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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. [Reenabled] 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. RE: HiddenChest RGSS Player Executable - kyonides - 12-09-2025 Version 1.1.98 Has Been Released!
And Has Been Reuploaded to GitHub!
Available Platforms
Recent Changes:
Input Module's New Singleton Methods
NOTES To enable the text input mode use this call: Code: Input.text_input = trueOnce you are finished entering some text, call: Code: Input.clear_text_inputInput.last_key? checks if there is any valid key pending to be processed by the script. Input.last_key returns that key. Input.last_char returns the actual character in uppercase or lowercase based on Capslock's current state. Input.clear_last_key lets your clear the last key. [Optional] Input.capslock_state returns CapsLock key's current state. While the text input mode is ON, you can type all basic characters, all numbers, plus some special ones. Characters like -,.;[] are also available, but this is not based on your current keyboard layout. Capslock's state does matter here. Characters won't be uppercase if it is turned OFF. Pressing any of the Shift buttons do not alter the character's case right now. RE: HiddenChest RGSS Player Executable - kyonides - 12-18-2025 Version 1.1.99 Has Been Released!
Available Platforms
Recent Changes:
NOTES If I ever publish another update in the (not so) near future, I will automatically name it version 1.2.0 thanks to all the improvements to the Input module. RE: HiddenChest RGSS Player Executable - kyonides - 12-30-2025 Version 1.2.00 KeyMaster Has Been Released!
Avaiable Platforms
The engine has got a new code name, namely KeyMaster., and the minor version has been upgraded as well to celebrate this End of Year release. Main New Feature The engine now uses the gamepad's vendor and model (its short name) as a basis for the creating vendor-specific or even device-specific key bindings profiles (for a few selected models). If no gamepad can be found at any given time, the system will load a generic keyboard only profile. All of those profiles can easily coexist at the same time, even during gameplay! This allows the profiles to let you change its key / button bindings at will, without affecting other profiles. If you plug in or unplug a gamepad, the system will update the current key bindings profile. NOTES: The system will always load a generic profile if you have never used a given device or you have deleted the profiles from your harddisk. You still must close the F1 window without saving its data if you ever happen to disconnect your controller while the key bindings window is still open. New Input Module's Method:
New Input::Gamepad's Methods:
Bug Fixes
The engine now easily recognizes the following gamepads:
RE: HiddenChest RGSS Player Executable - kyonides - 01-04-2026 Version 1.2.03 Has Been Released!
Codename: KeyMaster Avaiable Platforms
Highlights
The Main Section This version has been released to celebrate the New Year, but it is not a filler at all. It includes lots of code rewrites that lets your game recognize custom gamepads and their corresponding key bindings on the fly. The extras/profiles directory contains 3 INI files that will let you setup the default values for 3 different scenarios, namely a single keyboard, a not so famous gamepad, and a very well known controller. They look pretty much like a typical RPG Maker Game.ini file with some small but important difference. The keyboard profile is called kb_generic.ini To let HiddenChest create new profiles, you will need to create a new directory in your game's root folder called Input. Place all of your INI files there to let the engine process all the default key bindings for those specific devices. Code: Game.exeOnce the engine has created the corresponding Ruby file there, you can safely remove its INI file. Just don't delete any files. You will have to delete the Ruby files stored in this Input directory if you want to recreate them by parsing the INI files once again. The extras/help folder now sports 3 new MD pages that include official documentation of the Input::KeyBindings related classes that HiddenChest now relies upon to let you customize your key bindings via pressing the F1 button OR by creating some custom RGSS scene script for the RPG Maker series. (You would have to open that menu some other way.) NOTE: Input.update method rewrites and overwrites are STRONGLY discouraged. They would break the system for sure. |