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    Ryexander
  Thu Nov 25, 2010 6:37 am
A scripter of talent
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Location: Somewhere out there in a place unseen.
RPG Maker PY (RMPY)
A Replacement RMXP Editor


I've created a github project for this endeavor https://github.com/Ryex/RPG-Maker-PY

There are numerous problems with RMXP. they are mostly small but they add up quick.
So I was inspired to create a new editor for the RMXP engine. one that isn't riddled with annoying limitations, avoiding all the shortcomings of the original.

I'm going to make it in Python, as such it will be cross platform. you will be able to edit the game on any platform that can run Python and wxWidgets.

I've already got a plan down for how it will work and I've got some basic code for the map editor and data done.

the purpose of this topic is to. 1) collect suggestions for things that potential users would like to see done different in the RMXP editor, and 2) perhaps recruit people to help with the project (if you would like to help PM me)

Suggestions

I need a list of all the issues that would need to be addressed. all the little thing that could of been done better.
If there is something you would like to suggest please use this format:

Issue Title: Title (give your suggestion a descriptive title so I can identify it in long topics)
Description: What is wrong. (what part of the RMXP editor could of been done better?)
Suggestion: How it could be fixed. (if you were to fix it how would it work?)

also please separate the suggestions from each other and from the rest of the post with at least one blank line.

here is the bbc for that format
Expand to see the code.


I have some rules/guidelines for what to suggest as there has been some stupidity and misunderstandings.

Rule 1: anything that would require editing the default RTP scripts included with rpg maker will not be considered.
Rule 2: don't be stupid. in other words I reserve the right to condemn a suggestion as stupid and pointless as there are some things that while they may be cool to someone they wouldn't add anything of value to the editor as a whole.
Rule 3: all suggestions must be limited to the editor that means the part of the program the edits maps events and item/armor/monster database stuff. no new functions like the ability to change the resolution, add mode7, add faces set, add better audio ect.

I will keep a running list of suggestions at the bottom of the topic.

also this topic is open for discussion/comments. feel free to express your op here

Photobucket album with updated screen shots of progress
http://s15.photobucket.com/albums/a400/ ... aker%20PY/



Features requested so far:

Undo/Redo support
Text Entry Limitation Fix
Collapsing event commands
Paint style Tileset set up
Preview a map in the editor
test passibility on a map in the editor
enhanced map tools: replace tiles, find tiles, select tiles form all over the tiles set to form a costume brush
a simple debugger for the script editor (find missing ends, ), } or tell you if there is to many)
enhanced event editor, ability to type out event code if you want
batch switch and variable replacement, replace switches and variables used in events with another in case you changed the uses of said switch or variable
virtual folders or groupings for organization of lists in the database
make weapons and armor equip-able by classes by groups
better batch text processing. can help you know when a line will run over by what font and size your using
wysiwyg editor for show test that can do mark up
better map zoom options
remove database limits


NOTICE:
Chaos-Project has started a communality project to create Advanced RPG Creator (ARC).

As I'm now one of the four core developer sworking on ARC this project has become redundant. the projects are merging and RMPY will form the base of the ARC editor. nothing has been lost, in fact much has been gained. now there are 4 people working on the project and it will come with a new better engine instead of just a better editor.

I hope people aren't disappointed because I'm not.


all the best ~ Ryex

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Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

RPG Maker PY (RMPY) A Replacement RMXP Editor


Last edited by Ryexander on Thu Mar 10, 2011 2:24 pm, edited 4 times in total.

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    Sailerius
  Thu Nov 25, 2010 8:03 am
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Out of curiosity, why did you choose Python over, say, C++? Games using this engine will effectively be interpreted scripts running on top of other interpreted scripts. Aren't you concerned about performance issues?

Also, will you be using an updated version of the Ruby library than the one that's included in the editor? To my knowledge, that's one of the major performance hits in the engine.

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    Ryexander
  Thu Nov 25, 2010 9:00 am
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yet again I have to point out that I'm ONLY making an editor. I may at one point make an engine in Python at which point the editor will make a good start but right now ONLY the editor it will create rxdata files the run on the normal game.exe (or ARGSS I guess).

