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ARGSS: Remaking of RGSS Player and Library

Yeah, I've tried that. I'll start a new project, using ruby_run instead of ruby_exec and see if the require thingy work. If it does then,I'd have to rewrite the whole project now lol :'(
 
sorry for the bump, but I think what you are making is just what I need for a very special project: an open source clone of rpg maker xp/vx with whatever features people request.

Name: Open RPG Maker
Platform: Windows, Linux, Mac (Dreamcast, PS2, XBox, NDS may be in the future on the backburner)
Features: the best of both rgss1 and rgss2 plus whatever ideas the community can add to script support, customizable database editor, customizable materialbase, custom sized tilesets, projectbase system(project files for various types of rpgs), rgss300E.dll/librgss300E.so/librgss300E.dylib for rgss library name, completely open source (can be freely edited and customized freely under GPLv2 or higher license)
rgss version: 3.0

thanks for writing the player and library, now I have something to work with for writing the rpg maker clone, you will have credit where it is due.
 
Hima, you can see the ARGSS forums if you haven't already, there is the answer to the load path thanks to MauMau.

kram1024, I'm glad you like my work.
 
is there a source tree copy of argss? It would be nice if the code needed to make rgss300e.dll and rgss300j.dll, needed for open rpg maker, open rpg maker will have an embeded testplay window as opposed to using the app for test play. Also, options fo export linux and mac games will be available.
 
I must have really put my foot in my mouth there. I am nowhewre near perfect. I had jut noticed that moments after I posted that last one, so I guess maybe I will be using my svn client. Is it okay if I helped with the port, like I did with the KENS project? Yes, I helped magus with that one. I am also the author of the sega suite (command driven tools built on top of kens) The kens-unix port will build on linux (I prefer this, due to its gpl and open architecture), mac, free bsd, etc. Igt will also build on win32 (what I use via vmware player when wine/crossover/cedega office does not cut it, hope reactos moves forward that would be nice) with cygwin and mingw. KENS contains libaries for handling the compression in sega genesis video games (Mostly sonic the hedgehog ones) I am sorry if this is off topic, but It is proof I too work on a sourceforge project. Magus liked my work so much he handed the whole project to me.

Now back on subject. I heard that ARGSS is going back into SDL again because SDL is more powerful on your forums, is that correct? Well, That makes it very possible to get your player on game consoles. ^_^ (excuse the smiley please)

can I be notified when a newer sdl source is available? At that point, I will have open rpg maker's QT 4.4.3 interface ready.
 
kram1024":1ssincyc said:
Now back on subject. I heard that ARGSS is going back into SDL again because SDL is more powerful on your forums, is that correct? Well, That makes it very possible to get your player on game consoles. ^_^ (excuse the smiley please)

can I be notified when a newer sdl source is available? At that point, I will have open rpg maker's QT 4.4.3 interface ready.
Why not bookmark the Source Forge project homepage, for the project you're interested in, instead of asking someone else to notify you?

Also, SDL isn't his project, it's Simple Direct-Media Layer, and it's not more powerful on 'forums', it's more appropriate for the project for his own reasons, it's a graphics manipulation/display foundation. But I'll assume you know this already, and your odd phrasing is due to your native language not being English.
 
Is it okay if I helped with the port, like I did with the KENS project? Yes, I helped magus with that one.
I don't know the KENS project nor magus, and there's no need on making that kind of advertisements, but if you want to help with ports for linux and other OS, that would be fine for me, as I only work on Windows. However, ARGSS still needs lot of work on it, so you should wait for me to complete it more.

I heard that ARGSS is going back into SDL again because SDL is more powerful on your forums, is that correct? Well, That makes it very possible to get your player on game consoles. ^_^ (excuse the smiley please)
I'm going back with SDL because it is better for the project, and one of the reasons is portability, including consoles.

can I be notified when a newer sdl source is available?
Maybe there is some kind of svn commit notifications on sourceforge, I don't know. But I won't do that job, just check the project's sourceforge page periodicaly.
 

e

Sponsor

A couple of things; as it is, your project does not build on OSX, even using CodeLite. Minor errors include using backslashes in include files and so forth, but even then that's not such a big deal. Mostly the whole console module is useless, seeing as how its entirely Windows based (most Unix programs are inherently console based anyway).

Either way, I managed to get it to compile, but its packaged as a single executable right now; on OSX it'd be good to package it as a app bundle, on which you could simply drop the project file to launch the game.

I'd be glad to maintain a OSX port in a separate Xcode project, using the same sources (obviously) but with a different build process.
 

