06-03-2016, 10:46 AM
@Melana : I don't know what exactly is different, but I know there are classes and modules in regular Ruby 1.8 that are missing from the RPG Maker XP version of Ruby (which is 1.8). You can look up tutorials on multi-threading, which is related to multi-core programming, but I believe the Ruby language isn't packaged with that much capability within that arena. Some programmers have been trying to alleviate this issue within Ruby on Rails, I'm not sure how much that will help with RM though.
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It's been a while since I've so much as looked at any of my projects; heck I don't even use the computer that much these days. The idea of sitting down in a chair and working on this stuff, while it used to be my regular thing to do, feels so foreign to me by now. That's not to say I've completely gained amnesia about my past activities and capabilities, but... yeah, it'll take a little getting used to.
I've posted a couple of scripts.
The 1st one was written while ago, the 2nd one I wrote earlier tonight just to shake the rust off and get used to scripting again. There is an entire back log of XP scripts I've yet to post on this forum, one day I'll have to get around to that.
Tonight I did a play through of an old project, Belly of the Beast, and fixed a couple of bugs. Little did I realize, the last time I had worked on it, all the scripts have been removed from the so-called Script Editor and transferred to a master repository so they can be remotely loaded using require. Also, unlike the current BOTB project floating around on this forum somewhere, I've actually got a different battle and menu system implemented plus my own animated battlers. Yeah, maybe one day I'll finish and post the new version; as cheesy as it is, I think people would actually really enjoy it.
Between Belly of the Beast, Test Bed 4.0, Test Bed 4.5, Echoside, ReGaL, my Custom Menu System and my Custom ATB Battle System, I'm pretty glad I went ahead and moved all scripts to a common remote library. Could you imagine having things split up into so many different projects and having to ensure that certain scripts are up-to-date between each? Yeah, after a while, it's smarter to just load them using require. Also, I have a Ruby SFML version of the RPG Maker commons engine in the works, somewhere, but I forget exactly where I am with it; some other developer on the web somewhere has me beat so whatever.
I was play testing Belly of the Beast earlier tonight and ran into a problem. I have a script where, depending on the procedure, an enemy can be transformed from Enemy A into Enemy B if you use a certain item, skill, element, whatever. For instance, if you use a Fire elemental skill on an Oily Body, it turns into a Flame Soul.
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I'll have to track that down and figure out what the heck went wrong. I believe the error is Items related but I'm too tired to mess with it tonight.
Anyways... It's good to be back. I might not go into full swing until after the 2016 election, but at least I'm here, playing a game of catch up :)
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It's been a while since I've so much as looked at any of my projects; heck I don't even use the computer that much these days. The idea of sitting down in a chair and working on this stuff, while it used to be my regular thing to do, feels so foreign to me by now. That's not to say I've completely gained amnesia about my past activities and capabilities, but... yeah, it'll take a little getting used to.
I've posted a couple of scripts.
The 1st one was written while ago, the 2nd one I wrote earlier tonight just to shake the rust off and get used to scripting again. There is an entire back log of XP scripts I've yet to post on this forum, one day I'll have to get around to that.
Tonight I did a play through of an old project, Belly of the Beast, and fixed a couple of bugs. Little did I realize, the last time I had worked on it, all the scripts have been removed from the so-called Script Editor and transferred to a master repository so they can be remotely loaded using require. Also, unlike the current BOTB project floating around on this forum somewhere, I've actually got a different battle and menu system implemented plus my own animated battlers. Yeah, maybe one day I'll finish and post the new version; as cheesy as it is, I think people would actually really enjoy it.
Between Belly of the Beast, Test Bed 4.0, Test Bed 4.5, Echoside, ReGaL, my Custom Menu System and my Custom ATB Battle System, I'm pretty glad I went ahead and moved all scripts to a common remote library. Could you imagine having things split up into so many different projects and having to ensure that certain scripts are up-to-date between each? Yeah, after a while, it's smarter to just load them using require. Also, I have a Ruby SFML version of the RPG Maker commons engine in the works, somewhere, but I forget exactly where I am with it; some other developer on the web somewhere has me beat so whatever.
I was play testing Belly of the Beast earlier tonight and ran into a problem. I have a script where, depending on the procedure, an enemy can be transformed from Enemy A into Enemy B if you use a certain item, skill, element, whatever. For instance, if you use a Fire elemental skill on an Oily Body, it turns into a Flame Soul.
=>
I'll have to track that down and figure out what the heck went wrong. I believe the error is Items related but I'm too tired to mess with it tonight.
Anyways... It's good to be back. I might not go into full swing until after the 2016 election, but at least I'm here, playing a game of catch up :)