RPG MAKER MV OFFICIAL PAGE

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MikePjr

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Question.

Can you use some sort of means of labeling parts of a script?

In Ace with Ruby, you can use # or some other means of just leaving a detailed comment about the script or portions of the script.

Can you still do that in JS?

OpenGL alone has me psyched!

Even if they don't offically support Linux, OGL still means it is likely to run alright under WINE in Linux.

It's silly and stupid.

But the only reason i still use Windows.. is BECAUSE of RPG Maker >_<

OpenGL could mean many posibilities.

One such thought in my mind was "maybe it will hande more on screen without stuttering?"

Ace for instance.. i have too much going on layer wise.. with fogs or anything.. and it stutters bad.

Also.. easier to do simple 3D effect... i would hope.

I am sure there are others.. but none of them pop in my head.

My current excitment is at about 65%.

Waiting till Sunday to see if that changes.
 
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Engr. Adiktuzmiko

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// is the comment keyword for JS


/* */ for multiline comments


This is actually something that I have used in the past (wc3's script uses those notations)
 
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MikePjr

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// is the comment keyword for JS

/* */ for multiline comments

This is actually something that I have used in the past (wc3's script uses those notations)
Good.

Then that will help me in learning JS.

Cause i am hoping they have comments in place explaining what some things are or what they do.

I learned ruby by messing with existing things, and i kept messing with stuff and understanding things more and more.. until i finally grasped Ruby quite a bit.

I hope the same can be said when i use JS in RMMV.
 

Engr. Adiktuzmiko

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So far the only real change I'm seeing is that if you're used to ruby's notation, you might need time to adjust to JS's notation... I'm not fond of it either even though I've use these in the past

Code:
function name (){}
 

MikePjr

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Awesome.

We been talking graphics and even scripting so far..

But i would like to see more of the editor and how it works.

I noticed labels for things were on the left now.. not at the top.
 
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Galenmereth

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So far the only real change I'm seeing is that if you're used to ruby's notation, you might need time to adjust to JS's notation... I'm not fond of it either even though I've use these in the past
Oh there's way more than that. On the most basic level: http://blog.flatironschool.com/javascript-vs-ruby/

Other things that are different:

JavaScript doesn't have blocks. You can no longer do things like:

def has_item_in_quantity?(item_id, quantity) inventory.select{|i| i.id == item_id}.size >= quantityendIn JavaScript, off the top of my head you'd have to go:

function has_item_in_quantity(item_id, quantity):Boolean { var found:Int = 0; inventory.forEach(function(item) { if(item.id == item_id) { found ++; } }); return found >= quantity;}This is the simplest of explanations. Most of my complex grid inventory sorting and auto-positional code would probably increase in fivefold in number of lines, which doesn't sound too bad except it does hurt readability a lot, I find.
 
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Engr. Adiktuzmiko

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I'm used to languages that doesn't have blocks. I actually think Ruby is the first one I've used that has it (not that I used a lot of other languages)
 

Sal-O-Mac

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Okay I know the Q and A is over with. But I am curious as to

a ) whether the new resolution you choose has to be a multiple of 48 (or whatever tile size you're using)

b ) whether it is even possible - through plugins or whatever- to bypass the 2x2 auto tile format in favor of a 3x3 format as seen in almost every maker before VX. Honestly I can get over the layer restriction since seeing that unlimited layer test ,but the square water and grass tiles hurt my brain . And yes , I do realize there's parallax mapping, but doing so bloats your game file with pictures and panoramas, and it's tedious as hell. Nothing beats doing things in the editor.

I gotta admit when I first saw this I thought it was just another VX remake but these new developments have got me very interested...
 
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Galenmereth

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Oh yeah same here. I learned programming using an ECMAscript offshoot (ActionScript 1.x). But it's just one of the things that really clicked with me in Ruby; it's far more readable code. It's far less typing to do the most basic things I find myself doing all the time. I'm not saying one is better than the other; I know a lot of people who prefer the more verbose aspect most other languages have.

