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> RPG Maker PY (RMPY), A Replacement RMXP Editor
Ryex
post Nov 24 2010, 09:14 PM
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RPG Maker PY (RMPY)
A Replacement RMXP Editor


I've created a github project for this endeavor https://github.com/Ryex/RPG-Maker-PY

There are numerous problems with RMXP. they are mostly small but they add up quick.
So I was inspired to create a new editor for the RMXP engine. one that isn't riddled with annoying limitations, avoiding all the shortcomings of the original.

I'm going to make it in Python, as such it will be cross platform. you will be able to edit the game on any platform that can run Python and wxWidgets.

I've already got a plan down for how it will work and I've got some basic code for the map editor and data done.

the purpose of this topic is to. 1) collect suggestions for things that potential users would like to see done different in the RMXP editor, and 2) perhaps recruit people to help with the project (if you would like to help PM me)

Suggestions

I need a list of all the issues that would need to be addressed. all the little thing that could of been done better.
If there is something you would like to suggest please use this format:

Issue Title: Title (give your suggestion a descriptive title so I can identify it in long topics)
Description: What is wrong. (what part of the RMXP editor could of been done better?)
Suggestion: How it could be fixed. (if you were to fix it how would it work?)

also please separate the suggestions from each other and from the rest of the post with at least one blank line.

here is the bbc for that format
CODE
[b]Issue Title:[/b] Title
[b]Description:[/b] What is wrong.
[b]Suggestion:[/b] How it could be fixed.


I have some rules/guidelines for what to suggest as there has been some stupidity and misunderstandings.

Rule 1: anything that would require editing the default RTP scripts included with rpg maker will not be considered.
Rule 2: don't be stupid. in other words I reserve the right to condemn a suggestion as stupid and pointless as there are some things that while they may be cool to someone they wouldn't add anything of value to the editor as a whole
Rule 3: all suggestions must be limited to the editor that means the part of the program the edits maps events and item/armor/monster database stuff. no new functions like the ability to change the resolution, add mode7, add faces set, add better audio ect.

I will keep a running list of suggestions at the bottom of the topic.

also this topic is open for discussion/comments. feel free to express your op here

Photobucket album with updated screen shots of progress
http://s15.photobucket.com/albums/a400/rye...G%20Maker%20PY/



Features requested so far:

Undo/Redo support
Text Entry Limitation Fix
Collapsing event commands
Paint style Tileset set up
Preview a map in the editor
test passibility on a map in the editor
enhanced map tools: replace tiles, find tiles, select tiles form all over the tiles set to form a costume brush
a simple debugger for the script editor (find missing ends, ), } or tell you if there is to many)
enhanced event editor, ability to type out event code if you want
batch switch and variable replacement, replace switches and variables used in events with another in case you changed the uses of said switch or variable
virtual folders or groupings for organization of lists in the database
make weapons and armor equip-able by classes by groups
better batch text processing. can help you know when a line will run over by what font and size your using
wysiwyg editor for show test that can do mark up
better map zoom options
remove database limits\



NOTICE:
Chaos-Project has started a communality project to create Advanced RPG Creator (ARC).

As I'm now one of the four core developer sworking on ARC this project has become redundant. the projects are merging and RMPY will form the base of the ARC editor. nothing has been lost, in fact much has been gained. now there are 4 people working on the project and it will come with a new better engine instead of just a better editor.

I hope people aren't disappointed because I'm not.


all the best ~ Ryex


This post has been edited by Ryex: Mar 10 2011, 05:24 AM


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RPG Maker PY (RMPY) A Replacement RMXP Editor
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Oaken
post Nov 26 2010, 02:19 PM
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Well, I hope that this works out! It would be really nice to have a flawless RPG maker XP to use! biggrin.gif


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heisenman
post Nov 26 2010, 02:24 PM
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Well, since you wanted suggestion to be posted in that format... I feel kind of stupid tho...

Issue Title: No noteboxes.
Description: RMXP lacks noteboxes.
Suggestion: Add noteboxes.


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Ryex
post Nov 28 2010, 12:57 PM
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QUOTE (heisenman @ Nov 26 2010, 03:24 PM) *
Well, since you wanted suggestion to be posted in that format... I feel kind of stupid tho...

