Author Topic: Open source (/crossplatfrom) RGSS implementation?  (Read 6027 times)

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Ancurio

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Open source (/crossplatfrom) RGSS implementation?
« on: December 13, 2012, 04:02:23 PM »
Hi everyone!

I asked the exact same question in anther rpg maker related forum,
but, contrary to my initial impression, there wasn't much going on there,
and I only got a few vague answers.
This forum, on the other hand, seems far more lively and active to me,
also considering that Reives is actively developing games in RMXP right now.

So.. yes, my question, of course! xD
Does anyone of you guys know of a finished/ongoing/planned attempt at creating
a working open source implementation of the RGSS engine?
I recall Reives responding to me in a tweet once on how he was able to translate TtM,
saying that he used the "DreaMaker" project.. I'm still not sure exactly if it's an engine
or just a collection of tools.

Thanks!

Thunderbird

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Re: Open source (/crossplatfrom) RGSS implementation?
« Reply #1 on: December 13, 2012, 04:56:27 PM »
DreaMaker is a tool to extract all text from a RPGmaker-Game, you can change it and then insert it again to make translations.
Even if you are nothing more than a drop in a bucket...
Every drop leaves ripples.

Ferdk

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Re: Open source (/crossplatfrom) RGSS implementation?
« Reply #2 on: December 13, 2012, 06:33:39 PM »
yeah as Thunderbird said, DreaMaker exports the dialogue files to a txt (and then you can import them back) for easy translation (this is how the non-english language translations of TtM were done).

As for your question, sorry I have no knowledge of any open source RGSS engine. But its heavily based on the Ruby coding language, so you can look for that.
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Ancurio

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Re: Open source (/crossplatfrom) RGSS implementation?
« Reply #3 on: September 05, 2013, 12:00:00 AM »
Because this thread actually seems to pop up in google searches, I just wanted to add here that I have greatly progressed with my project and am able to mostly fully play RMXP games natively on my engine (as long as they don't use pre 1.9 syntax or Win32API atrocities).

The code is published at https://github.com/Ancurio/mkxp

blurymind

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Re: Open source (/crossplatfrom) RGSS implementation?
« Reply #4 on: February 03, 2014, 04:40:18 PM »
Thank you for the awesome work!!

Is there any documentation on how to port games using the library or is it at this point a complicated process?

Ancurio

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Re: Open source (/crossplatfrom) RGSS implementation?
« Reply #5 on: February 21, 2014, 01:06:53 AM »
Thank you for the awesome work!!

Is there any documentation on how to port games using the library or is it at this point a complicated process?

Sorry for the delayed answer.
I once started writing up a small doc on porting, but decided to
scrap it because it just turned out too.. short. Not too much to talk
about really. The key points are:

Make sure your scripts run fine on newer Ruby versions (2.0/2.1).
For the most part this isn't much of a concern, all scripts that are shipped
with RMXP by default are compatible. When porting TtM, the only two
problematic spots I hit were 1. this hash constructor syntax:
Code: [Select]
hash = { :key1, "value1", :key2, "value2" }(always use '=>' notation), and 2. spaces inbetween method name and
parameter brackets:
Code: [Select]
obj.method (arg1, arg2)which is also a nono.

Win32API
Make sure this keyword is banished from any of your scripts. If you need
it to provide crucial gameplay mechanics, such as toggling fullscreen or
getting mouse input (as was the case for TtM), you can check the bottom
of the mkxp readme for a handful of utility functions I implemented. If that's
not enough, you can always extend mkxp yourself =P (ask me for help).

Midi
Unfortunately this audio format isn't supported by mkxp at all, so you'll have
to use wav/ogg/mp3 instead (ogg is recommended).

Of course, if your game is the classic type that does its entire game logic
in events and never even touches the scripts database, everything should
work just fine out of the box (except midi), except for a few corner cases
(check the github issues). The easiest way to find out if mkxp works for you
is to play around with it ^^
« Last Edit: February 21, 2014, 01:10:14 AM by Ancurio »