RPG Maker PY (RMPY)

Started by Ryex, September 07, 2010, 03:57:31 pm

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Karltheking4

^ YES YES PLEASE DO THAT! :)
(oh, and make the script call box bigger aswell, that thing is friggin tiny! >:()

Ryex

I moved the project from sourceforge to github because Git is awesome.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

ForeverZer0

Just checked that out. Much better than sourceforge.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Ryex

I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Ryex

good news folks. I got it working, the data importation and exportation that is. the python side automates the ruby application that dose the conversion to my own format and then loads that data itself. the process takes about 8 seconds from start to finish (ruby import and python loading) and I've even got a progress bar working. I've also got the map tree working, you can't edit any data yet though. next step is to get the maps to display properly.

and yes this is all running on my extension system so that the main application doesn't have to worry about how the loader or any other component works. it simply obtains the component and calls the methods it assumes that said component has. Duck Typeing at it's best. I wish I could cut down on the over head configuration though. the script that import the core components is going to be LONG when it's all done.

latest has been pushed to git hub
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

The Niche

Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

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Futendra

I should add more freedom in the renaming things! Just with the database!

Ryex

December 31, 2010, 02:12:27 pm #147 Last Edit: January 01, 2011, 01:10:04 am by Ryex
man I love being able to run ubuntu in a VM. I just finished the modifications I needed to make to make the python-ruby data loader work. now back to windows for the map editor

rats, I'm SOOO close to getting the maps to display properly. auto tiles don't seem to be working and there are a few other problems. I also need to get scroll bars up and running
Spoiler: ShowHide
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

G_G

Fucking kick ass! Maybe in the near future we can merge our projects. Or maybe not. Just a thought.

Ryex

January 01, 2011, 02:59:58 am #149 Last Edit: January 01, 2011, 04:23:37 am by Ryex
* ryex wants to shoot something as there is no logical reason for the system to not be working.


EDIT: ok two things still not working in the map display; first I need to get autotiles to work (they really should be working already but they just don't it is just bliting empty bitmaps), second I need to get blank event to use transparent images and clean up the event outlines.

here is a demonstration of the awesomeness so far
Warning large image: ShowHide

I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Futendra

January 01, 2011, 04:47:59 am #150 Last Edit: January 01, 2011, 04:57:03 am by Futendra
Quote from: game_guy on January 01, 2011, 02:05:15 am
Fucking kick ass! Maybe in the near future we can merge our projects. Or maybe not. Just a thought.


Sell them on Ebay! For 200 bucks/ copy!

Then CP gets sooooo famous and we'll rule the world!

Quote from: Delusian on September 08, 2010, 08:18:14 am
Quote from: Ryexander on September 08, 2010, 04:04:52 am
Redo > Will do.


How the makers of rpg maker didn't think of this I don't know. It drives me mad when I think 'hmm that's wrong' *hits back* oh s**t I needed that.... ok... lets go again...

Yes, know that problem, Its a pain in the ass if you just did a whole map without releasing your cursor and then you make a tiny msitake and your like ohw undo, and it turns out 50% of your map is gone...


Oh and make it so if you add EXP to the party, a message shows up if they level up!

Ryex

well after close to 8 strait hours of testing I FINALLY got autotiles to work, I have no idea why but apparently I needed a GraphicsContest and not just a normal MemoryDC in order to reliably blit bitmap data. oh and I needed a >= instead of just a > in one place *facepalm*.

Warning another big image: ShowHide


next up, increase the speed of my needredraw method and hopefully get rid of the white bar the appears on the edge when you scroll. and possibly figure out why the fire is green  :<_<:
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

The Niche

Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!

Blizzard

The fire could be green either because something with the hue change is wrong or one color channel is missing. (It seems to me that in this case the red channel is missing.)
Check out Daygames and our games:

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Ryex

but why on earth would a color channel be missing? it is displayed the exact same way all the other events are and they don't have problems.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Blizzard

Could be various reasons. That's why my first guess was a hue change rather than a missing color channel.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

winkio

It could be rendering an RGBA image as RGB, which might end up replacing one of the color channels with alpha.

Ryex

this is probably something like the bug I encountered with the autotiles where some bitmap would be blited normal and others would be blited with all non transparent pixels as completely black
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Ryex

what I did today.

  • played Fallout NV :P
  • fiddled with wxpython and pygame making pygame draw inside a wx form. getting it so that more than one window with pygame inside could be created in the lifetime of a process.
  • succeeded.
  • added a section on it to the wxpython wiki http://wiki.wxpython.org/IntegratingPyGame (look at the bottom)

    Ive decided that I will more than likely re do the map display in pygame (and thus sdl) at some point. for now I think I'll stick with wxpython's inbuilt drawing for development. redoing the map display in SDL will be a time-sync because it means writing my own GUI for the display of more than one map at once
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

WhiteRose

It's awesome to see that you're still making progress on this, Ryex. It keeps looking better and better. :)