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rpg-studio-mk's Issues

Project not loading- Egg Groups invalid

I was told to report this here, however I'm fairly certain this bug is because my own copy of Essentials is extremely modified.
UK3xfJh

Judging by what it says, it's because the egg groups are hardcoded currently, and it isn't accepting my custom egg groups.

Different scaling options

Allow users to set the scale of the program, primarily the fonts. This would be useful for monitors with non-standard scaling or high DPI.

Allow ListDrawer and TreeView to form multi-item selections

Lists and TreeViews must be able to form multi-item selections, for bulk copy-pasting among other reasons.

As part of these revisions, the ListDrawer will likely be rewritten to use a TreeView internally because of how incredibly well optimised it is, and to avoid code repetition.

Allow Database lists to be empty

Database lists (Species, items, abilities, types, moves, etc.) should be able to be empty, and show a different UI for when that is the case.

Improved keyboard usability

Allow users to switch between components using Tab and Shift+Tab, and allow components to used by pressing Enter or cancelled by pressing Exit. This would vastly improve the usability of the program for users who like working with their keyboards.

Abolish PBS files

Once all PBS data is editable from the editor, we can transition to a system where PBS files are removed entirely. This would make the compiler largely redundant, and move the job of validation largely to RPG Studio MK.

Event Templates

Allow users to create events from a template, such as a Nurse Joy event, a Hidden Item, PC, Trainer, or other generic event type.

Multiple unlimited tilesets per map

Allow maps to use unlimited tilesets, to reduce very large and generic tilesets and create smaller dedicated tilesets instead.

Rudimentary legacy support for this already exists in RPG Studio MK.

Implement an Animation Editor

Since the animation editor is part of RPG Maker XP, it must be re-implemented at some point to replace it. Perhaps the battle animation editor should be merged with this into one all-encompassing animation editor.

Implement remaining Event commands

This issue is about implementing the remaining event commands. They will be marked off with a checklist in this description.

Todo:

  • Conditional Branch
  • Show Choices
  • Change Money
  • Change Text Options
  • Change Windowskin
  • Input Number
  • Exit Event Processing
  • Erase Event
  • Call Common Event
  • Loop
  • Break Loop
  • Set Label
  • Jump to Label
  • Transfer Event
  • Show Animation
  • Set Weather Effects
  • Change Transparency
  • Scroll Map
  • Change Map Settings
  • Change Fog Color
  • Change Fog Opacity
  • Change Screen Color
  • Show Picture
  • Move Picture
  • Rotate Picture
  • Change Picture Color
  • Erase Picture
  • Play ME
  • Restore BGM/BGS
  • Play BGM
  • Fade out BGM
  • Play BGS
  • Fade out BGS
  • Play SE
  • Stop SE
  • Memorize BGM/BGS
  • Show Pause Menu
  • Show Save Screen
  • Show Title Screen
  • Heal Player Party
  • Trigger Black-out
  • Change Pause Access
  • Change Save Access
  • Prepare for Transition
  • Execute Transition

Region map editor

A region map editor to replace townmapgen.html would be a nice addition.

Annotations and interactive UI in the script editor

Implement a structure for annotations in the script editor. This could be used for annotating methods that are overriden or aliased by plugins or custom scripts, among other uses.

Furthermore, interactive UI could be used to turn constants like true/false into check boxes and dropdown boxes. Colors could have a preview of the color and a color picker widget next to them, and bitmaps could show a preview of the image when hovered over, for instance.

This is marked for Release 1.0 for the time being, but may be left for a later release.

Map Export feature

A feature that would allow users to export maps, both as importable data and PNG files.

For the case of PNG files, these images would (optionally) include fogs, panoramas, and events).

For importable data, this file would include all fog/panorama/event/tileset images, as well as any relevant metadata. This way receivers of this file could import this one single file in their own project and get the full package, and distributors of these files only need to export a single file.

Add an Analytics mode or submode

An Analytics mode could be added, where users could see the type spread of their pokedexes, a breakdown of common Base Stat Totals, compare trainers and their projected strength, a full overview of all connected maps and their relation to the region map, encounter distributions, and how common items, species, and moves are. These are just examples and not guaranteed to be implemented, nor is this a complete list.

Multi-user access lock/log

Prevent multiple users working on the same project at once via a file sharing service from overwriting each others work, either by placing locks on important files, or warning users that another user is currently using the program.

Design and implement database sections for modifying hardcoded data

Hardcoded data like habitats, shapes, egg groups, evolution methods and more are currently defined in a JSON file. This data should be editable through visual UI components for ease-of-use, and with better detection/creation methods so the user can distinguish between custom and erroneous data.

Add support for themes

Themes will be supported eventually. They will offer a way to change the color palettes of the program, and configure many other settings that are subjective to each user.

Implement Database System section

What this section should contain precisely remains to be seen. We could use this section for all sorts of generic data, and not the RMXP System class data (because that's largely obsolete and unused), such as the hardcoded data, game title, version, kit, etc.

I think this section would be well-suited for general data.

Sharing/exporting packages including prerequisite assets

This is the more generic version of #18, where maps could be exported as self-contained packages for importing.

The idea is that each data type could be exported as a single file, and that this data could include (at the discretion of the exporter) all relevant assets. Exporting a species package might include the footprint, party icon and front/back/shiny battle sprites for instance, so that someone who imports from this package will automatically have all the relevant data with just a few button presses.

Bulk Find & Replace feature for the Database

With the Database replacing text files and the great features and automatization of some processes, the editor should allow more advanced Find & Replace. Here are some examples of what needs to be supported:

  • Finding all species with a particular move
  • Finding all items with a specific price
  • Finding all moves of a specific type
  • Finding all species with a particular type
  • Finding all references to a particular species/move/type/item/ability

Furthermore, all these results (at least when they are all of the same type) need to have some way to be replaced by other values, or deleted.

File picker does not work on Linux

The file picker on Linux opens and is configured properly, but the resulting return value of the routine is always null. Either a new file picker library is in order, or a custom Linux-only in-editor file picker.

Implement Map Connections editor

A built-in map connections editor would be a great addition for the program. It's not prioritized for Release 1.0 as Essentials already has a map connections editor built-in, which as the only option out there, is already the current standard. So there's no rush to making a new one.

Duplicate Hover bars in the Event list

Originally reported by Schmitty via Discord.

In the event list in the sidebar in the Events submode within the Mapping mode, it is possible to have two "scroll" hover bars visible at the same time, whereas only one should ever be visible at a time, at the point where the mouse is hovered over.

image

Implement Mode or Submode for plugin management

Plugins are rather finicky to work with currently, as they require copy-pasting folders and zip files into the project root. Instead, plugins should be configurable, install-able and uninstallable from within RPG Studio MK. This could be in the form of an online store, or by drag-and-dropping a plugin zip over the program to automatically install it. The precise form of this feature remains to be seen in the future.

Implement Start Event

Common Event 0 internally is the startup event that is called when a new game is created. There is currently no way to designate an event as this startup event.

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