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Full Version: HiddenChest RGSS Player Executable
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Version 1.1.69
Yes, it is here for you to play with it!

List of Recent Changes
  • Re-enabled Input.repeat? for Mouse Clicks.
    You can also use these shortcuts Input.repeat_left_click? and Input.repeat_right_click?
  • Added a 3rd Framebuffer.
    The reasons that moved me in this direction are simple: to prevent the engine from drawing everything way too fast and see if it can prevent the screen from going black after toggling Fullscreen Mode.

  • Raised Maximum Frame Rate to 140. (Previous Limit: 120)
  • Centered Window in Windowed Mode After Leaving Fullscreen Mode.
  • Updated KSoundFontMenu series, ClickableWindow XP & ACE.

In the last week I was able to read on the title bar that HC could even run quite fast, even up to 2500 frames per second. Shocked
But there is a chance that was a momentary misrepresentation of its actual drawing speed. Happy with a sweat

IMPORTANT UPDATE

I had to revert 1 of the changes because a certain forumer Dog reported some issues that might have been linked to the graphics card not accepting to work on 3 framebuffers simultaneously. Add to this that I had wrongly labeled NAME and FAMILY_NAME as Linux on the Windows port. Happy with a sweat

The binary executables have been updated on all available platforms!
The Most Stable Release as of Yet Has Been Uploaded Tonight!
Version 1.1.70

Recent Changes
  • Set your own game window's icon!
    Just add the Icon=icon name entry to your Game.ini and that's it! Grinning
  • Even error splash screens will sport your custom icon!
  • The engine refreshes your clicks after freezing a scene. Two Thumbs Up! 
    This feature was badly needed by the engine because pressing a Mouse mouse button followed by B or C button would make it ignore the following clicks for a while. Now it run effortlessly. Winking
  • Atomized double-click specific code.

Notes

The custom icon might take a few seconds to show up on your window's title bar. It will show up after it has displayed the game title there.
This is the soonest Ruby Ruby code can ever do it. Confused

Screenshot
Thinking Didn't You Hear a Splash?
Release 1.1.71 Now Available!

Recent Changes
  • Added an optional Splash Screen.
    Default Path: Graphics/Splash/screen -- the file extension will be detected by the script.
    This prevent the engine from searching for RMXP or RMVX ACE specific directories.
  • The engine will display a "Loading..." label on screen on top of it.
  • Merged Game & Setup modules, removing the Setup CRuby file in the process.
    KSoundFontMenu scripts have to been updated on GitHub.
  • Improved Game.ini Parser, now it will ignore whitespaces on both sides of the equal = symbol automatically.

Screenshot
A New Release Has Been Uploaded Today!
Version 1.1.72
Codename: SplashScreen

Recent Changes
  • Added native Zlib compression, there is no need for an additional library or rubygem.
  • Renamed Game::Scene class as Game::SplashScene. It should be placed in the Data directory and saved as Splash.rb

If you create the optional Splash.rb file, the engine will read it and create an Splash.rhc file based on it, holding a deflated / compressed string. Later on, the engine will actually inflate / uncompress it and execute it on your behalf.

After just one test run, you can even move the RB file anywhere else until the day comes when you ever badly need to modify its code again.

Here's a custom Splash.rb script for you to learn how to create your own.

Game::SplashScene

RELEVANT NOTE: Windows users using this release might need to rename the libboost_program_options-mt-x64.dll as libboost_program_options-mt.dll or else they will get a weird error message from Windows. Who Knows? I dunno why did this happen because I've never asked it to pick any of them, it just did it automatically. There is a chance that including Zlib support changed this but I can't prove that. Tongue sticking out
Feel Free to Download This Stable Release Two Thumbs Up!
Version 1.1.73

Recent Changes
  • Sprite#press_click_area?(index) #drag_margin_x & #drag_margin_y
  • Set the maximum values for TILE_WIDTH & TILE_HEIGHT to those corresponding to the maximum resolution allowed (Full HD)
  • Window#mouse_inside? or #mouse_above? now accept 0 or 1 arguments.
    This allows the [Image: gamer.gif] game developer to select the whole window minus the white borders or some specific area.
  • Basic Mouse Mouse Wheel Support + Input.scroll_factor & #scroll_factor=
    Default Scroll Factor: 2.
    I know that both 1 & 2 work smoothly, the only difference is that you need to be very precise if it's set to just 1.
  • Updated custom [Image: ruby.gif] Scripts to demonstrate how all the related changes have impacted or even expanded the engine's capabilities.
Yeah, Here is ANOTHER Stable Release For You to Enjoy!
Release 1.1.74

