Decided to take a small break from RETRO to work on other miscellaneous things I got ideas for... and I think I just started something with nearly as much complexity, even if nowhere near as important. I think I'm taking breaks wrong. lol
RETRO v0.10 will be released within a few days(hopefully later tonight, but I promise nothing). LOTS of changes and additions, as an entire plugin collection added to the compatibility list! And hopefully the LAST plugin command overhaul!
If anyone were to look at certain pieces of my code they might assume I understand RegEx. I actually don't understand it in the slightest. I've tried to figure it out, it's all Greek to me. I'm just good at Googling and poking it until it works. lol
The next RETRO update is gonna be a beefy one. Hoping to have it out in a week or two. Massive overhaul to the way plugin commands are handled, including shortcuts for those that have complicated argument requirements. There are numerous other things too, but that's the biggest single part, and has been consuming the most time.
MV's plugin command setup is the current bane of RETRO's existence. To a degree, so is MZ's. Especially when trying to make MV's plugin command interface play nice with MZ plugin commands with complex arguments.
Another new RETRO milestone! 3 actually. It's reached 500 lines of code (includes whitespace and comments, so technically the actual code is still less than that), it's reached version 0.05, and there are now over 10 plugins on its known compatibility list!
I think RETRO's hit its first real brick wall. Not insurmountable, the problem is my lack of understanding the graphical systems. But with no errors, it's extremely difficult to track down the problem. Oh well, plenty of other plugins to try to work with! I'll just have to stick this one on the back burner.
It all comes down to the pesky MZ plugin commands... the more I try to make the implementation user-friendly, the more complicated this thing becomes. Rewriting the parser for it... AGAIN. Only now I have to be able to detect and deal with structures. Cue banging my head into a wall....
Gotta love having to put a simple function branch somewhere OTHER than where it logically should be simply because someone's core plugin wants to put stuff in weird, seemingly arbitrary locations.... and as far as I can tell, does stuff it doesn't need to do. It all looks stupidly inefficient/unnecessary and it bugs me. And makes RETRO's job just that much harder in order to make it functional.
Mwahahahaha! I've discovered how to figure out which plugin, if any, is calling a function! This will make RETRO's work SO MUCH EASIER when dealing with functions with identical names but different functions/executions! Honestly that's been the biggest headache in this project, trying to figure out if a function is being called by an MZ plugin, MV plugin, or MV itself. Looking at you, help window. >.>
I have discovered that the plugin manager throws a low-key fit if your plugin contains "/*:" and/or "*/" in the code. I kinda get why... but that means the way it reads its stuff is... simplistic and without any additional checking. And it fails to load any of the actual working comment block information as a result, so it's all or nothing.
I just saw one of SigmaSuccor's RPG Maker news videos, it mentioned one of my plugins. Now I kind of wish I'd made a demo project for it, having nothing in that segment but a scroll down the code feels a little underwhelming given what the plugin COULD do. Except I suck at making demo stuff, and my testing project isn't fit for that.
Definitely glad I haven't released a few of my plugins that are technically done. As I learn more, I find ways to make my code more efficient, and in one case so far, discovered an existing function that did EXACTLY what I created my own function to do.
Mad props to Yanfly and the VS team. Making a plugin that does a focused fraction of what one of their core scripts can do is extremely slow, exhausting, and occasionally frustrating. Granted, I'm learning JS as I go instead of from the ground up beforehand, but so many elements of this script are requiring either DEEP experience, or LOTS of trial and error to figure out.
So yesterday Dad took me to Volcano Bay, and it was almost ruined by a thunderstorm... then it passed by and the lightning warning got lifted, leading to an awesome time sliding and swimming. Hopefully we get to go to the arcade tonight. The one we're planning on has a restaurant built in with AWESOME food. Not to mention how big the arcade itself is!
Hey everyone, for everybody following along with my RPG Maker MZ streams: There will unfortunately not be a stream tonight. There is a big exciting event that will go live next week that has been taking all my time, so look forward to that!