
Bitmap.draw_text(rect, str[, align]) If str is not a character string object, it will be converted to a character string using the to_s method before processing is performed.
Bitmap.text_size(str) If str is not a character string object, it will be converted to a character string using the to_s method before processing is performed.
Graphics.brightness = {this changes the current brightness} Graphics.brightness {this returns the current brightness} Sprite.width
Sprite.height
Win32.GET_HWND_W {returns the screen's current width}
Win32.GET_HWND_H {returns the screen's current height}
Win32.CENTER_X(w) {Get's the center screen's x position, w being the game screen's width; used when resizing the client area}
Win32.CENTER_Y(h) {Get's the screen's center y position, h being the game screen's height; used when resizing the client area}
And this is what I plan/hope to implement:
spoiler
Font.shadow
Font.default_shadow
Plane.viewport
Sprite.viewport
Sprite.wave_amp
Sprite.wave_length
Sprite.wave_speed
Sprite.wave_phase
Sprite.bush_opacity {Perhaps have this changeable by certain terrain tags, or manually}
Tilemap.viewport
Tilemap's max width/height {so that one tilemap can be used to cover screens larger than 640x480 instead of 2 or 3}
Viewport's max width/height {so that one viewport can be used to cover screens larger than 640x480 instead of 2 or 3}
window.viewport
window.openness
Help++ {With basic coding commands such as newline, font color, bold, italic, etc}
Concerning the system's window size, I plan on making it so that the window will conform the the screen's size and yet still show enough data so that it's not too crowded/empty.
Array functionality {additions such as shuffling values within an array, etc}
While I plan on implementing alot of functionality into VXR, I do not intend on adding 'personal scripts' such as Mode7, or custom systems. So basically, I'd like your thoughts and ideas if possible. If I decide to implement your idea then I will give you credit. Also, if you're a skilled RGSS(2)/Ruby scripter, I could use your help with this project.
Side Notes: All rewrites will be directly into the existing scripts, so as to save space and avoid aliasing methods that may be used with custom scripts.
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Group: Member
Posts: 30
Type: Writer
RM Skill: Advanced
I think this is a good idea. One of the things I'd like to see implemented into such a project would be native lighting support. It would be nice to be able to add lighting effects to games without going after any extra scripts. It would definitely give games a little bit more of a professional look to them.
-Ben
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Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed
QUOTE
I think this is a good idea. One of the things I'd like to see implemented into such a project would be native lighting support. It would be nice to be able to add lighting effects to games without going after any extra scripts. It would definitely give games a little bit more of a professional look to them.
-Ben
I'll consider this, however, RMXP does have a 'set tone' feature, and supports fogs, usually people with enough skill can use these to create sufficient lighting, thanks for the idea.
QUOTE
It's a very nice idea, but I don't think RMXP could emulate RMVX best feature, noteboxes.
That's true, but since they dont really affect the gameplay, using a script block that has been commented out accomplishes almost the same thing.
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That's true, but since they dont really affect the gameplay, using a script block that has been commented out accomplishes almost the same thing.
They do, they offer an extremely customizable and unique outcome both visually and mechanically to skills, equipment, items, enemies behaviour, and general permissions/restrictions, but I admitt my scripting knowledge is laughable, so I don't know if the same result could be accomplished without them.
Still, I hope this project suceeds, I'd love to see VX functionalities with RMXP mapping system
i agree the VX mapping sucks anyway this would be cool to have.... yes and i hope it does suceeds
Hanzo sure made good use of it
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Kits that I'm working on. [Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.
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mabye this system can have script packs so the creators go look for scripts that other people made and add it to VXR
Not sure what you mean but I think it's a good idea, could you elaborate?
yea have'nt been on for a while what i mean is that you could make scrpits for VXR and when you download the program or sdk or whatever it is it would come with the scripts in an ZIP. file so lets say you download rpg maker xp there would be a zip file in the folder then the install file and all that once you install it you extract the files and it has all these scripts so for like XP XAS Blizz ABS Blizz ABS online extension Rice Feild CBS then you can import them into your game so you dont have to look all over for some plus you should use word press to make a blog for VXR
Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed
That does indeed sound interesting, however, VXR is only meant to be a .rxproj. No new flashy editor or sdk, but a pack of scripts that are only seen in RMVX, and a few others that RMXP could use. I'm not sure how I would implement that.. I could have the person place .rb files in the project folder and when they test a demo it auto imports them into the main scripts. How about that?
As for a blog, that's more promising, I'll see what I can do. My computer has been acting up lately and I almost lost my current progress on VXR, so it may be a while though.
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Got 30 minutes? Then you've enough time to play this awesome game: - potentially promising project page - thanks holder
Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15
Night5h4d3, if you need a place for holding content and progress, let me know, i can set you up a private board over Legacy-studios which you can use if you like. Let me know if you want it
Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed
That'd be great regashi. I could use a place where the scripters on this project can plan and work, separate from a front-end place in which the projects can be released/discussions on additions be made.
Right now, unofficially we have myself, you, Kread-EX, and nightrunner willing to help out some on this project.
__________________________
Got 30 minutes? Then you've enough time to play this awesome game: - potentially promising project page - thanks holder
That does indeed sound interesting, however, VXR is only meant to be a .rxproj. No new flashy editor or sdk, but a pack of scripts that are only seen in RMVX, and a few others that RMXP could use. I'm not sure how I would implement that.. I could have the person place .rb files in the project folder and when they test a demo it auto imports them into the main scripts. How about that?
As for a blog, that's more promising, I'll see what I can do. My computer has been acting up lately and I almost lost my current progress on VXR, so it may be a while though.
hey man i could do the blog but ill need a new wordpress account and you'll need to tell me the name of the blog and ill need the download for VXR when its out otherwise good luck on this project