Issue Title: No noteboxes.
Description: RMXP lacks noteboxes.
Suggestion: Add noteboxes.


well stupid or not it makes it alot easier to idenify suggestions when scrolling through long topics.
that said it is also ment to encourge people to give a full description of their suggestion. what do you mean by noteboxes?


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heisenman
post Nov 28 2010, 01:11 PM
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I didn't mean to say the format is stupid, I felt stupid because there wasn't much to write for my suggestion.
Sorry for the misunderstanding.


Noteboxes are those white boxes at the bottom right of the various Database tabs.
http://img543.imageshack.us/img543/2940/33985311.png


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Ryex
post Nov 29 2010, 06:36 PM
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ah, I see so it's a feature they added in vx... I take it that notes there have no bearing on the engine? they remember what they were doing?are just there to help the designer?

in that case consider it included. something that simple will be really easy and I can see how helpful it would be.

just so you know I've never used VX, I saw the changes they made and decided that the stuff the removed wasn't worth it. as such anything that is different about the editor other than the changes to tiles sets I don't know about. keep that in mind when suggesting features. there might be something about the new editor that is gold and I have no notion of it. (now, before this gets off topic I really don't care what you have to say about my decision not to use VX so please kindly keep your thoughts on that particular topic out of this thread)


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slaix223
post Nov 29 2010, 07:10 PM
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I know that one of the most common uses for noteboxes in RMVX is that scripts can read stuff inside of them and use what's posted in there. They could be used for special commands that exist only in scripts and such. Although you'd probably have to ask the details from someone else though, as I'm not exactly an expert on such matters.
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some_person
post Nov 29 2010, 08:26 PM
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not an expert, but, the contents of the notebox get included in the object when the object is made from the database.

So, if someone put "<capturable>" in the monster notetag. A script checking enemy.notes would be able to see that. In this example, the monster catching script would be able to tell the monster is one that should be capturable, instead of checking from a confusing array inside the script. Sorta like that, I haven't scripted in VX in a while.

And I don't see why you'd not include the possibility for faces. Even if XP doesn't generally use them, many would find it useful, and it wouldn't be hard to implement.

-
Issue Title: Gridlocked eventing/mapping.
Description: When placing events and upper layer map features, they're stuck in squares on the grid.
Suggestion: Allow items to be placed half in one square and half in another. Basically make the lock 16x16 while maintaining the maps 32x32. By default don't let the player walk into partially filled spaces if it's a solid object. It'd make for more natural feeling maps. Also, do it in a way so that shorter step and pixel movement scripts wouldn't have a hard time writing to work with.

My thought at least. Gridded mapping really sucks with RPG makers, and it's hard to work around. Though it would require editing some RTP scripts, any new feature or fix(including notes, though it's be a much smaller edit) would require that.

-
Good luck, you've got a long job in front of you.


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Ryex
post Nov 30 2010, 02:13 PM
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QUOTE (some_person @ Nov 29 2010, 09:26 PM) *
not an expert, but, the contents of the notebox get included in the object when the object is made from the database.

So, if someone put "<capturable>" in the monster notetag. A script checking enemy.notes would be able to see that. In this example, the monster catching script would be able to tell the monster is one that should be capturable, instead of checking from a confusing array inside the script. Sorta like that, I haven't scripted in VX in a while.


ah thank you for the clarification. alas I can't make it so that the notes can be read in the engine but I can make it so the editor stores them with the project file.
I'm only building the maker to work with RMXP right now.

QUOTE (some_person @ Nov 29 2010, 09:26 PM) *
And I don't see why you'd not include the possibility for faces. Even if XP doesn't generally use them, many would find it useful, and it wouldn't be hard to implement.


because it would mean I have to supply an edited RGSS RTP. I won't do this. I'm making the engine so that it will work out of the box with default RMXP projects. features like this make that near impossible.

QUOTE (some_person @ Nov 29 2010, 09:26 PM) *
Issue Title: Gridlocked eventing/mapping.
Description: When placing events and upper layer map features, they're stuck in squares on the grid.
Suggestion: Allow items to be placed half in one square and half in another. Basically make the lock 16x16 while maintaining the maps 32x32. By default don't let the player walk into partially filled spaces if it's a solid object. It'd make for more natural feeling maps. Also, do it in a way so that shorter step and pixel movement scripts wouldn't have a hard time writing to work with.

My thought at least. Gridded mapping really sucks with RPG makers, and it's hard to work around. Though it would require editing some RTP scripts, any new feature or fix(including notes, though it's be a much smaller edit) would require that.