For anyone who learned programming using Ruby, however, that transition will be less than fun I can imagine :p
 

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if they lock it to 48x48 tiles, then probably yes. It would look weird to have cut-off tiles or blank spaces just because you used a resolution that isn't a multiple of the tile sizing


I actually think the blocks make it not understandable for those who doesn't know what the function does. Laying it out step by step is easier to understand, especially for those who are just starting out.
 
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Dr.Yami

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Oh there's way more than that. On the most basic level: http://blog.flatironschool.com/javascript-vs-ruby/

Other things that are different:

JavaScript doesn't have blocks. You can no longer do things like:

def has_item_in_quantity?(item_id, quantity) inventory.select{|i| i.id == item_id}.size >= quantityendIn JavaScript, off the top of my head you'd have to go:

function has_item_in_quantity(item_id, quantity):Boolean { var found:Int = 0; inventory.forEach(function(item) { if(item.id == item_id) { found ++; } }); return found >= quantity;}This is the simplest of explanations. Most of my complex grid inventory sorting and auto-positional code would probably increase in fivefold in number of lines, which doesn't sound too bad except it does hurt readability a lot, I find.
I think you can do the same in JavaScript: https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Array/filter

Also you can extend built-in classes too. They are a bit different in form but the same in core. :D
 

Galenmereth

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I'm sure you can make a .select function as an extension to Array, but you don't have the Enumerable base class, so it'll still require a lot of workarounds for different scenarios. I also think you're misunderstanding my intent; I'm not saying you can't do this or that in JS, I'm saying it'll be entirely and completely different--by default and by notation limitations--as well as far more verbose compared to how it's done in Ruby.
 

Engr. Adiktuzmiko

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It's just a tad bit more work, making "cores" to make our lives easier. This reminds me of my good ol wc3 days.


Anyway I really want to see how they used and implemented JS on RM MV and on how the whole structure works.
 
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Dr.Yami

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I'm sure you can make a .select function as an extension to Array, but you don't have the Enumerable base class, so it'll still require a lot of workarounds for different scenarios. I also think you're misunderstanding my intent; I'm not saying you can't do this or that in JS, I'm saying it'll be entirely and completely different--by default and by notation limitations--as well as far more verbose compared to how it's done in Ruby.
JS is C-like so we cannot do anything about that :( Anyway, closure in JS is the same as block in Ruby, except Ruby looks more "natural".

I would love to have this included too T_T http://underscorejs.org/
 

Galenmereth

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We could always write CoffeeScript or other dialects and compile them to JS, since all scripts are external. I guess that is one option: http://coffeescript. There's already Sublime Text 3 plugins to compile to JS using hotkeys like CTRL-B, so that'd be easy peasy. Hmmm.
 
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Dr.Yami

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Yep we can. I love some parts of javascript, but actually hate working with it :(

Anyway, talking about JS, I don't know if we have to deal with the asynchronous "problem"
 

Shiroi Akuma

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I'm somehow distrustful to javascript, because it's often used for malware, so isn't it possible to implement malicious code in a game now?  :unsure: I'm afraid that there will be games who steal my cookies.  ;_;
 
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Galenmereth

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Yep we can. I love some parts of javascript, but actually hate working with it :(

Anyway, talking about JS, I don't know if we have to deal with the asynchronous "problem"
This is exactly where I am too. I mean there's a lot of great uses for it--and cross-platform gamedev is one of them--but I just really hate working with the language. And I don't say that for no reason, since I've worked with it for 10+ years at least.
 

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Still a bit sad that "three layer system", wasn't like the map system in XP.... but better than nothing I guess x'D

It was just way easier to make detailed maps with how the XP handeled it,w here you manually could choose the layers and had ab it more freedom with the tilesets too...

But one way or another I'm super hyped for it!

Can't wait >w< *grabby hands*
 
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