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Visual RGSS Express -- IMPORTANT UPDATE

OS

Sponsor

I'm not sure when the entire program will be finished and released, but upon request I may release the DLL as soon as it is complete.
 

OS

Sponsor

UPDATE:

Production Schedule made to keep things organized and more structured;

Design: Now - March 30th
DLL: April 1st - April 14th
App: April 15th - May 25th

I will try as hard as I can to keep to this schedule. If anyone has any ideas, let me know while I am still in Design Phase. The official Design Doc will be released for public critiquing directly after completion.
 

OS

Sponsor

So would I. So far it looks like it will be going pretty well!

The design is almost complete, just a few things to figure out about the overall layout of the windows.

I expect there will be a slight change in the deadlines, about one or two days, though I will not change what my above post states. I will simply be behind, and try to catch up. If anyone has suggestions for a feature, be sure to post. Peace!
 

khmp

Sponsor

The project looks very promising and I wish you luck with it. But I've been wondering if and how you're handling Ruby syntax checking in some form or another during runtime. Like will it be able to spot errors on the spot as your editing or only during compilation? Or at all? Just curious about it.
 

OS

Sponsor

In earlier versions, users will have to go to Tools->Debug, and the code will be checked line for line for unknown entities (such as undeclared variables), impossible usage (such as 4 &^= "t'), and other various things. It's not a compiler or anything, so you can't test code straight in the editor, but I hope to use the debugger to fix most errors before transferring to RMXP.

In future versions I hope to check for errors as code is typed/added.

I hope to make this easier by storing every line of code in a struct called RgssCode or simply Code, that holds variables, hard coded elements like integers or strings, operators, and method calls.

That may be getting a little advanced. The earliest version will probably just hold strings which are checked, since I am the only one working on the actual program (I have one tester). That reminds me, if anyone has some tips for me (for coding things in C#), please PM or E-Mail me at rusu.arc@gmail.com. I need a bit of help perfecting my visual window, for creating windows and such. The only thing I can't figure out is how to do Dragging to make different window sizes.
 

khmp

Sponsor

#region is very good organizing code in blocks of like minded functions.
//code here :)
#endregion

I've probably worked with C# for a total of three months so I don't know how much help I could be but if you need another tester I could try. The window not being able to be resized might be the FormBorderStyle property. Is it set to FixedSingle or Fixed3D?
 

OS

Sponsor

I know of Region. My Painting Problems have been relatively fixed/figured out.

As for BorderStyle, I believe my windows are all Fixed3D, for that 'popped' look.

And for 3 Months in, I know you can be very helpful if you put your mind to it. I have only been doing C# since October or November of last year, and I'm doing fine. Though I guess it helps to have RGSS and a variant of BASIC behind me, eh?

If you get any ideas, drop 'em here. Peace!
 

khmp

Sponsor

OptimistShadow":2nczhkkf said:
The only thing I can't figure out is how to do Dragging to make different window sizes.

If your form border style is set to anything with the word fixed in it you can not resize it during runtime. That's why I asked.

Also as an idea if you don't already have it. Click and drag importing of resources directly on the designer. For example drag a valid image file onto the designer and it automatically creates the sprite and initializes the bitmap and creates the destruction of said asset. Maybe a similar thing for sound.
 

OS

Sponsor

No, I what I meant by that was to draw a rectangle whose Location is the nearest Point negatively counting from the mouse's location whose X and Y are divisible by 32, and whose size is the difference between the Location of the Mouse after releasing the left mouse button and the aforementioned point.

Kinda confusing when I say it like that...anyways, someone on the MSDN forums showed me what to do for the most part. I'm just gonna replicate his code, though I plan to add a single conditional 'if' to see if the mouse is down, and then place a rectangle of the correct size within the points of the mouse-click-release region.
 

OS

Sponsor

UPDATE:

Phase 2 of development, the writing of code, has begun. I am coding the tool box, which I will  take snaps of upon completion. I have already made a small Enum for project types, but the really big code will be done throughout this weekend.

Peace!
 

OS

Sponsor

UPDATE:

Here's a screenie!
http://i64.photobucket.com/albums/h163/akahi_theflame/ScreenieVreDllTestForm.png[/img]

Updated first post.