I'm sorry but this can't be done. the normal RMXP engine dose not allow for event to be any where other than in a grid. I'll keep this in mind if I make a python engine but the suggestion is not compatible with the projects goal.


one thing I feel I should point out is that RMPY will be able to use plugins. this means that scripters could make a plugin to allow the set up of data necessary for their scripts in the editor so all hope of things like this is not lost but it will not be out of the box functionality.


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Legacy
post Nov 30 2010, 02:27 PM
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Nice looking project you've got here, will certainly come in handy. I'll see if i can come up with some ideas for you happy.gif


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post Nov 30 2010, 08:38 PM
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What needs to happen is RPG Maker needs to get rid of tile-based movement by default, yes it's for an rpg but it supports rgss and that by default already makes it a rigid suite. With the objects moving pixel by pixel it would be more up to date with other engines like game maker, sphere for example. Yes Pixel Movement can be coded but if it's by default coding tile based movement for pokemon games for example actually is quite easier than the other way around.

I would love the editor VX uses as it's quite colorful and that's something XP needs.


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Ryex
post Dec 4 2010, 08:25 PM
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I moved the project from sourceforge to github because Git is awesome.


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Fearoftheunknown
post Dec 8 2010, 07:33 PM
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Could have potential. Hopefully you'll finish it, unlike other's projects.


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MajinBangFlash
post Dec 11 2010, 04:38 AM
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Issue title : Layers

Description : It might just be me, but the problem with all the RPGMaker engines is that they either have too few layers or none at all, so I tend to resort to Parallax mapping. But, that takes up quite a bit of memory (A good-sized map is around 2.5MB. The game I am making is designed around using the maximum number of maps, which is around 900. 900 X 2.5MB = Alot.)

Suggestion : ....So more layers would be fantastic. 5 would be ideal, but any more would be bliss :3


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Ryex
post Dec 15 2010, 07:32 PM
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alas I can't fulfill this request. the layers are hard coded in to the hidden tilemap class. and while some replacements exist I still will not distribute costume scripts specifically for use with the editor.


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Xamusel
post Dec 18 2010, 11:58 AM
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Okay, I downloaded it, but I don't know how the hell it's supposed to work!

Does it require you to have XP on the computer or something? I have a Mac, and this is one of the more annoying things about it, so please explain it to me!


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Paper PokéMaste...
post Dec 18 2010, 01:43 PM
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QUOTE (Xamusel_Uzumaki @ Dec 18 2010, 01:58 PM) *
Okay, I downloaded it, but I don't know how the hell it's supposed to work!

Does it require you to have XP on the computer or something? I have a Mac, and this is one of the more annoying things about it, so please explain it to me!


All RPG Makers require Windows to use.
OSX is pretty, but Windows is where it's at. ;D

About RMPY, this makes me actually be interested in 2k/2k3. biggrin.gif


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Xamusel
post Dec 18 2010, 01:53 PM
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QUOTE (Paper PokéMaster @ Dec 18 2010, 01:43 PM) *
QUOTE (Xamusel_Uzumaki @ Dec 18 2010, 01:58 PM) *
Okay, I downloaded it, but I don't know how the hell it's supposed to work!

Does it require you to have XP on the computer or something? I have a Mac, and this is one of the more annoying things about it, so please explain it to me!


All RPG Makers require Windows to use.
OSX is pretty, but Windows is where it's at. ;D

About RMPY, this makes me actually be interested in 2k/2k3. biggrin.gif


Crap... I forgot that detail.


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Paper PokéMaste...
post Dec 19 2010, 06:49 AM
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It sucks, I know. I once had someone helping with a project's music. When he wanted to play the game he couldn't 'cause he was on a Mac.
If you have Boot Camp on your Mac, you can probably run Windows with it.
And if that doesn't work, you can always try Wine...
But Wine is kinda goofy when it comes to using RPG Maker.


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Ryex
post Jan 1 2011, 03:23 PM
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Where on earth did you download it from? GIthub? more impotently WHY did you download it? the project isn't even in alpha stage there is no "release" to speak of the source code is only there because the project is open source. when there is a release you will be able to run it on Windows, Mac, or Linux because it is a cross platform project. but the project isn't at a point where you can do anything with it.

on the note of progress, I have the map tree and map display working autotiles alone took 8 hours to sort out because of some weird bug.

warning large image




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