MauMau

Member

Why people keep posting here and not in ARGSS Forums? I know there's a lot of comments here, but those comments about development are really important to this project, there's only 11 members registered on ARGSS and i know only a few ones, the others just registered and posted nothing about. You're talking about maintain a OSX port, this is really impressive! I am a Windows guy :biggrin: !

I think you're the first guy talking about OSX port since most users of RM XP/VX are windows, and only windows. Sorry if i'm being rude, i'm really excited about all this, but this topic in HBGames isn't making people go there. Maybe posting this kind of comment there move more people to help the project.

I'm the same MauMau on ARGSS and sorry for any english errors :smile: .
 

e

Sponsor

Well, an OSX port would allow people to play RM games on OSX and Linux (with very little modifications).
 
Mr "e", why do you change your nick so many times? I need to look for your prevoius post for finding who you are...

Well, I'd like if someone helps me with ARGSS ports, as I only work on Windows because I only have Windows, hehe.

I'm glad to hear that you were able to compile it for OSX, however I making now many big changes to the project, like switching back to SDL and some other things which will improve portability. So, it'll be better to wait I finish with these things before working in porting ARGSS further.


MauMau, people keep posting here because I keep replying here. It's easier for some people to post things here, I don't want people not to contribute to the project because they need to register again in other forum.
 

e

Sponsor

im etheon.

Alright, I'll wait until you port it to SDL. I was thinking of building a simple GUI for OSX, so that you can run a RMXP/RMVX project by simply dropping the project file on the application icon, or if you launch the application manually (the .app bundle), it will popup a small window asking you to drag in project files (and then run it in a separate process).
 
Hey, seems like you guys are really working on this.

It's a nice ideia. I've think something very close to this. My goal was to rewrite all the RGSS classes, modules, methods and structs using SDL, to be able to run it on the PSP. I would be cool, eh? And, using SDL is a good choice, because of the portability. SDL runs on PS3, PSP, Linux, Mac, Windows...

I'm just curious to know why are you doing it in C++? It sounds to me like it's a extension for ruby (like a rubygem, or a ruby library, like Rubygame). And being that, just C is a best choice because of the of simplicity.
 
e":ryuvoipo said:
im etheon.

Alright, I'll wait until you port it to SDL. I was thinking of building a simple GUI for OSX, so that you can run a RMXP/RMVX project by simply dropping the project file on the application icon, or if you launch the application manually (the .app bundle), it will popup a small window asking you to drag in project files (and then run it in a separate process).
I have updated the svn, if you find some portability problem, just fix it, or let me know for fixing it.

ravishi":ryuvoipo said:
Hey, seems like you guys are really working on this.

It's a nice ideia. I've think something very close to this. My goal was to rewrite all the RGSS classes, modules, methods and structs using SDL, to be able to run it on the PSP. I would be cool, eh? And, using SDL is a good choice, because of the portability. SDL runs on PS3, PSP, Linux, Mac, Windows...

I'm just curious to know why are you doing it in C++? It sounds to me like it's a extension for ruby (like a rubygem, or a ruby library, like Rubygame). And being that, just C is a best choice because of the of simplicity.
I'm using c++ because I want to learn c++, hehe. I do not use all the ++ things of c++, but some. Also, the vector, string, map and other std libraries for c++ are really useful, I don't want to make them again in C.


Also, I have been working with SDL, no more SFML for this project, and here are the results:
ARGSS Test.rar - 783 KB
ARGSS Test.7z - 691 KB
ARGSS Test.zip - 926 KB

Input works well now, and some other things, but some methods that were available with SFML still need to be made for this SDL version.
 
I look at the code. I see that you are using a vector to register all the not-disposed bitmaps. I would ask you why? It will decrease performance, since you could use a struct like:

Code:
struct ARGSS_Bitmap {

  SDL_Surface *surface;

  bool disposed;

};

and wrap it into the Ruby Bitmap object with Data_Wrap_Struct.
 
ravishi, I have though doing so, but Ruby is slow, it has too check so many things that it is slow, so it won't make much changes, it will only make things difficultier. However, I will make some performance test, and I will see if there is some difference.
 
I suggest you to be careful :) your input stuff is for QWERTY Keyboards.... i was wondering why it wasn't working when i was pressing my Q and W...(A and Z on QWERTY keyboards)

Do you have a list of what's implemented in this version ?
 
this is awsome if you can make a working player that will pave the way
for other for possibly a java or a flash ver this would make making a brouser based mmorpg a realty
 

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