Quote:
Games using this engine will effectively be interpreted scripts running on top of other interpreted scripts. Aren't you concerned about performance issues?


all of that just to answer your question
the program will phrase Ruby scripts through Scintilla so that they can be edited like in RMXP by they will never be run. the engine will do that.
if ever I make a python based engine it will use Python for the scripts not Ruby.

Quote:
Also, will you be using an updated version of the Ruby library than the one that's included in the editor? To my knowledge, that's one of the major performance hits in the engine.


thats correct and ARGSS strives to correct this among many other problems, but RMPY is ONLY an editor that strives to make the interface for the engine smother and easier to use

as for why I chose Python, it's because it is simpl and powerful and while I can use c++ I find using it... distasteful, its just to different from what I learned with and some of the way I would approach problems in Ruby or Python wouldn't work without a lot of overhead code that I simply don't feel like writing. also it is FAR easier to port something made in Python across platforms the same code written in Python to run on windows will run ANYWHERE the Python can be installed sure you have to be careful of file paths but that is simple compared to the complexity of cross platform programing in c++.
in addition to the above while I got in to C++ before I even considered python I found Python far easier to pick up. I started with Ruby and a little PHP then moved to C# and then th=o C++ and then learned VB to help a friend and THEN decided to learn Python the same day I decided to do a project like this. at first I wanted to do it in Ruby but after a lot of research I found that not only were the GUI libraries for Ruby in their infancy and unable to easily do what I wanted but Ruby programs have NO reliable method of distribution.

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Time: if it was truly linear I wouldn't be here and the world would be knee deep in ashes.

RPG Maker PY (RMPY) A Replacement RMXP Editor


Last edited by Ryexander on Fri Nov 26, 2010 8:39 am, edited 1 time in total.

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    Amy
  Thu Nov 25, 2010 1:59 pm
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Big Dumb Guy
Issue Title: Map list box
Description: This is a minor issue but one that is easily fixed at this stage. Since you can only have one project open at a time, the folder just takes up an extra line in the map list box, it seems quite pointless. (called "RPG Maker PY Project" in this screen: http://i15.photobucket.com/albums/a400/ ... apture.png)
Suggestion: Just get rid of the folder and show map list by default. I dunno, it's just always seemed odd to me that such a small window is cluttered by a needless line.


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    Sgt. Cookie
  Thu Nov 25, 2010 2:18 pm
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Location: On my computer.
Issue Title: Limits
Description: RMXP has a rather low limit if maps, stats, hp for enemies, etc etc.
Suggestion: Remove them or up them.

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    Ryexander
  Thu Nov 25, 2010 6:20 pm
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ah two very good suggestions that I'm surprised haven't been made yet.

@mouse what if you could make it so the list stored projects you have opened? would that be better? other wise I agree get rid of the top level folder.

I also just got an idea I could add buttons to better control how the maps are positioned in that list. that way we wouldn't have that annoying behavior of the maps always trying to be sub maps.

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RPG Maker PY (RMPY) A Replacement RMXP Editor


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    Glitchfinder
  Fri Nov 26, 2010 10:13 am
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Issue Title: Obvious Errors
Description: The default editor includes some obvious errors in spelling and grammar, though most people tend to either ignore them or never notice in the first place. Most are found withing the self updating context dialogue at the bottom of the screen.
Suggestion: Thoroughly check for errors before release, and update if some are noted after release.

Also, I just wanted to throw out another suggestion. I was thinking that this might happen a lot faster if you released it on github, so people can work with you on it. I realize that this potentially means that things will be included that you didn't intend, but it would also be a more effective means of achieving your goal, which is to create an alternative editor featuring what the community wants to see. Plus, it gives people the opportunity to pick up the project if and when you stop working on it.

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    Ryexander
  Fri Nov 26, 2010 7:36 pm
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WEll I've released it on Source Forge it is really the same thing as github I even have code committed to SVN the link to the project is at the top of the page

as for your suggestion I agree, I think I've even come up with an easy way to fix them and even make it easy to change the language (provided some one translates it to said language) i'll use an .ini file to pull the text.

