avarisc's RGSS
By: avarisc
Introduction
Clockwork RGSS is a replacement script package for RPG Maker (XP, VX, or VX Ace). As it does not depend on any specific RGSS, it is designed to work with any of the three editors.
It's features are, primarily, related to making RGSS more expandable. It also adds a few core pieces, such as mouse, keyboard, gamepad, and network support, to better support RPG Maker's target platforms, as well as polishing certain aspects of RPG Maker.
Enterbrain is very slow to update the official RGSS, often reserving these for new paid releases, such as new editors or DLC. As this is released separately from the editor, updates are far more manageable. In addition, this replacement engine features an API- that is, an interface between the engine and scripts, so that changes can be made to the engine [hopefully] without impacting the operability of scripts.
Features
Pending.
Screenshots
The engine will look and feel quite close to the original, so at this time screenshots are rather unneccessary.
Download
The engine is currently distributed via RPG Maker XP "Scripts.rxdata". I can provide other formats upon request. Major milestones will be released in variety of formats for each RPG Maker.
This is an incomplete project, and is intended to be used for review or critique purposes. Download here:
https://www.mediafire.com/?8t3zeumbn3qpz8a
Script
This is an entire replacement for RGSS, broken cleanly into many separate "scripts". As such, posting them individually here would be impractical.
Instructions
Pending.
FAQ
Q: Why start this thread during the pre-release phase?
A: Simply put, self-motivation and critique. Community involvement is all I have to justify my efforts here to myself, and as this is a "Script for Scripters", I need to know what fellow scripters think of the project, and monitor their input while shaping this engine to be the best that I can provide.
Compatibility
Simply put, there won't be any with scripts that weren't designed for Clockwork. That said, it's an expensive, but worthwhile tradeoff, as scripts written to support Clockwork will be more capable, more compact, and more compatible.
Credits and Thanks
I'd like to take this opportunity to thank you, the reader, for posting your feedback below- good, bad, indifferent, or just a "Hi", every post gets me more excited to work on this project.
Author's Notes
Sorry for all the "Pending" content here - the purpose of this thread, as well as its placement in Script Support, is because, simply put, the project is not yet finished. But I don't want to have to head for the finish line without community involvement - I needed a place to discuss my progress, my methods, and rather than start a new thread when it's finished, I went ahead and adopted the "Released" thread template for this, so that I can simply request it be moved. So for now, the purpose of this thread is mostly discussion and C&C, rather than distribution. But the pending content will be filled in within a relatively short timeframe as progress continues.
Change Log
Future Plans
None. It is as you see it here.
Terms and Conditions
This work is licensed under a Creative Commons Attribution 3.0 License.
Attribute to: avarisc (http://www.avarisc.com/)
By: avarisc
Introduction
Clockwork RGSS is a replacement script package for RPG Maker (XP, VX, or VX Ace). As it does not depend on any specific RGSS, it is designed to work with any of the three editors.
It's features are, primarily, related to making RGSS more expandable. It also adds a few core pieces, such as mouse, keyboard, gamepad, and network support, to better support RPG Maker's target platforms, as well as polishing certain aspects of RPG Maker.
Enterbrain is very slow to update the official RGSS, often reserving these for new paid releases, such as new editors or DLC. As this is released separately from the editor, updates are far more manageable. In addition, this replacement engine features an API- that is, an interface between the engine and scripts, so that changes can be made to the engine [hopefully] without impacting the operability of scripts.
Features
Pending.
Screenshots
The engine will look and feel quite close to the original, so at this time screenshots are rather unneccessary.
Download
The engine is currently distributed via RPG Maker XP "Scripts.rxdata". I can provide other formats upon request. Major milestones will be released in variety of formats for each RPG Maker.
This is an incomplete project, and is intended to be used for review or critique purposes. Download here:
https://www.mediafire.com/?8t3zeumbn3qpz8a
Script
This is an entire replacement for RGSS, broken cleanly into many separate "scripts". As such, posting them individually here would be impractical.
Instructions
Pending.
FAQ
Q: Why start this thread during the pre-release phase?
