Is it possible to work 2 person on 1 project in the same network

maxpain

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I'm playing to create a project with my sister we using the same network.
I just want to know how do I synchronise all the files from the project so we can working together at the same time.
 

Elliott404

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The only solution I can think of is, to share your prototype with her via google docs, or dropbox.

But, if you mean by if your project's data will update to your sister's side when working on it, then no, that's not possible. You have to share your progress(s) to eachothers constantly.
 

maxpain

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I want before on that engine
https://www.freemmorpgmaker.com
I was be able to Share the files but now I can't remember. As soon as I save the project so in the same time that my sister can see the changes.
So I hope there is a way of doing the same way like this other engine
 

Elliott404

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Oh, then I'm sorry since I can't help you with that. I thought you referred the RPG Maker, so I apologize for my mistake.
 

maxpain

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I use RPG maker the create Project but I hope I can do the same thing what I done in the different engine yes I want to create a project on RPG maker.
 

maxpain

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I'm not sure if I put in a home network and if I open project from the home network and during the editing I save it, so in real time this Could Save, the Other person can also see the changes
 

Elliott404

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RPG Maker is more like an independant software. Whatever you work on in your pc, it won't be the same as the other's. That's why I suggested a constant update to eachothers. But, in case of MMO project, I wonder if @Archeia or @Andar can help?

EDIT: Sorry for bothering both of you-
 

Andar

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@Elliott404 you're wrong - and dropbox is the worst way to handle such a case.

@maxpain It is possible to work with several people on a project, but it is not easy because you need to do a manual synchronisation during that work.

1) one of you needs to hold the "master" copy of the project. NO ONE can work on that copy directly.
2) in the master copy, make a number of new maps (all empty). I suggest something like a dozen maps for everyone who will create maps for the project.
3) copy the master project and give each team member one such copy to work on. Assign map IDs to those who will create maps, something like "Tom will work on map ID 1-12, Anne will work on map ID 13-24" and so on. Additionally, assign some people to work on specific segments of the database like skills or enemies. Also assign switch and variable IDs to be used.
4) Now everyone can work on their parts, but it is important that no one works on parts he has not been assigned - if someone needs a change there, tell the person who works there to make the change.
5) at regular times (perhaps once per week or every other week or so) everyone stops working and sends his/her mapfiles and database files to the person who holds the master copy.
6) if nothing went wrong, there should be no duplicates on the files send to the master - all of those are simply copied back into the master project. If there is a double file, then something went wrong with the work assignments and you need to sort that out before deciding which of the conflicting files to use.
7) after all updated files are in the database, the master project gets opened and for a short time it will be worked on to create connections.
That means map connections outside the map groups are done, the maps are reordered in the map tree (if needed) and new empty maps are created and assigned (to give the mappers new places to work on).
8) go back to point 3 and repeat until the project is finished.

make sure to check the data files of a project to know which parts of the database can be worked on independently.
WARNING: part of point 7 is also to consolidate the names for switches and variables, that has to be done manually and can't be done by filecopy.

So yes, it is quite a bit of work and organisation to have several people combine to a team that way, but it is possible and has been done.
 

Andar

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yes, any form of automatic cloudsync should be avoided with any of the makers.
The problem is that the RMs handle their files with database access functions, not as regular files - and if a cloudsync happens at the same time as a database access, there is a high risk of that file being deleted, loosing all project data in it - just check the forum for the dozen people who have completely lost their projects (Error "unable to load actor.json" and similiar)
That is why the sync has to be done manually
 
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slimmmeiske2

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@maxpain You posted this in RPG Creator, but your profile suggest you use MV. Could you please clarify which engine you're using?
 

maxpain

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Yes i use RPG maker MV
 

slimmmeiske2

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

professorbeej

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The sync doesn't have to happen manually. Not entirely. Many teams use git to collaborate, myself included. It can be a pain because of the minification in the JSON files, but thanks to folks like @cmdted (this thread, for instance: https://forums.rpgmakerweb.com/inde...compact-that-git-diffs-are-problematic.107449), it becomes way less of a headache.

Instead of completely losing actors.json and system, etc. on merge, you can go through each one and accept/reject which changes you need (I use VS Code for that). It's still a manual process at that point, but I find that a lot easier than keeping multiple projects juggled. Where even if we do work on two separate projects and merge them into one manually, the git branches let us keep things separated and cloned so it's a more organized process than Dropbox/Drive was. (We tried the Drive way of uploading/downloading, and it nearly broke us).
 

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