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    gerrtunk
  Sat Nov 27, 2010 3:36 am
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Very interesting project. In wich state its now? in %?


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    Ryexander
  Sat Nov 27, 2010 5:44 pm
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Location: Somewhere out there in a place unseen.
less than 5%

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RPG Maker PY (RMPY) A Replacement RMXP Editor


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    vgvgf
  Sun Nov 28, 2010 12:58 am
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Ryexander, nice project, hope you can complete it :)

I'm just curious how will you handle serialized ruby data with python. All .rxdata files are serialized with ruby Marshal class, and if I'm not wrong that's incompatible with Python Marshal serializer.

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    Ryexander
  Sun Nov 28, 2010 6:20 am
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this is true, however, I know some one who understands how the objects are serialized and they are going to write me a module that can decode it and return objects using eval.

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    Ryexander
  Sun Dec 05, 2010 5:19 am
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Location: Somewhere out there in a place unseen.
I moved the project from sourceforge to github because Git is awesome.

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    Ryexander
  Sat Jan 01, 2011 10:17 am
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Location: Somewhere out there in a place unseen.
ok two things still not working in the map display; first I need to get autotiles to work (they really should be working already but they just don't it is just bliting empty bitmaps), second I need to get blank event to use transparent images and clean up the event outlines.

here is a demonstration of the awesomeness so far
Warning large image

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    Juan J. Sánchez
  Sat Jan 01, 2011 7:01 pm
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When I first saw this post, I thought "another editor project" and ignored it. Now I can see this project might actually have a future. I hope you keep working on it.


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    Ryexander
  Sat Jan 01, 2011 10:25 pm
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Location: Somewhere out there in a place unseen.
well after close to 8 strait hours of testing I FINALLY got autotiles to work, I have no idea why but apparently I needed a GraphicsContest and not just a normal MemoryDC in order to reliably blit bitmap data. oh and I needed a >= instead of just a > in one place *facepalm*.

Warning another big image


next up, increase the speed of my needredraw method and hopefully get rid of the white bar the appears on the edge when you scroll. and possibly figure out why the fire is green  :<_<:

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    Jason
  Sat Jan 01, 2011 10:34 pm
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Oh yes, I love the idea of having two maps open at the same time, it really helps with continuity, especially when one area is made up of multiple maps.

Also, say hi to this Neale guy for me, lol.

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    Ryexander
  Sat Jan 01, 2011 10:45 pm
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Location: Somewhere out there in a place unseen.
Jbrist wrote:
Oh yes, I love the idea of having two maps open at the same time, it really helps with continuity, especially when one area is made up of multiple maps.


ya the more than one map at once thing was a major inspiration in the design. currently you can even have the same map open more than once might be useful if your working on a big map.


Jbrist wrote:
Also, say hi to this Neale guy for me, lol.


lol bad timing on the screen shot.

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    Jason
  Sat Jan 01, 2011 10:52 pm
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So what you're saying is, if I have a map that's 100x100 tiles, I could have two winds open of this map, say, both showing 20x20 tiles, and different areas of the map? So I could edit multiple areas of a map without having to scroll around?

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    Ryexander
  Sat Jan 01, 2011 10:56 pm
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exactly

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    Jason
  Sat Jan 01, 2011 10:57 pm
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You know, that'd be a very useful feature, can't wait to see all this done so I can have a mess around with it, lol.

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    Ryexander
  Thu Jan 20, 2011 5:20 am
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and importing is working with the new dialog
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    Dargor
  Thu Jan 20, 2011 4:50 pm
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I'm working on my own Editor using WxRuby but never used WxPython. I was wondering, how does the Map Editor run? Does it lag or anything?
I see that everything is rendered pretty well (events, autotiles, alpha channel, etc.).

