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Visual RGSS Express -- IMPORTANT UPDATE

OS

Sponsor

OMG, thanks! This Syntax Highlighter is the best one I've seen! It runs smoothly, it works really well, and it has a bunch of languages built in, including Ruby! Now all I have to do is make it smaller and more localized, and add the features I want my own Syntax Highlighter to have. Thanks a million, etheon.
 

OS

Sponsor

So, I've been working since I downloaded the files, and I've studied all of the Highlighters I've got now, and it seems that it would take an immense amount of code to make my own highlighter. I have one mostly working, and with much less code than the one etheon posted, but it has a strange error I can't solve just yet. I'll keep working on it, but for now I am moving on to complete the Visual Designer. If anyone thinks they can help with my bug, just ask, and I'll upload my library.
 

OS

Sponsor

I am, I am! I'm writing the first version of the official Library I'm using. Syntax Coloring will have to wait, but Debugging might still make the cut for First Release.

Below is a list of the official features that are planned to be in First Release:

  • Visual Designers for Windows, Scenes, and Battle Systems
  • HUD, Battle System, and Global Variable (Temp/System) PlugIns
  • Tutorials on using the Program, as well as a small collection on scripting certain kinds of scripts.
  • A Code Editor
  • Frame-By-Frame Scene Designing
 

OS

Sponsor

Hey, all. Sorry for not updating recently; I've been writing a Tilemapping Toolkit for school (runs as smooth as XP/VX now XD ). Well, anyways, I plan to have some new screens up by the end of the week showcasing the Method Editor. For now, think Eventing Tool, and use your imagination.

Peace!
 

Jason

Awesome Bro

You've changed your name to OS !

Also, this is sounding very promising, and the feature list should prove great, as soon as I saw Battle Systems, I was like "Oh emm gee !", this is going to be a great program and I really wish you luck with the rest of it, and hope you don't run into any problems that would slow down your progress !
:thumb:
 

OS

Sponsor

Heh, yeah, OS now. It has so many meanings, I can't just be one anymore.

I hope this program isn't a disappointment. I'm going to work on the mock ups for the new screens tonight, so expect something awesome to show up soon.

Peace! ~OS

EDIT:

Here is a screen. I think I'm going to put the Toolbox on the right side (just to stop the emptiness)
http://i64.photobucket.com/albums/h163/akahi_theflame/screenieNewVREXP2.png[/img]
Notice the '>>'? That's because this will work exactly like the Event Editor!
 
So, from what I can surmise through your posts, you're designing a Visual Editor for common constructs in RPG XP/VX games?

Is the system similar to how the Windows Forms Designer generates re-creation code for the dialog, except in this case it's generating Ruby Code for custom menus and various other in-game elements?  Does this mean that your system will use its own file format to store the specifics of the system, or will you be using a parser to re-read in code generated from the system?  If you're going to go the generation->save and parse->load format, what parser will you use to cast the user's code off into an Abstract Syntax Tree for the ruby language, and what approach will you employ to reconstitute the elements of the display?

The project has an interesting goal, but there's a lot involved in this if you're doing it in a manner that allows it to be used on a production game, as opposed to a 'starter' kit that gets the base work out of the way, so they can add functionality to what's there later.

Here's hoping I didn't completely misunderstand you.
 

OS

Sponsor

Well, Alexander, here is how it is planned to work:

The code is added in the same way that Event Codes are added to an event, using a list of commands, and setting parameters. These commands include everything from conditionals and keywords, to the methods of every default script in the engine. Code is then generated using an Interpreter (like in RMXP), which can be used in RMXP, saved as a .rb file. Alongside this file will be a Script Data file that can be loaded back into the program to be edited again.

I don't plan on letting people throw in their own code directly in the editor at this moment, but I may add a Parser later so that users can.

Even with the basic version, users will have access to every possible keyword and method I can possibly add, and I plan to allow plug-ins so that users (and I) can add more methods and commands to the program.

So, what do you think? If you have any ideas, advice, etc., let me know. I'm always willing to learn new things (especially when it comes to code)!
 
So will we be visually able to see "where" we are placing things for stuff such as HUDs.. How many graphical layers can we use on it when stacking images? This is quite useful and I'd love to see it down...

It basically allows for a hands on visual editing of RGSS coding, then will create the script for you to use?

As well you said you don't want to allow code inserting into it at the moment, well how will we go about editing a previously saved coding?
 

OS

Sponsor

When you generate your script, a separate file will be created containing the command codes and parameters for those commands. You just load this file back into the editor, and you can begin working again.

You can save as only a Script Data File if you wish, but I will always force a Script Data File to be generated with a Script File in case their were mistakes made.

