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Development Methods:Which ones are your favorites?
Make a plan, and try to stick to it as closely as possible. Constant revisions are fun and exciting, but ultimately are what prevent projects from seeing the light of day. Sometimes it's best to put that cool new idea towards your next project.
[RGSS3] Debugging Help
This is a total shot in the dark, because I don't know how Ruby works, nor do I know how the Yanfly engine is coded, but my guess is that the Yanfly engine does some sort of "require" or "import" or "include" or whatever that causes the ruby interpreter to view the file and all included classes as one big script with 6k+ LOC.
hb_18.gif
The Hells are alive with the sound of music
HRDX_battlemockup.png
+++ DynRPG - The RM2k3 Plugin SDK +++
Hey, I've been out of the loop for a long time. Is DynRPG in any way compatible with the latest English version of Rm2k3 (v1.11)?
RGSS RGSS3 Basic Syntax List & Questions
Like Zachary mentioned, VX Ace comes with a very extensive and useful help file, but it's also helpful to check out the online documentation of Ruby for questions you have. As it is with all programming languages, Google is your best friend!
I will say though, Ruby IS up a programming language. If you have no experience in programming, you'll find it sort of difficult. It's not impossible to learn (very possible, actually), but you might want to take a primer on object-oriented programming before trying to dive-in head first into RGSS3. As far as languages go, though, Ruby is a pretty easy language to learn.
Don't be afraid to still do things with however you're familiar doing them. You can use scripts and event commands interchangeably. Sometimes you'll find it's easier to do something one way or another. For example, making an IF statement that depends on 5 or 6 variables can be done in a single line of Ruby code, but doing the same thing with Events will be that many nested conditional branches (and god forbid you need an Else IF case). VX Ace even comes with the ability to use a script as a condition for its conditional branches, so mixing events and scripting are actually encouraged by the software.
If you really want to get your hands dirty and mess with the game, you'll want to learn how to do some scripting, otherwise you'll end up with obtuse work-arounds that will cost you much time and many headaches in the future.
Also, don't be afraid to download scripts you are curious about and start tinkering with them to see how they work. As long as you don't distribute them afterwards, no one can stop you from getting under the hood and changing things around if you feel the need. There are also lots of great tutorials out there! RGSS3 is pretty daunting at first, but just keep working through your own questions and you'll eventually figure things out.
I will say though, Ruby IS up a programming language. If you have no experience in programming, you'll find it sort of difficult. It's not impossible to learn (very possible, actually), but you might want to take a primer on object-oriented programming before trying to dive-in head first into RGSS3. As far as languages go, though, Ruby is a pretty easy language to learn.
Don't be afraid to still do things with however you're familiar doing them. You can use scripts and event commands interchangeably. Sometimes you'll find it's easier to do something one way or another. For example, making an IF statement that depends on 5 or 6 variables can be done in a single line of Ruby code, but doing the same thing with Events will be that many nested conditional branches (and god forbid you need an Else IF case). VX Ace even comes with the ability to use a script as a condition for its conditional branches, so mixing events and scripting are actually encouraged by the software.
If you really want to get your hands dirty and mess with the game, you'll want to learn how to do some scripting, otherwise you'll end up with obtuse work-arounds that will cost you much time and many headaches in the future.
Also, don't be afraid to download scripts you are curious about and start tinkering with them to see how they work. As long as you don't distribute them afterwards, no one can stop you from getting under the hood and changing things around if you feel the need. There are also lots of great tutorials out there! RGSS3 is pretty daunting at first, but just keep working through your own questions and you'll eventually figure things out.
[Poll] Three and Valve
FOUR STARS...for what ??
The review system at RMN has long been a flawed concept. Simply put, it does not work in execution because people rarely put forth the effort to review a game they don't like, if at all, so bad games can get one review and end up with an average of a lukewarm 3-4 stars. The problem with this is that the bad floats up right next to the good, so anything below 4.5 stars ranges from decent game to horrible, without discretion.
I've long said people should simply be able to "recommend" or "like" or "+1" or whatever-social-media-buzzword-you'd-like a game, in lieu of bothering to write a review, and remove review scores all together. I know RMN hates it for whatever reason, or maybe it'd just be too much work, but it's the metric standard for how almost the entire rest of the internet determines the quality of a thing: public consensus.
Either that, or leave scoring to dedicated staff/reviewers whose scores are quantified and somewhat consistent. Unless there's some standard of quality set in place, review scores may as well be measured in butt-touches.
It's not too huge of a problem though, because getting a good review score on this site means almost diddly squat... good scores don't get you more downloads; it works the other way around.
I've long said people should simply be able to "recommend" or "like" or "+1" or whatever-social-media-buzzword-you'd-like a game, in lieu of bothering to write a review, and remove review scores all together. I know RMN hates it for whatever reason, or maybe it'd just be too much work, but it's the metric standard for how almost the entire rest of the internet determines the quality of a thing: public consensus.
Either that, or leave scoring to dedicated staff/reviewers whose scores are quantified and somewhat consistent. Unless there's some standard of quality set in place, review scores may as well be measured in butt-touches.
It's not too huge of a problem though, because getting a good review score on this site means almost diddly squat... good scores don't get you more downloads; it works the other way around.