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    Ryexander
  Thu Jan 20, 2011 9:32 pm
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I was goint to make an editor with wxruby at one point but the binding isn't very developed and there is no reliable way to distribute a ruby application short af asking the user to install ruby and all the required libraries on an system other than windows. I'm actually going to rewrite the map editor in pygame so that is doesn't lag. as it is now there is a large white bar around the edge of the map when ever you scroll

also If you decided to work with python to make the editor then why not come help me? I could use the help and it would get finished a lot faster that way.

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    omerpaz
  Fri Jan 21, 2011 5:25 pm
Damn good.
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I liked the idea.
Issue Title: The whole tile based system
Description: The tile based mapping system is not a perfect solution, and it does not allow more precise options.
Suggestion: Somehow creating a pixel-based system, or making an option for small tiles.

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    Ryexander
  Sat Jan 22, 2011 11:48 am
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This has been suggested before, either here or on another forums I can;t remember. but. as I stated in the first post I'm ONLY working on a editor, anything the would require event the smallest edits of the engine's scripts default or other wise is out of the question.

your suggestion requires a rather major edit of the RTP scripts.

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    omerpaz
  Sat Jan 22, 2011 11:53 am
Damn good.
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Location: Bench Nr. 27
Oh well, too bad :P
Good luck anyways!

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    gerrtunk
  Mon Jan 31, 2011 9:39 pm
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Ryexander wrote:
I was goint to make an editor with wxruby at one point but the binding isn't very developed and there is no reliable way to distribute a ruby application short af asking the user to install ruby and all the required libraries on an system other than windows. I'm actually going to rewrite the map editor in pygame so that is doesn't lag. as it is now there is a large white bar around the edge of the map when ever you scroll

also If you decided to work with python to make the editor then why not come help me? I could use the help and it would get finished a lot faster that way.


Well if you are planning to port it to linux you can create your own .rpm or .deb, writing all the dependencies and other things there, no?

I think thats the best way in linux...


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    Dargor
  Mon Jan 31, 2011 9:43 pm
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Ryexander wrote:
I was goint to make an editor with wxruby at one point but the binding isn't very developed and there is no reliable way to distribute a ruby application short af asking the user to install ruby and all the required libraries on an system other than windows. I'm actually going to rewrite the map editor in pygame so that is doesn't lag. as it is now there is a large white bar around the edge of the map when ever you scroll

also If you decided to work with python to make the editor then why not come help me? I could use the help and it would get finished a lot faster that way.


Maybe one day I'll start working with python, but I'm already working on a very big project and have not much time left for other projects.
Still, I wish you luck with that, and please, don't give up! I've been working on my project for 4 years now and it's starting to shape up pretty nicely. :)

Take care
- Dargor

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    Ryexander
  Wed Feb 23, 2011 5:49 am
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Location: Somewhere out there in a place unseen.
just though I'd give people an update.

you should know that I'm a freshmen in college so while I really like working on this project I can't work on it when I have other responsibilities. so unless other programmers help me out I can't move very fast.

I'd also like to point out that helping me is very, very easy. you don't even have to work with the project full time. just fork my github repository and create your own. then work on adding a feature. when its done. send me a pull request and I'll review your code for integration into the main repository project. while I'd appreciate it if you contacted me and discuss what your doing. you can basically work entirely independent from me. you don't even have to do something major. you want to make a base for a larger system? go a head, you'll save me hours of trouble when I get around to finishing it off. now when I'm done your code might not be entirely intact, I may go through and fix or change some things depending on what happens in the finishing but you''ll still of been a great help.

that said, current progress. still at the same point sadly. I finished of the SDL version of the map editor only to find that it was only a tiny bit faster than the GDI version due to the fact that GDI still have to take the final product and blit it to the screen, if I had been to use an SDL context instead of passing an SDL surface to GDI things would of been different.. at it is now. I'm working on creating a OpenGL tile-map class that I can use to draw the map. it is a lot of overhead code and an extra library included but I know for a fact that this time I'll be able to run it at the needed speed.

road map right now is

*finish map display
*create a action framework that changed project data and allows for undo redo operations.
*work on map editing and get the brush system working
*public, feature incomplete, alpha release.

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