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RE: HiddenChest RGSS Player Executable - kyonides - 09-17-2025 Version 1.1.93 Has Been Released!
Available Platforms
Recent Changes:
Graphics.window_size_factor accepts 2 arguments: Scaling Factor (1 or 2) and Centered (a boolean aka true or false) Script Call Example: Code: Graphics.window_size_factor(2, false)You might not notice any important changes on screen if your current screen resolution is low.
RE: HiddenChest RGSS Player Executable - kyonides - 11-23-2025 Version 1.1.94 Has Been Released!
Available Platforms
Recent Changes: Added support for gamepad alert mechanisms by keeping track of its most recent connection or disconnection. Input module's new methods:
The first call lets you know whether there is any gamepad currently available. There is only 1 small difference between the second and third call, namely the latter will clear the array after popping the most recent connection or disconnection if any. How to check if there has been a game connection or disconnection? Inside a scene's update method you could add something like this: Code: alias :your_update_alias :updateTo adapt that code to RMVX ACE, you'd just replace print with msgbox or even puts if you're using the console window. This way you could make sure that you will get an alert, namely a popup window, telling you either that you :add or :remove 'd a gamepad or nil meaning that nothing has changed ever since the last update. To find out if there is a gamepad plugged in right now just call: Code: print Input.gamepad?And it will return a boolean value, either true or false. RE: HiddenChest RGSS Player Executable - kyonides - 11-26-2025 Version 1.1.95 Has Been Released!
Available Platforms
Recent Changes: Added more game controller related data and an optional feature.Added Input::Gamepad's MD documentation to the extras/help directory. Input.gamepad or Input.joystick 's methods:
They will let you retrieve:
Script Call Examples: Code: Input.gamepad.set_rumble(500, 1000, 3000)The Input::Gamepad class also includes the DEFAULT_NAME and DEFAULT_VENDOR constants, plus the @@types and @@levels class variables. RE: HiddenChest RGSS Player Executable - DerVVulfman - 11-30-2025 Dude, when I get the time to make a freakin RM 'Editor' clone, I gotta see about a [Set Rumble] event command.
RE: HiddenChest RGSS Player Executable - kyonides - 12-01-2025 Version 1.1.96 Has Been Released!
Available Platforms
Recent Changes:
Game's New Singleton Methods
NOTES The savegames' new path cannot be used by default. It requires an additional step to store the files there, but this is heavily dependent on your RM's RGSS version. On Windows it will look for the user's profile environmental variable to select the user's root folder. Linux builds will call the $HOME variable and quickly add the .local/share directory to the user's root folder. EXAMPLES Game.user_path's return values: Windows - "C:/Users/User/Documents/My Games/Game Company/Game Title" Linux - "/home/user/.local/share/GameCompany/GameTitle" The other 2 paths are based on its return value. On Linux will automatically remove the empty spaces found in Game.ini's Company and Title entries. This follows Linux's traditional directory naming conventions, but lowercase is not enforced on purpose. The inclusion of the FileUtils module will allow the game developers to copy or move files at will using Ruby script calls. RE: HiddenChest RGSS Player Executable - kyonides - 12-03-2025 Version 1.1.97 Has Been Released!
Available Platforms
Recent Changes:
NOTES After moving the Game.ini parser from C++ to Ruby, it had remained completely disabled. It has an advantage to mkxp's configuration file option: It will omit the Company entry if none has been found. Game.user_path has become quite relevant now. Actually, both Game.save_path and Game.shot_path heavily depend on it. Now it also serves as the actual location of the custom keybindings.hc file. This improvement will allow game developers to keep very specific key bindings for each game running on HiddenChest on the player's user space on both Windows and Linux. The previous releases still used a single file instead. You are now encouraged to use the Game.save_path and Game.shot_path strings as an integral part of your Scene_File, Scene_Load, & Scene_Save scripts to take maximum advantage of these improvements. |