Recent Changes
  • Game.window_resizable? & #window_resizable=
    Default Value: true
  • Game.window_show_borders? & #window_show_borders=
    Default Value: true
  • Game.window_brightness & #window_brightness=
    Default Value: OS Brightness (10 through 100)
  • Game.enable_screensaver? & #enable_screensaver=
    Default Value: false
  • Input.mouse_set_xy(new_x, new_y)

Happy with a sweat Don't expect me to come up with just another update Laughing this weekend for I'm totally out of ideas now. Confused
Just Another Interesting Update!
Release 1.1.75 is Out!

Recent Changes
  • Removed a Set of C++ Wrappers for SDL Functions Written in C
  • Added Game.icon= & Game.title=
  • Added Font.solid_fonts & #solid_fonts=
  • Added SolidFonts & SubImageFix to Game.ini Parser
  • Removed title & title= & their Aliases from Graphics
  • Added Graphics.center_window
  • Manually Set the Pause Animation's XY Coordinates
    Window#pause_x= and #pause_y= and even #pause_xy(new_x, new_y)
  • Added Audio.bgm_pause & #bgm_resume
  • Removed Audio.play_ok & Other Methods from RGSS1
    Reason: Audio Module is Loaded Way Too Early for it to Know About Which RGSS Version is Running At That Point
  • Updated Custom Ruby Scripts, ClickableWindowVX Has Been Created
It Sounds Like You Gonna Need Some Headphones!
Release 1.1.76
Codename: HeadPhones

Recent Changes
  • Audio.bgm_loop & #bgm_no_loop
  • Audio.bgm_playing? & #bgm_stopped?
  • Removed code from Audio module that was no longer needed
  • Fixed Font.default_shadow & #default_outline default values (RGSS Version Detection Issue)
  • Fixed SoundFontWin & SoundFontPathWin Issues caused by backslashes
  • Added SoundFonts Path to make sure PHYSFS would be able to find the files listed in Game.soundfonts
Stable Version Available Now
Release 1.1.77

Recent Changes
  • Fixed Audio.bgm_loop & #bgm_no_loop for they were calling bgm_resume because I forgot to update that code. Happy with a sweat
  • Fixed Audio.bgm_stopped?
  • Added Audio.bgs_pause & #bgs_resume
  • Graphics.resize_screen and its alias Graphics.resize now accept 2 or 3 parameters:
    width, height & optionally center window (a boolean)
  • Fixed frozen string error that popped up on some Windows 10 boxes, making the game crash.
  • Now the splash screen is a tiny & borderless window (480x320 px)
  • Windows 10 Only: Fixed slight visual glitch that shifted the game contents a couple of pixels to the upper left corner.
  • Crafted BGMNoLoopXP Ruby Script

If there was anything else that is worth mentioning here, it will remain a Detective mystery because I totally forgot about that. Laughing

NOTE: The GitHub repository has also been updated. It just took me a little bit to get an idea of what I had changed and fix the BGM stopped method.
I approve!

I'm not to keen on the Splash Screen.  The 'Loading' text and dimensions are fixed, and if you use a .png file instead of a .jpg, you get a real laugh when the game screen actual appears.  And applying the splashscreen.rb file into the Data folder presents an unintentional double-splash screen of sorts.

I will say that the work has pretty much made the HiddenChest.Conf file practically useless as the most valuable configuration variables into both Game.Ini and as commands that can be used in the game scripts.

Heck, even the Game.Ini file is nearly unnecessary:

What I am using

What I am REALLY using

What I will need when I am done with the game
* Do note, I'm using Windows 10 (64bit) versus Kyonides using Linux, so I am not using the Linux paths for the Soundfont options.

Seriously, Things like the game title, game icon, the resizing and even the sound font have defaults! My adding a script that merely has one line: Game.title = "WompWomp", and it works. Helluva name, right?

My adding a

The RTP is really needed when working on the game, and not needed if the game is packaged with all the required resources.

And so far, the only thing that the Game.Ini is actually needed for is the location of the Scripts data file in the Data folder. Butfor all I know, that is how HiddenChest recognizes which RGSS version is in use.
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