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Wishing to make a new script editor. Need help

Dko

Member

NOTE: This might be in the wrong section.
Well I already know this topic is probably going to get a LOT of tomato's thrown at me. But hear me out.

I am currently working on a multi coder RPG Maker XP project. And this has caused all sorts of problems. Mostly stemming from the fact that its hard to share code between two (or more coders) and have them working of different sections of the full RGSS script. I know a lot of my code has been lost because we had trouble combining our two sets of work.

My idea though is to make something more like a traditional IDE that takes the Script.rxdata file and decrypts (Yeah I know, probably not feasible since people don't like the hard work they put into a game hacked. ) or somehow can read the current RGSS editor while its open and then does a lot of cool things to help coding like.
- Spiting Scripts into individual files for easy sharing.
- Comparing changes between two Script files to help with making changes
- Project organization (Wouldn't it be nice to have a list of that class's variables and methods and not have to look thru the class it self every time to find them?)
- Have the program reincript or reinsert your changes and start your game for testing.
- Error checking for syntax with out having to run the intended script.
- What ever else I could think of.

I understand why this hasn't been done before. But RPGMaker XP's editor at least ( I don't have VX) sucks. It's making me and my fellow coders work harder. So my question, does anyone have any feasible ideas on how I can get script data (names on the left hand side as well) feasibly from a project the a coder is working on with out having to copy paste a whole lot back and forth? Which is currently the best way I have found to use an outside Ruby editor. The easiest method I can think of is like I said Encription\Decription of the Scripts.rxdata file. But that leaves it open to hacking if my 'possible' IDE gets on the web and there is no real info on how to do this anyway.

So your thoughts and idea how I could maybe do this?
 
There is something waaaaaaaay easier than decrypting .rxdata files - using .rb files for your scripts and let them be read by the RGSS Player. This way, you already have seperate files, along with the intact Scripts.rxdata ... and as far as I recall, Yeyinde made a fancy encryption script for .rb file handling in RMXP.

Now for your synchronization... I have something in mind that solves both synchronization issues AND multi-people file sharing: FTP programs.
Concept is simple: Everyone loads stuff onto the web server, so it's available to everyone - good thing. Now, several FTP programs (for example Adobe Dreamweaver... and yeah, I know it's a webdesign program, but it still has FTP functionality!) have synchronization functionality, meaning they tell you if the file you're trying to upload has been changed by someone else in the meantime, or other fancy stuff. Really useful for multiple web designers for one page, so why would it be different for game making? (in general, since sharing files between multiple coders is a rather big topic for webdesign, you might wanna have a deeper look into that)

Now, from here on it's up to you if you use that as a temporary solution and include all scripts into the Script Editor before you release, or if you work with .rb files... which perfectly works.
 

Zeriab

Sponsor

Lemme tell you the structure:
Scripts.rxdata is marshalled as an array of script sections.
A script section is an array of 3 objects.
The first is a number which purpose I don't know.
The second is a string which contains the name of the section.
The third object is a string which contains the code in that section in a compressed form.

Here is a project where I remove all comments from a Scripts.rxdata (or .rvdata, they are structured similarly)
http://bb.xieke.com/files/Remove_Comments.zip

*hugs*
- Zeriab

Edit:
Silly me, I uploaded an encrypted version
Here is the scripts.rxdata: http://www.sendspace.com/file/l6ifkq
 

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