Looking announcement system

Oguz

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Hello

I'm looking a announcement script for own game. I am updating and design for every new versions or maintenance about new files, system or etc.. Additional, maybe it can add picture..
 

??????

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Hi there,

I think it would be wise to put some more detail into your request.

A lot of people may think that you do not actually care about the request from the lack of information or may even become frustrated at it for whatever reason. :)
 

Shaz

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Plus, I really have no idea what you are asking for, based on your description. Is this something IN the game? Or are you after something that will let people know when you've made changes to the game? That wouldn't normally be in a script, but if it is, you'd need to have it able to access some online database in order to KNOW there's a new version available.


Your profile states that your first language is English, but I really suspect it isn't. Can you please change that to be correct?
 

??????

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... Or are you after something that will let people know when you've made changes to the game? That wouldn't normally be in a script, but if it is, you'd need to have it able to access some online database in order to KNOW there's a new version available.
Where would such information be?

I mean, if the game itself does not even know its out of date, is it fair to expect the players to go out of their way to obtain the information? :)
 

Shaz

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I think you are misinterpreting either the question or my answer.


The game WOULD know it's out of date, if there were a "latest version" online and the game itself could look at that "latest version" and compare it with its own version. It would then show a message saying there's a new version available and maybe give the option to go to the website to download it.


The player wouldn't have to do anything except decide whether or not to act on the message.


Implementing the notification, of course, will be much harder than it sounds in those few words. And that IS JUST the notification. Doesn't even touch on the complexity of how the update is going to be applied.
 

??????

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Perhaps what I was misinterpreting was this... :)

 ...That wouldn't normally be in a script...
 

Oguz

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I'm designing a off-line game that I will update always. Each update will add new things. I also plan events on special days.( Halloween, xmas etc.) after the update so I want to let the news players in the first entry. I was tried Mail System script. But I cant worked it.
 

Shaz

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Are you planning on these updates to be patches, or to be complete downloads that will replace the existing game?


@Dekita, my meaning was that RPG Maker games don't usually have the ability AT ALL to check and see if there are new versions (ie - wouldn't normally be in a script, rather they'd be an announcement on a website or via email), but if you WANTED it to do its own checking, those are the things you'd have to set up in order to make it work.
 

Tsukihime

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How do you plan for players to know about these announcements when it is inherently an offline game?


Will they require an internet connection in order to read these announcements?


Or will these announcements exist in the game already and simply display themselves when the time comes?
 

Oguz

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To be complete downloads that will replace the existing game.
I do not really want to play on a classic. as they arrive at the end of the game I'm designing a game that came new things. I also want to know the details about the new updates from the site when they download updates for it. Only one times every New update. I know that my english bad..

Example

--

Version 1.2

Welcome to the New version

-Add New things

-fixed some monster status

-Fixed some the problems.. Etc.
 

Andar

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What you're asking for is NOT easy to implement, and Shaz and Dekita were diskussing some of the problems that need to be solved before your automatic updates can happen.


1) To enable any form of automatic updates, the game needs an internet connection AND you need a website with FTP-access and a database toplace the notifications for those updates.


Do you have a website where you can upload all that? And it needs to be your own website with you having full access, not some simple file storage site.


2) Patches for RM games can be done, but they require you to plan ahead and obey limitations. Some patches might work without problems, but others will require the player to start a new game. However, you can usually only ADD to the game, you cannot remove content.


That will cause problems with your idea of implementing "events" for special days - it can be done, but it's not easy.


3) Providing the patches online will require you to either program a server database yourself or pay someone to do that for you.


So on to another question: How many games have you finished so far?


I'm asking that because if this is your first game project, you better drop that idea of updates. It needs a lot of work and experience in game development with RM to pull this idea through.


If you don't have that experience then I suggest you start by making a game that doesn't update itself and use that idea for your third or fourth game.
 

??????

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@Shaz - Indeed, default RM Games do lack the ability to automatically apply updates into a game. There are scripts available though that can be used to implement a manual patching system - such as the patch script by yami, and then there is the one I done also. :)

But yea, either way it is something that one would have to implement themselves, at least in some way - such as adding scripts.

Additionally, with that kind of system, the players would have to keep up-to-date with the latest version and manually download/install each new update.

@Andar - Close, but not quite... ;)

1) Yes, you are right in saying that you need to be connected to the internet and also have a means of storing the data intended to be downloaded; however, this does not need to be a 'database' of any kind. Additionally, it does not need to be an FTP process.

Additionally, you say that you can not use "some simple file storage site" - I assume you mean something such as dropbox? Again, thats not right - using such a thing is completely possible if you know how. Hell, using pastebin / github / dropbox / a website you own - its all the same crap at the end of the day - 'crap' being the transmission of information over the internet.

2) Yea, it certainly is not an easy thing to do, and there are limitations that must be obeyed; however, not as many as you may think. For example, any $game_object's data can be overwritten / updated, such as $game_actors[1]'s name, or image, or notebox, or whatever. Any script class / module / line of code can be modified / altered / overwritten. And maybe best of all - rvdata2 files can be altered / overwritten (wouldnt recommended deleting anything other than a map.rvdata2 file).

Furthermore, You can 'remove' content from the game - most of it anyway. The only real things that you cannot remove or alter are the files that require processing constantly when the game is running - this being the Game.exe and RGSS301.dll.

Also - you could remove the rvdata2 files completely - such as a Map002.rvata2 file (or whatever) - just have to make sure that nothing in game attempts to trigger the file. This kind of thing though is something to be vary wary of as it would obviously cause issues if you where to try and remove things like the scripts file or whatever.

3) Again, there is no need for a full database, but yea, you are right in saying it would require someone to write the relevant system to process everything correctly.

@gameofthedungeons - I am actually almost finished a system that does exactly this. - I say 'almost finished', still have to finish and then document the system, write a pdf, get a beta tester or two, fix any issues, add any suggested features and whatever else crops up - so yea.. :p

As Andar stated though, if this is your first RM project - give up the idea and keep it in mind for a project in the future - after you have gained sufficient knowlege of actually using the RM engine. The reason for this is because its not an easy thing to do - and if you are trying to code everything yourself its going to take a LOT of time learning / facepalm-ing / headdesk-ing / crying / curling up in the shower / and most of all, making lots of mistakes.
 
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