Visual Rgss Express
The original goal of VRE was to create a system very much like RMXP's Eventing tools so that Eventers could learn to program in RGSS. That was a very ambitious goal, but that is how I like to work; aim high, and see where they will take me. Well, while reworking a way to Interpret code passed from the User to the Program, I thought of a brilliant idea; don't. Don't give the User an Eventing System. Don't work my ass off for something that I don't have time for anymore. Don't waste time when I could be writing something that could be released on time (December) for once.
So, what does this mean for you, young developers searching for an easy way out of scripting problems? Well, let's see what VRE will be capable of:
First, you select one of the Template Scripts; Scene, Window, Sprite, Battle, Game, or a Custom Template (using Plug Ins).
Next, you move on to the Properties, where you decide how your script works, what it's name is, and other options. For example, if you choose Battle Template, you may choose Action Battle System or Time Battle System. You may also choose Side View or Front View, etc.
Then you move on to the Visual Designer. The fun part. Scenes and Battles use a Frame-By-Frame Editor while Windows use a Single-Frame Editor. Both kinds of Editors will have multiple layers.
Lastly, you generate the script.
Easy. The program will also include several Tutorials, including a Tutorial on building on the scripts you create for every Template. So you will have help learning to program. The program will also come with a Tutorial on creating Plug Ins (which are made in C#.NET, .NET 2.0). Other tutorials include 'How To' Lessons on RGSS.
So, to summarize:
Users will have to do more work to write scripts, but a large portion of the script will be created for them. Better yet, the program is free, full of Tuts, and will be so easy, we won't have to worry about having Basic and Advanced modes anymore.
Tell me what you think.
The original goal of VRE was to create a system very much like RMXP's Eventing tools so that Eventers could learn to program in RGSS. That was a very ambitious goal, but that is how I like to work; aim high, and see where they will take me. Well, while reworking a way to Interpret code passed from the User to the Program, I thought of a brilliant idea; don't. Don't give the User an Eventing System. Don't work my ass off for something that I don't have time for anymore. Don't waste time when I could be writing something that could be released on time (December) for once.
So, what does this mean for you, young developers searching for an easy way out of scripting problems? Well, let's see what VRE will be capable of:
First, you select one of the Template Scripts; Scene, Window, Sprite, Battle, Game, or a Custom Template (using Plug Ins).
Next, you move on to the Properties, where you decide how your script works, what it's name is, and other options. For example, if you choose Battle Template, you may choose Action Battle System or Time Battle System. You may also choose Side View or Front View, etc.
Then you move on to the Visual Designer. The fun part. Scenes and Battles use a Frame-By-Frame Editor while Windows use a Single-Frame Editor. Both kinds of Editors will have multiple layers.
Lastly, you generate the script.
Easy. The program will also include several Tutorials, including a Tutorial on building on the scripts you create for every Template. So you will have help learning to program. The program will also come with a Tutorial on creating Plug Ins (which are made in C#.NET, .NET 2.0). Other tutorials include 'How To' Lessons on RGSS.
So, to summarize:
Users will have to do more work to write scripts, but a large portion of the script will be created for them. Better yet, the program is free, full of Tuts, and will be so easy, we won't have to worry about having Basic and Advanced modes anymore.
Tell me what you think.