Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

ARGSS: Remaking of RGSS Player and Library

I have made lots of progress :) But I'm kinda lazy to update the topic, something really common on me.

I will make the next update when finishing some more RGSS classes, so you will need to wait a bit longer.

Also, the project may be going svn soon :)
 
Glad to hear that progress is being made on this. And I'm also glad to hear that require works(didn't last time i looked at the thread).

So, have you gotten any farther in the Font, Plane, or Tilemap classes(or any of the unfinished classes)?
 
Well, I'm having right now some problems with Freetype, for making Bitmap.draw_text. I have never worked with Freetype, so it's kinda complicated.

Sprite, Bitmap and Input are almost finished, and I am going to start now with Tilemap or Window.

Also, here is the project web at Sourceforge: http://sourceforge.net/projects/argss/. I will commit all files to the svn soon, and I have also selected a license for the project: the zlib/libpng License. A very permitive license that I am sure all you will like.

Edit: Project files commited to the svn and upto date!
 
Personally, I'm interested in your way to handle database inputs and map data... as far as I can tell, you're not planning to provide a graphical interface other than default RMXX, but I wonder if it'd be possible to set it up without something like that - namely, have one encrypted file that stores all the other game scripts - from Scripts.rb, as well as unlimited additionally supported .rb files read as well, to specific files for map and actor data... and whatnot. For example, those could be simply .gdt (game data) files or something, but contain pure text. That way, you could easily write maps the text way, as well as easily create map editors yourself using the very same engine, while staying completely independent of RMXX programs.

I'm also wondering about the default script package. From your list up there, it won't contain any base elements, just engine elements. Aka, you could run a blank project, but not interact in any way because there's no player, no map and whatnot. Is that correct, or are you constructing it with the thought in mind that you WILL use it together with RMXX editors or not at all?

I'm asking both of those questions because I wanna hint you that there's a few people out there (like me) who like to base their games on nothing but a solid graphics and functionals engine. ;)

If you're doing that, than I wanna assure you you're doing a good thing. If it's supposed to be work WITH RMXX, I think you're wasting your time...
And of course, if you can work it out both ways, it'll be for the best of them all ^^

Keep up the good work, and tell me if I can help ya out ;)
 
BlueScope":87ehpc6m said:
Personally, I'm interested in your way to handle database inputs and map data... as far as I can tell, you're not planning to provide a graphical interface other than default RMXX, but I wonder if it'd be possible to set it up without something like that - namely, have one encrypted file that stores all the other game scripts - from Scripts.rb, as well as unlimited additionally supported .rb files read as well, to specific files for map and actor data... and whatnot. For example, those could be simply .gdt (game data) files or something, but contain pure text. That way, you could easily write maps the text way, as well as easily create map editors yourself using the very same engine, while staying completely independent of RMXX programs.
I aim to make a copy of RGSS/2, so at first it will work just as RMXP/RMVX does. I want it so, because all already made projects on RMXP/RMVX will be compatible. But I will keep improving ARGSS after that.
If you want to use another format for the scripts(RMXX uses Ruby Marshal and ZLib), you will need to make some changes on the c++ source, but if you want to use another file format for maps, database and else you will need to modify the ruby scripts(RMXX use Ruby Marshal and the RPG classes).

BlueScope":87ehpc6m said:
I'm also wondering about the default script package. From your list up there, it won't contain any base elements, just engine elements. Aka, you could run a blank project, but not interact in any way because there's no player, no map and whatnot. Is that correct, or are you constructing it with the thought in mind that you WILL use it together with RMXX editors or not at all?
I won't make a default script package for ARGSS, you will be able to use it with RMXP or RMVX scripts though. However, ARGSS is kinda a part of my RPGAE(RPG Advanced Editor) project, after finishing with ARGSS for RMXP and RMVX, I will work on RPGAE and a new ARGSS version for RPGAE games, and for RPGAE I will include some default script packages.

BlueScope":87ehpc6m said:
I'm asking both of those questions because I wanna hint you that there's a few people out there (like me) who like to base their games on nothing but a solid graphics and functionals engine. ;)
I know that, but almost all the people who want to make games with RMXX aren't programers, and that's a big problem.

BlueScope":87ehpc6m said:
If you're doing that, than I wanna assure you you're doing a good thing. If it's supposed to be work WITH RMXX, I think you're wasting your time...
And of course, if you can work it out both ways, it'll be for the best of them all ^^
It'll work with RMXX, but I will continue developing it.

BlueScope":87ehpc6m said:
Keep up the good work, and tell me if I can help ya out ;)
Thanks, and I will make you know if I need some help.
 
vgvgf, are you going to make a new data archive for game deployment?
by data archive, I mean create an embedded C function for load_data
so it will load files from the archive.
 
I will work with the default .rgssad encryption at first, I want ARGSS to be compatible with encrypted games also, so they can be ported to other OS.

But I am going to create a new encryption method, including audio files and better. But I think that this will be the last thing I will make before release version.
 
vgvgf":3h54nfzh said:
I will work with the default .rgssad encryption at first, I want ARGSS to be compatible with encrypted games also, so they can be ported to other OS.

But I am going to create a new encryption method, including audio files and better. But I think that this will be the last thing I will make before release version.

And may I ask you to login to MSN?
 
I very much like the zlib/libpng license. We can mess around with it ourselves. Glad to see an open source alternative for RGSS in development :)
 
I look at the latest update code and it seems like the only big different we did is that you use ruby_load & ruby_run while I use ruby_load then ruby_exec. I hope this isn't why I can't use 'require' in my engine! :'(
 
ruby_run will terminate the application after it's done with the script, which isn't really what I want. :(

EDIT : Ah I see what you meant now haha. My mistake. I meant ruby_run , not ruby_load XD
 
nice website(simple is better) :thumb: Also, I didn't know you lived in Argentina... is it nice to live their?

Also, put some files on your sourceforge. You may not have known this, but I'm a total idiot when it comes to SVN...

EDIT: One more thing, is it actually downloading the ruby crud i already have on my computer, or is it just listing requirements, or what? If it's downloading them, you should add a version without them.
 
@hima, have you tried adding?
Code:
$LOAD_PATH << "./"
If you had... Well, that complicate things.


Ulqiorra":gl5f2ypn said:
nice website(simple is better) :thumb:
Thanks :)
Ulqiorra":gl5f2ypn said:
Also, I didn't know you lived in Argentina... is it nice to live their?
That's relative. It can be nice, and it's not disgusting to me, but I would like to move to USA or Europe.

Also, put some files on your sourceforge. You may not have known this, but I'm a total idiot when it comes to SVN...
There are 545 files in the svn... I have made a guide for downloading sources codes in the forums.

EDIT: One more thing, is it actually downloading the ruby crud i already have on my computer, or is it just listing requirements, or what? If it's downloading them, you should add a version without them.
I use modified versions of Ruby and SFML, the 2 libraries I use. So it's not that easy. I will see to include in ARGSS all modifications to the libraries, so it can work with the default non-modified libraries. Have I mentioned that I'm sometimes lazy?
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top