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ARGSS: Remaking of RGSS Player and Library

There is an api to read the ini sections.
C++:
char buf[<span style="color: #0000dd;">256];

GetPrivateProfileString(<span style="color: #666666;">"section",<span style="color: #666666;">"line",NULL,buf,<span style="color: #0000dd;">256,<span style="color: #666666;">"rel.path");

regards

berka
 
what would be nice is support for 3d models on a 2d plane ie. the way FF7 and FF8 were designed. might be hard to implement though cause i would imagine you would have to add better support for directx, video cards and a much better movement system then whats already in rpg maker xp.
 
Wow, this is quite impressive. I understand how much work would be required for this, and having something like this would help me tremendously, as my game pushes RMXP a little further than it should be pushed. Having the ability to modify the C++ source, or the built in RGSS methods, such as battle animations (blech) would help me greatly.


Also, another thing that would help significantly, when the game crashes, in addition to just giving the line, and type of error, could you include the callstack too?
 
pidey":tsf5zu1c said:
Having the ability to modify the C++ source, or the built in RGSS methods, such as battle animations (blech) would help me greatly.

You can already overwrite and modify them, although performance is still a concern for some methods. You could easily overwrite the battle animation code though, it's documented in the help file and you could easily copy and modify it.

pidey":tsf5zu1c said:
Also, another thing that would help significantly, when the game crashes, in addition to just giving the line, and type of error, could you include the callstack too?

You can do this with plain old RMXP.

Just add an exception handler in the main script, e.g.:

Code:
 

# Built-in RMXP exception when F12 is pressed

class Reset < Exception ; end

 

begin

  # Default font

  Font.default_name = 'Arial'

  Font.default_size = 20

  # Prepare for transition

  Graphics.freeze

  # Set scene to title screen

  $scene = Scene_Title.new

  # Process scene as long as it's set

  while $scene != nil

    $scene.main

  end

  # Fade out

  Graphics.transition(20)

rescue Errno::ENOENT

  # If unable to open a file, display message and exit

  filename = $!.message.sub('No such file or directory - ', '')

  print("Unable to find file #{filename}.")

rescue Reset

  # Just reset (don't print exception message)

  raise

rescue SystemExit

  # Just exit (don't print exception message)

rescue Exception => ex

  # Print exception message

  print "-- #{ex.class.to_s} --\n#{ex.message}\n" + ex.backtrace.join("\n")

end

Not to say remaking the RGSS player isn't impressive, because it is. But there's still plenty you could do with the current player.
 
Thanks berka, I already know about that api, but I was searching for a multi-os compatible method for reading .ini, cause that won't work in linux or mac.

Hsia Nu":30uqsq1g said:
what would be nice is support for 3d models on a 2d plane ie. the way FF7 and FF8 were designed. might be hard to implement though cause i would imagine you would have to add better support for directx, video cards and a much better movement system then whats already in rpg maker xp.
I am using SDL and it is compatible with OpenGL, so in some future(by now I want to concentrate only in 2D) I may add 3D support.

pidey":30uqsq1g said:
Wow, this is quite impressive. I understand how much work would be required for this, and having something like this would help me tremendously, as my game pushes RMXP a little further than it should be pushed. Having the ability to modify the C++ source, or the built in RGSS methods, such as battle animations (blech) would help me greatly.
Thanks. About battle animations, just as cowlol said, they are handled in the hidden RPG::Sprite class, and you can see it on the RMXP help file. The same as RPG::Weather, Cache, or the other RPG data objects classes.

Near":30uqsq1g said:
So any update? Any Win32API(hint)?

^^ Good job so far, though!
I haven't done anything with Win32API yet, but I have worked further with the Sprite and Bitmap classes and the Graphics method. By now I am battling against the weird and yet unexplicable error BwdYeti metioned. I still couldn't find where it produces, so I am still debuging for it. I hate those errors really...

Edit: Just saw this old edit unanswered:
EDIT: Two questions:
1. Can you compile those external DLLs into a single or even two DLLs?
2. What do you use to create DLLs? I've been looking at how to make
them, but I'm not sure what I should use...
1, for making things faster I will use those dlls by now, but I plan to make a simple .exe in the future. 2, you can use a C/C++ ide like MS Visual C++, there are freeware versions called express versions, or another ide around the web. There are lots of them. Also, look for tutorials, they help: http://www.google.com/search?hl=en&q=c+++create+a+simple+dll&btnG=Google+Search. And also, here I have uploaded the sources of my AWorks.dll from my Input Script, maybe someone can find it useful.
 
Looks like this project is still alive, haven't seen much from it lately, but then again I haven't been around these forums much lately either.

Oh and to help you read INI files in C++ you should look up something called AMS profile, it reads XML, INI, Registry, etc. I used it in C# and I'm pretty sure I saw that they have it working for C++ as well.
 
