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View Code? Open in Web Editor NEWCross-platform game creation program
License: GNU General Public License v3.0
Cross-platform game creation program
License: GNU General Public License v3.0
In the future, perhaps fog and panoramas could be previewed in the map editor to visualize what each overlay will look like without having to run the game.
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.
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.
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.
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.
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.
It would be nice to allow users to create map designs in Tiled and make them usable in RPG Studio MK.
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 a section in the Database where Common Events can be created and edited.
A search bar in the top-right of the program where users can search for data inside the Database in a Bulbapedia-esque manner.
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:
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.
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.
Autotiles need to no longer be associated with tilesets, but instead be their own entities. Futhermore, maps should be allowed to have unlimited autotiles.
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.
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.
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.
Allow users to create events from a template, such as a Nurse Joy event, a Hidden Item, PC, Trainer, or other generic event type.
Local Find & Replace in-script is a thing already, but users must also be able to search through all scripts.
Make the Ruby VM accessible to users of the editor so they can quickly test small bits of Ruby code.
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.
This remains to be seen, but support for older versions of Essentials would be nice.
Create event commands for specific purposes, like starting a trainer battle, starting common UI scenes, etc.
The editor modifies the data files, which means the PBS files will become stale/outdated. They need to be kept up to date by the editor.
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.
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 maps to have unlimited tile layers.
This issue is about implementing the remaining event commands. They will be marked off with a checklist in this description.
Todo:
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.
The cursor shown when hovering over the map with a tile selection currently only shows the cursor. This issue suggests to preview the tiles that are about to be drawn within the area of that cursor with semi-transparency, so that you can preview it without actually having to place it.
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.
Allow setting breakpoints in the source code that shares the bindings and shifts the focus to the editor. Would require some degree of code injection.
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.
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.
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.
A region map editor to replace townmapgen.html would be a nice addition.
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.
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