TESPY'S PROFILE

I've loved games and programming since I was young. I joined this site because of my interest in Eredia: The Diary of Heroes, a project I eventually helped out in the play-testing and proofreading/editing departments.

My best skills lie in game programming, proofreading/editing English text, and play-testing games.

Most of my game programming experience is in Unity, and I've grown pretty confident in my skills. I've been learning to script for RMMV as well, and at the time of this writing, I've created two nice plugins for it.

Most of my play-testing/proofreading/editing experience is as QA staff at a certain eroge publisher. Did more than 8 projects for them.

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[RMMV] [Scripting] How to make a modular plugin work with browsers?

I've figured out a way to create MV plugins, having them split into multiple files without any added inconvenience to the user (as far as installation goes). The problem is, because I use Node's require() function, the plugins just don't work on browsers.

I get an error message about how the browser doesn't recognize the require function. Other error messages then pop up as an extension of that one. Note that they don't show up when playtesting through the editor.

Is there a way I can solve this without going file by file, turning my plugin into a monolithic one?

[RMMV] Getting the absolute path of index.html on disk

I'm trying to adapt Kino's file system utils code to fit a plugin I'm working on. I need to get the absolute path of where the game has the index.html on disk. All I get from window.location are relative paths, which won't work, since my adaptation reads/writes things relative to the root of the hard drive the game is on.

How do I access the window object from a required file's scope?

I have one of my modules in a separate js file, and it needs access to the window object to do its thing. For some reason, the require() function puts it in a scope where it can't simply do that by default.

How do I get around that limitation without injecting the window from outside?

[RMMV] [Scripting] How do I see console.log results in required() scopes?

I've been playing around with using require() to import non-npm modules. One strange thing I've noticed, is that the console.log statements don't do anything in the files I used require() for. I did some research, and it turns out that the results should be in the terminal window, not the browser window.

I tried accessing the terminal window using Ctrl+Shift+J, but my log messages weren't there either.

So, how do I get to see them? As things are now, I can only see console.log messages from plugin scopes, not the private ones the require() method sets up.

I'm using MV 1.6.2. I'd appreciate help with this.

[RMMV] [SCRIPTING] Unit Testing Plugins that use PluginParams

I'd like to know if there's a way for me to unit test my plugins, while getting the actual plugin param values I've set in MV. I've found this, but I don't see how I can fetch the actual params I've set for a plugin with that method. And with that method's reliance on mocks, it's going to be hard to make sure my tests reflect actual functionality.

Did I misunderstand something? I'd appreciate help with this.


[SCRIPTING] [RMMV] Implementing class inheritance between classes in the same object

For a plugin, I'm organizing my classes in a namespace. I want one of the classes within it to inherit from another, using ES6 syntax. Here's some example code to show the problem:

let myNamespace = 

{
ParentClass: class { ... },
ChildClass: class extends myNamespace.ParentClass { ... },
}


JS throws a TypeError when I try to run that. How do I make it work without moving the child class outside of the namespace?

Has the community decided on code style guidelines?

If so, where can I find them? I mean things like variable-naming, class-naming, funcs to avoid, etc.

[RMMV] Bitmap.resize() does nothing. How do I scale a bitmap?

I've been trying to get a picture drawn at 200x200 pixels. So I wrote this code:

let testBitmap = ImageManager.loadPicture("Sword"); // Original size: 816x624
testBitmap.resize(200, 200);
let testSprite = new Sprite(testBitmap);
this.addChild(testSprite);

Yet it draws the pic at the exact same size it does without the resize() call. I'm confused ^^; How should I go about rescaling an image?

If it helps, I'm using RMMV version 1.5.1

Game works when tested in browser-sync, but not the MV Playtester

I've been testing a plugin with BrowserSync. What I have so far works as I intended.

But when I test it using MV's built-in playtest functionality, things get all wonky. Here are the errors.

It seems that for some reason, RMMV doesn't recognize the "use strict" clauses I put in that allow me to use ES5 classes. Here's a code snippet to help illustrate this.

I'm using RMMV version 1.5.1. I'd appreciate help understanding this.

[RMMV] Yanfly Main Menu Manager hides Actor Windows despite being set not to.

As the title says. I didn't mess with any of the settings (except for setting Hide Actor Window to true to see if that'd fix it), and the only plugins I have turned on are Yanfly Engine plugins. Of course, I reverted Hide Actor Window back to false.

Here: https://imgur.com/a/j8xpr5t

What can I do to fix this? I'm running version 1.5.1.
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