62 lines
3.5 KiB
Markdown
62 lines
3.5 KiB
Markdown
rpgskeleton
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===========
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This is a skeleton project for use with RPG Maker VX Ace. It contains everything you need to get started on a collaborative RPG Maker VX Ace project.
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There is a basic empty skeleton RPG Maker VX Ace project, along with some scripts and makefiles that make it easy to pack/unpack RPG Maker datafiles to/from YAML and script files. This converts them between plaintext formats, which means they're now easy to version control/merge/share. (And it means that programmers can work on scripts without ever opening the editor **at all**, just repack and run Game.exe!)
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Dependencies
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============
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* Microsoft Windows (sorry - RPG Maker is windows only; if you want to run Game.exe or RPG Maker, you need Windows.)
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* gnu make (http://gnuwin32.sourceforge.net/downlinks/make.php .. or use what's in mingw/cygwin)
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* ruby ( http://www.ruby-lang.org - pik works well for windows)
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* rvpacker (https://rubygems.org/gems/rvpacker - gem install rvpacker)
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* RPG Maker VX Ace (http://www.rpgmakerweb.com/products/programs/rpg-maker-vx-ace)
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License
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=======
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All of the files in "LICENSE/Enterbrain_files.txt" were ripped from RPG Maker VX Ace, (C) Enterbrain. The Enterbrain RPG Maker VX Ace license is in this repository as LICENSE/VXACE_EULA.rtf. It is assumed that your team will have at least as many licenses of VX Ace as you have people working on the project.
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Everything in this project not created by Enterbrain is covered by the MIT License, see LICENSE/MIT.txt.
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Stuff you add to the project beyond what I have here is covered under your own license; please add all applicable licenses into LICENSE/.
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For non-programmers
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===================
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For any project built off this skeleton, collaborating is easy:
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* Download and install the version control client that your developer tells you to
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* Check out the project from the URL they give you
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* Repack the project by running 'pack.rb' (doubleclick it in Explorer)
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* Open the game project in RPG Maker and make whatever changes you want
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* Unpack the project by running 'unpack.rb' (doubleclick it in Explorer)
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* Commit the project into version control
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Now your programmers and project managers will thank you.
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For programmers and others who care about diff/merge
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====================================================
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* Clone the project
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* Do whatever work you're going to do
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* edit yaml files in YAML/; these are all the game database files converted to plaintext YAML
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* edit scripts under ./Scripts - these are all the game scripts, ready for your IDE/editor of choice
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* Whatever else
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* Test your work in the game (or open it up in the editor)
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* make pack
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* do your testing
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* make unpack (convert it all back to text)
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* Commit your work
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The game skeleton has had all of the default ruby scripts yanked out. The scripts (100% stock) now live in ./Scripts/RPG/*rb. There is only one script loaded by the project proper (and which gets packed back into Data/), ./Scripts/entrypoint.rb. It doesn't do anything more than setup some load paths ( so 'require' works how we expect ), import the RPG module, and then call the main loop.
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If you want to modify entrypoint.rb, do it before the game loop starts. However I recommend that you make a new module under Scripts/ and have the RPG module require it, or just add it to the RPG module itself.
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For project managers
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====================
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You might want to add a .gitignore to exclude Data/* to enforce that only the unpacked files get committed, and a pre-commit hook to reject any commits that don't keep YAML/ up to date with Data/, and Scripts/ up to date with YAML/Scripts.yaml
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