As for the Visual Aspect, yes, you get to see what you are doing. Coordinates are plotted for you, so you don't have to think about position or use much math to figure where things should go. You just place it. Easy.

As for layers, I am experimenting with a few ways of rendering multilayer canvases, and it will depend on how many I can get working correctly. Right now, a good estimate would be Three (Background, Window, and Data). For the Battle Editor, I may have four layers (Background, Battler, Window, and Data). All of these are listed from Furthest Back to Closets Up.

Peace.
 
For some reason this reminds me of the editor I made, back about three to five years ago, for a [now defunct] home-brew RPG system called AcidPulse.  Though it was mostly a script editor, it did have a few other editors for NPCs, maps, and so on; however the script editor had a large series of specialization for the AP code.  On top of that it contained an in-house editor to define new types of commands and ways to translate said data to/from code (As an example, I think things like Key-Codes for certain commands were translated from their numeric equivalent to an actual 'name').  This way the program's creator could add functions to his program and then the editor and just re-deploy with the new commands file.

Making any progress towards the first user-test?
 

OS

Sponsor

Yes and No.

Yes:

I am developing everything on paper in great detail right now. I plan to fill the current notebook with details before beginning to work on code again.

No:

See above.

As for the Key Code thing, that's what I am doing: I am using an enum that contains names and their int equivilant.

Peace!
 

OS

Sponsor

Sorry for not updating recently, everyone. I had to take a huge break to deal with things outside, but I am proud to let everyone know that I am still working on this project, and that I am doing everything I can to make it the best scripting tool for the community!

I plan to have the complete VRE1 out by Christmas this year, and hopefully I can get the system ready for testing by mid-July.

Peace!
 

OS

Sponsor

Thanks. I think I am finally ready to make the Demo, so expect it out within the next couple of weeks. It will only have the following features:

Basic and Advanced Modes, Visual Window Designer, all of the Built-In Project Types, and about 10 commands (not including object specific commands). Sound good?

EDIT/UPDATE:

Here is a screenie for the demo (very early, just built the form):

http://i64.photobucket.com/albums/h163/ ... rent_1.jpg[/img]

So, what do you think?
 
I hope you don't mind; however, I saw your screen shot and thought there was a little bit of wasted space.

http://lhq.rpgsource.net/images/screens ... ce_001.jpg[/img]

Similar screen, except I've condensed the variables into a TabStrip control, the alternative is a tree-view that's segmented by the 'Global', 'Instance', and 'Local' nodes, respectively.  Since they're all variables why not have them all in one spot?  The blank area below the methods/project bugged me.

Naturally since this isn't the real project, it just shows a visual representation of the dialog, and is functionally deficient.

Edit:
On a side note, if you ever wanted to have an icon for your dialog without having to find an icon editor, you can extract and use the icon yourself from a standard PNG image.

Just Associate it with your project's Resources file and do something like so:
private Icon orig = null;
private Icon extracted = null;
public Form1()
{
    this.orig = this.Icon;
    this.extracted = this.Icon = Icon.FromHandle(Resources.Open_Gray_Folder.GetHicon());
    this.InitializeComponent();
}
protected override void OnClosed(EventArgs e)
{
    this.Icon = this.orig;
    base.OnClosed(e);
    this.extracted.Dispose();
}
 

OS

Sponsor

I'll keep the Icon bit in mind.

As for the Wasted Space: I do plan to fill it with something, but I haven't decided what yet. While trying to decide how editors should work, I neglected to cover how they should look.

I suppose I can move those List Boxes into Tabs, and use the rest of the space for...hmmm...idk.

I know that commands are going into a separate Dialog that pops up when the user double-clicks in the Code View List Box. The Visual View Designer has its own Dialog Box as well, though I considered putting the basic options below the Designer Pane.The extra empty panes could go towards Property Boxes, but I would want to use the ones like in Visual C#, and I honestly have never figured out where I can get such a control, or if I already have it.

!

I forgot about the Notes Feature! One part of the BaseForm is supposed to have a Text Box for keeping notes on the project. I'll post a new screen within the next couple of days that shows the newest layout.

EDIT: Which version of C# are you running? 2008? Oh, and what resolution is that form? Mine is 1024x736, to be sure I have room for the Visual Designer (640x480).
 
Well I switched it to 800x600 to ensure that it would match the dimensions of your screen shot.  It didn't look good when I simply took a screen shot at 1280x800 and shrank it down to 800x500, you couldn't read the text well (which wasn't important, but I don't like fuzzy text).

I'm running Visual C# 2008 Express.

Edit:
Also do you mean 1024x768 instead of 1024x736?
 

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