A: Simply put, self-motivation and critique. Community involvement is all I have to justify my efforts here to myself, and as this is a "Script for Scripters", I need to know what fellow scripters think of the project, and monitor their input while shaping this engine to be the best that I can provide.
Compatibility
Simply put, there won't be any with scripts that weren't designed for Clockwork. That said, it's an expensive, but worthwhile tradeoff, as scripts written to support Clockwork will be more capable, more compact, and more compatible.
Credits and Thanks
I'd like to take this opportunity to thank you, the reader, for posting your feedback below- good, bad, indifferent, or just a "Hi", every post gets me more excited to work on this project.
Author's Notes
Sorry for all the "Pending" content here - the purpose of this thread, as well as its placement in Script Support, is because, simply put, the project is not yet finished. But I don't want to have to head for the finish line without community involvement - I needed a place to discuss my progress, my methods, and rather than start a new thread when it's finished, I went ahead and adopted the "Released" thread template for this, so that I can simply request it be moved. So for now, the purpose of this thread is mostly discussion and C&C, rather than distribution. But the pending content will be filled in within a relatively short timeframe as progress continues.
Change Log
Code:
# v0.01 - Lighthouse
#
# Added the Service_Locator, along with a Provider_Base template. The service
# locator will be the most centrally used class in the entire project, as it
# provides a nuetral and extendable way for the entire engine to communicate.
#
# Added Provider_Scene, a basic implementation of a scene stack. Also added a
# Scene_Title. Title is quite obviously nowhere near completely implemented,
# it's more of a shell to test the locator and provider system with at this
# point.
#
# Refactored RGSS slightly - rewrote main, split some features into "initialize"
# and added RGSS.dispose - this method is now called to exit the game.
#
# Some people are not used to a scene stack - by itself, it changes nothing.
# Simply pop the scene you are leaving, and push a new scene during the same
# game loop. Should you not provide a new scene, the game will end. However
# the scene stack allows an interesting expandability - that is, you can now
# have subscenes. For example, if there is a real-time countdown happening, it
# can easily carry over across multiple scenes by being designed as a subscene
# and pushed onto the stack as an additional layer. Do remember to dispose the
# scene before removing it, if appropriate.
#
# Added priority macro to scenes. As a "true" stack would be hard to manage
# with an extension system in play, scenes have been instead given priority,
# updating in order from priority: LOWEST to priority: HIGHEST.
#
# Also added RGSS.set_initial_scene and RGSS.get_initial_scene. Simple getter
# and setter methods for the scene that the engine will start with. Can be used
# to, for example, start with a splash scene instead of a title.
#
# Removed the terribly hackish Environment script. Still a one-line hack at
# the end of the RGSS script to inject the main callback, which I will hopefully
# come to a better workaround for.
#
# Added Input.update and Graphics.update to the main RGSS loop - these are not
# scene dependant any longer. This will make multiple-scene scenarios easier,
# as well as being more reliable as these will always be updated - it's not a
# variable thing. Freezing causes Graphics.update to be ignored. This does
# prevent "hanging script" from firing under some circumstances - but a proper
# script should not have any chance of infinite loops anyway.
#
# v0.00 - Origin
#
# Removed the "Main" script, for simplicity's sake and so that novices can
# simply drop scripts at the end of the list instead of "...but before Main".
#
# Added the Extension base class, which all extensions (a.k.a. "scripts")
# should extend. This provides registration services, and will later provide
# other useful features for developing your extensions.
#
# Added the Extension_Example, using a layout that follows the Ruby Style Guide
# (thoughbeit somewhat loosely). It will demonstrate the intended way to
# leverage Clockwork RGSS to create capable extensions.
#
# Created the "RGSS" module. This will serve to store some basic versioning
# information, as well as taking care of extension registration, and a few
# utility features, such as housing our "main" method.
#
# Created the "hackish" Environment script - this script unfortunately does not
# currently conform to the project standard - in fact, I created this script to
# temporarily house features which I have yet to decide on how to make
# compliant with the project standard.
#
# Added this readme, containing the license and a verbose changelog.
Future Plans
None. It is as you see it here.
Terms and Conditions
This work is licensed under a Creative Commons Attribution 3.0 License.
Attribute to: avarisc (http://www.avarisc.com/)