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Script Editor



This is the script editor so far- it isn't actually complete since the selection/add/removal of commands hasn't been implemented yet. What you see is a drawing test to see if it can draw random program pages.

I'm trying to make it as easy to visually see what is going on with the program as possible, arranging everything in a particular way and using icons everywhere. Some of those numbers will be replaced with symbolic names like "Greater Than" instead of "2.000".

When the event script capable RPG 20XX is released, only basic setting of values will probably be implemented. For example, if you add a Teleport command, you'll have to type in the ID, X, and Y manually when later the set button will open the familiar select-a-map-and-location dialog you saw in RPG Maker 2003.

This way, it is possible for me to implement any new command functionality first, and then override the set button with a special window that might make using the command much easier. And yes, every numerical value can be the value of a variable instead, including referencing a variable by ID where the ID is read from another variable. Only some of you actually did variable(variable()) in RPG Maker 2003, but if you did, you'll be happy to know you can do this for ALL commands that request a variable, not just a few specific ones like in RPG Maker 2003.

Posts

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So, you hinted at this in your post, but what exactly do those "#0.000", "#1.000", etc. things mean? I'm guessing that they're placeholders for something else, but what are those "something else"s?

I ask this only to get a better understanding of what's going on here, otherwise this is looking very good so far! I'm excited for the event script capable release!
I have some qualms about the readability of the editor window with so many icons floating around in the text. It's actually kinda harder to mentally parse, when I expect you intended the opposite by using them (the layout of the lines of script don't help with this either though I suppose).

On the reverse I actually find the idea of typed input for event commands (being an option at least) quite appealing. It would be nice if there could be a way to have both types of entry work simultaneously.

I also wonder - if you had it so that dialogue boxes in 20xx could be clicked off to maximize the map editor/main window (without closing the event dialogue) then finding the coordinates for a teleport event would be easy, in fact this kinda seems more intuitive to me than the normal RM way of handling it >_> sorta - not being able to navigate between windows without closing them could have done a lot and reduce the need for some dialog boxes altogether)
Nice to see you still working on this.
And i never thought you would add any kind of scripting.
I been without net, that's why i vanished..
Can't wait to see more.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
I second NB's concern with the overload of icons, the event window here is far harder to read than RM2K(3)'s text-only way.

Also, I highly suggest that the text used inside the window be a monospaced font like Courier New or something similar (ideally it would be user definable!). Monospaced fonts are far more easily readable when we're reading code or psuedo-code.
I like it.

It's different than regular code, so yeah if you're used to that it's going to be difficult to adjust. I find the icons and layout very helpful for visualizing the code. I hope you don't change it if more people express that opposing opinion.
I would only say there are too many icons in the code if I didn't think the "#X.000" icons were temporary, which I believe WolfCoder suggested they were. Other than that I agree with Link, the visual queues help me read and understand this script better than in rm2k3.
Even something as simple as alternating line background tone with a light grey could probably improve readability (if you were set on keeping the icons this might be an idea - plus it looks neat) - so it would go white, light grey, white etc (things that were nested within a parent line would share the same bg tone as the parent line; improving at-a-glance readability)
Don't forget I said it was unfinished. The script area is a mockup.

So, you hinted at this in your post, but what exactly do those "#0.000", "#1.000", etc. things mean? I'm guessing that they're placeholders for something else, but what are those "something else"s?

Lots of those have just been changed to phrases like "Greater Than", "Yes", etc. There will be more decoding of information on screen into readable formats as I progress.

And i never thought you would add any kind of scripting.

Assuming RPG Maker 2003 didn't have scripting? How then were you making RPGs with the old editors?

I second NB's concern with the overload of icons, the event window here is far harder to read than RM2K(3)'s text-only way.

It will be arranged and reorganized as I complete this dialog.

Also, I highly suggest that the text used inside the window be a monospaced font like Courier New or something similar (ideally it would be user definable!). Monospaced fonts are far more easily readable when we're reading code or psuedo-code.

Right now it's the default font. Eventually you'll be able to change the font.

I find the icons and layout very helpful for visualizing the code. I hope you don't change it if more people express that opposing opinion.

I knew it was hard to read before posting this, but re-arranging it and doing all the fine touches will take a very long time to perfect. The final result will indeed be full of icons though, so don't worry.

which I believe WolfCoder suggested they were.

They are. Those are the raw values, some of them will become words, phrases, names, previews, etc.

Even something as simple as alternating line background tone with a light grey could probably improve readability

I'm not alternating colors, I can't focus my eyes well on those, but I am going to do stuff with the background to make the separate commands more obvious and the block level structure more obvious, and to make the changes in block level (ifs, returns, etc.) the most obvious.
RPG Maker 2003 did not have a scripting system in place, it had an eventing system in place.
And you mentioned never putting a scripting system in your engine.
So which is this, an eventing system or a scripting system?
Now that i look at it closer, it looks more like an eventing system of sorts..
BTW, tried the latest version.
Remember how it would crash on me the last time i tested it?
It's still crashing on me, still giving me the same errors.
Maybe it's windows 7...*shrugs*
And you mentioned never putting a scripting system in your engine.


I said it wouldn't require or have a way for you to write normal code, like RGSS Ruby or Python.

It's still crashing on me, still giving me the same errors.
Maybe it's windows 7...*shrugs*


Can you be more specific than "crashing" and "errors"? And RPG 20XX will run on Windows XP, Vista, 7, and 8.
It's the same issues i was telling you about before i lost internet and went missing.
Doing the SAME things.. why go into details again when it's the SAME things it was doing last time i told you?
Do i gotta take a screen shot and show you again?
Ugh.. i give up man.. i just did an update to everything on my computer.
Windows.. drivers.. you name it.. and it's still doing that same crap.
Anyhow.. i don't care anymore.. i WAS looking forward to this.. but there is no point in looking forward to something that won't run on my computer.
I will stick with enterbrain's software i suppose.
That.. or suck it up and learn to program..
And sorry for.. exploding..
I'm just at my wits end.
I test a game... it crashes.
why go into details again when it's the SAME things it was doing last time i told you?


Because you never really went into detail the first time.

Go to the config folder and tell me the contents of the log here (C:\Users\<Your Name>\AppData\Roaming\rpg20xx\log.txt in Windows Vista/7/8).
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