Progress:

VreDll.dll - ~40%

It's taking a little bit longer because I am playing around with a little window called SmalLDetails that was supposed to adapt to the situation it is in, such as becoming a Variable Creation form when the user clicks Add Variable, and then a Method Creation Form when the user clicks Add Method, etc. But I'm just going to have multiple forms for this, which will be much easier and faster to make.

Feel free to comment.
 

OS

Sponsor

The following is an exact copy of the post in C# Dev Team. I am posting it here as well for people who want to look at the demo. Please read the paragraph below before using.

Update: instead of making a new demo, I found the old one. It has some unusable buttons atm, but the Create Scene works, It has three options, and each of these will effect the outcome. This is not a perfect demo, nor is it a solid representation of the final product, but merely a taste of what it is I am trying to do.

Demo
 

Jason

Awesome Bro

The layout is nice, the demo seems simple to use, so hopefully the finished product will be, I just have a couple of suggestions...

Would it be possible to add a Preview button, and like, in a new window, a preview of the scene/window will show so people know how it looks before they put it into their game ?

And also, make a scrollbar for the script box, not that it matters but it will make it look more professional visual-wise :tongue:

Also, I like how you've commented EVERY line in it, haha, that will surely help script noobs such as myself, haha.

Good luck with this :thumb:
 

OS

Sponsor

Thanks, much!

I forgot the scroll bar, though it was on my list of improvements. The Comments are there for that very purpose. :). The Visual Editor is currently being designed, and is capable of creating windows. The final version will be able to create/place/edit windows and window contents (text, actor data, images, etc.), while the Scene Editor Mode of the Visual Editor will allow visual scene alterations. When making a Menu, for example, you would select a Main Menu Window, then add a Command_Window (visually) and place them as necessary. Then you would select the Menu Items individually and click Connect To Frame (or something), and a new frame will be created, that is activated by clicking that menu item. In this frame, you would add the menus and such that are required for that particular menu item, such as Items, which would lead to Window_Items, etc. Easy, right? If not, I'll try to make things simpler.

Peace!
 

Jason

Awesome Bro

OptimistShadow":rvyvkq57 said:
Thanks, much!

I forgot the scroll bar, though it was on my list of improvements. The Comments are there for that very purpose. :). The Visual Editor is currently being designed, and is capable of creating windows. The final version will be able to create/place/edit windows and window contents (text, actor data, images, etc.), while the Scene Editor Mode of the Visual Editor will allow visual scene alterations. When making a Menu, for example, you would select a Main Menu Window, then add a Command_Window (visually) and place them as necessary. Then you would select the Menu Items individually and click Connect To Frame (or something), and a new frame will be created, that is activated by clicking that menu item. In this frame, you would add the menus and such that are required for that particular menu item, such as Items, which would lead to Window_Items, etc. Easy, right? If not, I'll try to make things simpler.

Peace!

Yeah lol, that does seem kinda easy, Maybe you could make it possible to make it so:
You can have a tool which allows you to draw a window just as you would draw a rectangle using MS Paint, and that would become a window ? Because if this could be achieved, it would help people who have trouble with co-ordinates (Not as myself, haha)

Good luck with this and I will be making love to the final release :thumb:
 

OS

Sponsor

Firstly: Coordinates are always tile based. I know that some times you might want a window at a particular point in pixels, but it is easier for me to just use tiles.

Secondly: I just spent several weeks trying to find the best way to do this, and the Drawing a Rectangle method is the one I've chosen. The only draw back is that you can't use Windowskins in-editor without getting an ugly window (the border won't stretch over the background correctly, so it looks horrible). I'm trying to fix this, but in early versions, windows will be drawn as regular rectangles.

Thirdly: I'm currently working on a Syntax Highlighter. I found a bunch of tutorials, but they are too complicated to fit easily into my own code. I found the ScintillaNET bindings, but unfortunately, I can't tell how to make it work. It has Ruby built in, but not RGSS, and my highlighting is going to be a little more in depth so that novice users can learn more easily what each piece of code really is. If anyone has any suggestions, or perhaps a Control they'd be willing to donate, I'd be mighty grateful. My own attempts have ended with all the text turning blue, not changing at all, and with rich text boxes flickering like crazy.

Peace!
 

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