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Hudell

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If there's a plugin system, I wonder if I will handle versioning and dependencies? Could I write a script that could only be enabled if another script is enabled? And could I require a specific version (or above) ? I feel like that would be hugely useful to reduce setup time for people who aren't familiar with scripting.
That would be nice, but I wouldn't expect it.
By the way since all these info is released now, Higher Definition AND Resolution is supported. You would need a plugin but we guarantee it. Tested by yours truly in 1920x1080 ;)
THANK YOU!
 
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BadMinotaur

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Not a big fan of ditching Ruby, since I've spent the last four years learning it. But, progress is progress.

The thing about JavaScript is that it's a prototyped language. If you're coding in it "properly," it's a little... odd, compared to other, similar languages.

To anyone scared about scripting being HTML5 only, don't worry. Just like anyone can include a Ruby interpreter in their engine, they can also include a JavaScript interpreter too. Unity has had its own JavaScript interpreter for a while now, and it makes Windows/Mac/Linux executables.
 

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By the way since all these info is released now, Higher Definition AND Resolution is supported. You would need a plugin but we guarantee it. Tested by yours truly in 1920x1080 ;)
U46VnoI.gif

Yeah, I will miss Ruby, but at the same time I am interested in how everything will work out with JavaScript. I used to tinker with JS a long time ago, so it isn't a completely new language to me, and I did like it. Still excited! So many new things to play with.
 

Rukiri

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If everything is open I wonder if the tilegrid could be tweaked before RPG Maker MV is even opened?  Like changing 48x48 to 32x32 or even 24x24(which is the tile size I'm working with) but MV sized characters). 
 

The Stranger

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Since it uses Java Script, does that mean we will be able to use any Java Script code? Even code from other scripting sites?
 

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I have no qualms about learning a new language, its pretty much expected anyway. Though ofc ditching ruby and switching to JavaScript is quite the long stretch. From a user point of view, the plugin system looks very easy to use and safer too, I just wonder how easy it is to create plug-ins
 

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Since it uses Java Script, does that mean we will be able to use any Java Script code? Even code from other scripting sites?
It supports online playing so I think it will support most browsers, so I think the answer is yes.
 

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That should be the case in theory. But remember that a lot of code related to games with JavaScript deals with the HTML5 canvas, and the Document-Object Model (DOM), which might not be the same between browsers and MV. I don't think they'd make the JS *too* much different from the W3 standard used in web browsers, but I don't think a 1:1 port would be possible in a lot of cases.
 
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Engr. Adiktuzmiko

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Now I'm 10% excited about it... XD
 

BadMinotaur

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I have no qualms about learning a new language, its pretty much expected anyway. Though ofc ditching ruby and switching to JavaScript is quite the long stretch.
Yeah I don't mind relearning JS, it's just so far from Ruby, you know? But it'll be fun at least.
 

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@Exhydra - as I said in older posts, when I say excited I mean "buy it right after it comes out". And yes, just 10% for now (I havent read the whole update yet). Part of the reason might be because I'm still enjoying Ace anyways, so I'm not in the mood of grabbing this one right after its release.
 

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Yeah I don't mind relearning JS, it's just so far from Ruby, you know? But it'll be fun at least.
Mmhmm ... I had to learn Ruby from scratch when I first ventured into using RPG Maker VX. The language has become an old friend, and it's a bit sad to see it go. But on the other hand, the new possibilities with JavaScript are so damn exciting.
 

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so so so this plugins thing

does it completely replace scripts or is it an editor plugin thingy, separated from the game code?
 

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I'll just wait for all of you to get it, so you can all teach me. Wahahahahaha!

@joseph - it does seem as the replacemwnt of the script system seeing that the plug ins on the list are almost all for in-game changes
 
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Ossra

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so so so this plugins thing


does it completely replace scripts or is it an editor plugin thingy, separated from the game code?
I'm thinking it's much like downloading/copying a script and putting it below 'Materials', only in a much more structured manner. In this way, adding, enabling/disabling and configuring new 'plugins' will be simple for beginners.


EDIT: This is one time I wish I could be in the beta-test group ...
 
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I'm buying both the Windows and Mac versions day 1 as I have both platforms.

But I'm curious, can we write editor extensions with javascript?  Or even possibly edit the editor?
 

Hudell

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Btw, if anybody here is from Brazil, the world's largest Javascript conference is this month in Porto Alegre: http://braziljs.com.br/


I'll be there (and the JS creator too, but who is more important, me or him?)
 
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