If this allows full use of ruby with RMXP than all I gotta say is awesome!
I always wondered why some functions in ruby didn't work in XP or even VX, this is nice. Maybe I should hold out on python and learn ruby.
 
Don't worry guys the project is still on^^.
Vgvgf went through some drastic change in the design, to make something better.
It's not my duty to tell you what have changed or so.. :p I hope he'll answer you guys!^^

And reading INI files is done since the beginning and work nicely...
 
Thanks all for the support :)

As trebor777 said, the project is still on, and I am working every day on it. I have mave really lots of changes, in other works I restarted the project again in CodeBlocks using MingW for making porting easier to linux and other systems like mac. However I have never used linux or mac, and never programed something for them. And also, this is my second C/C++ program, the first one was my Input Library dll, and I need to consult C/C++ manuals all the time. But I learn fast, so don't worry about this too much.

Regarding .ini files, I have already managed to have SimpleINI working(Thanks Cowlol, it works pretty good). I will have a look to AMS profile too, thanks Icedmetal.

MysticTrunks":jxyzfvwa said:
If this allows full use of ruby with RMXP than all I gotta say is awesome!
I always wondered why some functions in ruby didn't work in XP or even VX, this is nice. Maybe I should hold out on python and learn ruby.
One of the most disgusting things of RPG Maker is that the embedded ruby it has hasn't lots of functions of normal ruby.

Now I am working with SFML(Simple, Fast Multimedia Library) which uses also OpenGL like SDL, but is much better and will spare me lot of work as it has a more similar structure to RPG Maker one.

By now I have almost fully finished Rect and Color, only left to do the marshal methods, and I am now advancing with Bitmap methods. Also I have made a new class(Actually it is a module) called Console, which will create a console window for displaying messages. In most cases that will be better than the pop up box of RM, but I will add also the pop up function. Now I am working with the stretch_blt function which doesn't include SFML so I am reading tutorials of image interpolation.

PD: I will see if I update the first post with the new info.

PD2: The project has a logo, mainly for the .exe icon. Thanks and credits to grafikal009 form rmrk.net! It will be used for next demos and releases.
25qddm8.png
 
Nice, good to see you're still on top of this. So this will be capable of running with rpg maker soon? I'd like my games to go a bit faster...^^
 
so, in dumb talk for people unfamilliar with scripting terms....

are you simply remaking RPG maker itself? (like having the same engine and transmission but a new body?)
 
Well in a nut shell he is recreating the window that pops up when you press Test Play or run the Game.exe, but his recreated window will be like that window on steroids with a lot more power and possibilities mainly aimed at scripters but just generally improved from the RGSS player.
 
It's not an exaggeration when I say that this is something I've always wanted since I started my first real project *__* it could revolutionize the RMXP-games... more scripts, more events....

Keep up your good work!
 
Near":2cd3zwwm said:
Nice, good to see you're still on top of this. So this will be capable of running with rpg maker soon? I'd like my games to go a bit faster...^^
I think that I will be able to run rmxp games in a month or less maybe.
kingo'mountain":2cd3zwwm said:
are you simply remaking RPG maker itself? (like having the same engine and transmission but a new body?)
Actually yes. I have at this time 2 projects. ARGSS, this one, which aims to be the player of the projects, the one who runs the games in the computer. And RPG Advanced Editor, which will be the tool for editting the game data. If I complete both I will have RPG Maker redone and better.
Alexis Hiemis":2cd3zwwm said:
It's not an exaggeration when I say that this is something I've always wanted since I started my first real project *__* it could revolutionize the RMXP-games... more scripts, more events....

Keep up your good work!
Hehe, thanks!
hanmac":2cd3zwwm said:
some easy classes should be Color and Font (exept Font.exist?(name))

you can build it in your system
Yeah, some are really easy. At this point I have finished Rect, Color and Tone but excepting marhsal methods which can wait. Font should also be easy. The hardest ones are Graphics, Sprite, Bitmap, Tilemap, Viewport and Window, in other words all things related to graphics. Input and Audio should be easy, as well as Table.
 
At last I can bring you some news!
I have almost finished Sprite class, half of Bitmap(Some methods I still need to work with), and Graphics is in good progress. Now I can display sprites again in screen with SFML library(Remember that I have left SDL away and started again from zero with SFML). Also, I have been working on Z sorting for objects and it seems to work well.
Now I will go with the Bitmap and Sprite class until finishing them as well as the Input module, but this last one should be easy to make, as I have been working with Input for long time. I will look to release a new demo when finishing Bitmap, Sprite and Input.

Mmm... I have to update the first topic, it is totaly outdated, but I am kinda lazy with that, hehe. I will see if I make some time for it.

Edit: Updated first topic :)
 

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