"RPG Maker MV CoreScript" is a game engine for 2D games that runs on the browser. "RPG Maker MV CoreScript" is designed as a game engine dedicated to "RPG Maker MV", the latest work of "RPG Maker" series of 2DRPG world number one software with more than 20 years history, and more than 1000 games are running. (February 2017)
This project is a project aimed at improving "RPG Maker MV CoreScript" better by the community and supporting many game creators.
The core script developed by this project is widely distributed to RPG Maker users through KADOKAWA. The RPGMaker MV community is centered around plugins. Therefore, Ver1 series is developed while minimizing destructive change.
There are three releases
- Develop --- Development version. You can download it with GitHub.
- RC --- Release candidate version. It is for game developers to do the test. It will be distributed from game posting site "RPG Atsumaru".
- Stable --- Stable version. KADOKAWA is widely distributed to general users through Steam and official website.
To build Corescripts, install Node.js, change working directory, and just type in console:
npm install
npm run build
Then you can find Corescripts in folder “dist”
If you want to build indivisually, Here’s some command,
npm run build:core
npm run build:managers
npm run build:objects
npm run build:scenes
npm run build:sprites
npm run build:windows
To test, place MV’s project in game/ and type
npm test
There are helpful tasks, watch and start.
Watch task is watching js/rpg_*** changes, concat them, and copy that to ./game/js/ .
npm run watch
Start task starts local server. You can test Corescripts in your browser.
npm start
- This project uses English as the main language.
- The workflow is Github Flow. When sending PR, prepare a new feature branch and send it to the master branch of this repository.https://scottchacon.com/2011/08/31/github-flow.html
- This project uses ES5. It is for compatibility with plugins.
- Please apply for development slack from this form. It will usually be invited within 48 hours.https://docs.google.com/forms/d/1T5wrKeOAfFBNytHrby4HMDzShtOMl2s7ayvjGwBrbNY/edit
- This project is just started. The rules of development are decided through discussion.
Development will be done according to the roadmap. Currently we are developing ver 1.2
Goal: Publish community development version
- Split core script file
- Put on github
- Publish roadmap
Goal: Fix a fatal bug
- Fix memory related problems
- Preceding reading of image material
- Responding to sound problems of google Chrome
- Fixed bugs already known
Goal: Responding to problems where games can not continue
- Retry at load error
- Development of a standard plugin for options
- Volume Change API
Goal: Assist in game development
- AutoSave
- Simple conflict check for plugins
- Guidelines and sample writing for plugins
- Refined bug report
Goal: Accelerate speed, reduce experience time
- High-speed loading of sound source
- Progress bar on load screen
- Lightweight Save File
Goal: Improve UI
- Multilingual
- Multi-touch
- Battle system touch compliance
- Touch correspondence of basic system such as equipment
The core script is finally output to mainly 6 files.
- rpg_core.js
- Wrapper classes of Pixi.js and base classes such as audio and input processing.
- rpg_managers.js
- Static classes named XxxManager that manage the game overall.
- rpg_objects.js
- Classes named Game_Xxx dealing with game data (many are saved).
- rpg_scenes.js
- Classes named Scene_Xxx in which the scene is defined.
- rpg_sprites.js
- Classes named Sprite_Xxx related to image display and processing.
- rpg_windows.js
- Classes named Window_Xxx handling window display and input.
In addition, a plugin list is defined in plugins.js, and main.js launches the game.
// In JavaScript this function is constructor
function Derived() {
this.initialize.apply(this, arguments); // Delegate to initialize()
}
Derived.prototype = Object.create(Base.prototype); // Derived inherits from Base
Derived.prototype.constructor = Derived;
Derived.prototype.initialize = function () {
Base.prototype.initialize.call(this); // This makes super.initialize() sense
};
Variables named $dataXxx
are read from JSON in the data folder.
These files are changed by the editor, but they are immutable during play.
Variables named $gameXxx
are instances of the class defined in rpg_objects.js.
When saving the game, these objects (except $gameTemp, $gameMessage, $gameTroop
) are serialized to JSON and saved.
When loading, since the prototype chain is reconnected simultaneously with deserialization, you can continue using instance methods.
The scene graph is a drawing tree like FLASH provided by Pixi.js.
Children are influenced by parent's coordinates and visibility.
Register a child in the form (scene or sprite or window).addChild(child)
.
In RMMV the scene is the root element of the scene graph and has children with Sprite and Window.
The life cycle is managed by SceneManager
, and it operates up to one at the same time.
Life cycle: new Scene_Xxx() -> create() -> start() -> update()* -> stop() -> terminate()
- When the page is loaded, call
SceneManager.run()
. (main.js) - Initialize classes such as
Graphics, WebAudio, Input, TouchInput
. - Set
Scene_Boot
toSceneManager
. - Register
SceneManager.update
inrequestAnimationFrame
.
requestAnimationFrame
is called by the browser at regular time intervals (every time drawing is required).
requestAnimationFrame
callsSceneManager.update()
.- Process the current scene every 1/60 second according to the scene lifecycle rule
- If
Scene_Xxx.update()
is called, then- Call all children
update()
. - Children recursively call their children
update()
.
- Call all children
- Render the scene (including its children) onto the screen.
- Register
SceneManager.update
inrequestAnimationFrame
.
This content is released under the (https://opensource.org/licenses/MIT) MIT License.