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HiddenChest RGSS Player Executable - Printable Version

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+--- Thread: HiddenChest RGSS Player Executable (/thread-7370.html)

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RE: HiddenChest RGSS Player Executable - kyonides - 09-17-2025

Version 1.1.93 Has Been Released!

Available Platforms
  • Linux
  • Windows

Recent Changes:
  • Added Bitmap.max_size that returns the textures' maximum size based on your graphics card.
  • Added Graphics.window_size_factor alias resize_window that lets you stretch the game window without changing the game's screen resolution.
  • Fixed Window#dispose bug that prevented the engine from reporting any issues either by creating a log file or by displaying the error splash screen.
  • Fixed Input.repeat? almost completely. Some keys like ALT, CTRL & SHIFT don't work as of yet.

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)
Graphics.resize_window(2, true)

You might not notice any important changes on screen if your current TV screen resolution is low. Sad


RE: HiddenChest RGSS Player Executable - kyonides - 11-23-2025

Version 1.1.94 Has Been Released!

Available Platforms
  • Linux
  • Windows

Recent Changes:

Added support for gamepad alert mechanisms by keeping track of its most recent connection or disconnection.

Input module's new methods:
  • joystick? or gamepad?
  • joystick_updates or gamepad_updates
  • joystick_update or gamepad_update

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 :update
  def update
    your_update_alias
    if Input.gamepad_updates.any?
      print Input.gamepad_update
    end
  end

To 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
  • Linux
  • Windows

Recent Changes:

Added more Gamer 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:
  • name
  • vendor
  • type
  • power
  • rumble
  • last_rumble
  • set_rumble

They will let you retrieve:
  • Name of your controller
  • Vendor ID (some useless number)
  • Controller type (Gamepad, Arcade Stick, Guitar, etc.),
  • Power level (-1 through 5) if data is available
  • Rumble & Last Rumble return true if available or sucessful, false otherwise
  • Set a Rumble by providing it with a Left Frequency, Right Frequency, and Milliseconds as parameters.

Script Call Examples:

Code:
Input.gamepad.set_rumble(500, 1000, 3000)
Input.gamepad.last_rumble

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. Laughing


RE: HiddenChest RGSS Player Executable - kyonides - 12-01-2025

Version 1.1.96 Has Been Released!

Available Platforms
  • Linux
  • Windows

Recent Changes:
  • Now Savegames and Screenshots can be saved in the player's user directory instead of the game's root folder.
  • FileUtils module has been added to the engine.

Game's New Singleton Methods
  • user_path
  • save_path & save_path=
  • shot_path & shot_path=

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
  • Linux
  • Windows

Recent Changes:
  • Added Gamepads' Vendor Names & Codes to Input::Gamepad class as a class variable.
  • Reimplemented the custom user's data path for the key bindings file.

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.