![]() ![]() The file menu is the set of tabs near the top of the window including "File", "Settings", "Game System" (When a file is loaded), and "Help". Take care, and don't expect miracles! Save backups are a must. Note that each game has some individual quirks, specific mechanics may require more than one item or switch to work correctly, and not all switches or items are named correctly. rxdata file of the save you are attempting to modify. Finally, click "File", then "Open" (Or CTRL + O).ini file relevant to the game that created the save file you are editing. Start the program by opening "sgedit.exe", then click "Settings" and "Load" (Or CTRL + L).Save and unpack "LoQO_ini_files.zip" to the same directory as SGEdit.It's hard to say what everyone is going to want & what will work with various version control systems. Other teams might decide that it's better to have Maker users (who primarily use the Maker interface) commit the Data/ directory to one branch, and the programmers/etc who primarily work in YAML to commit to another, and have the CI system merge their branches into a common mainline from which everyone can pull changes. My first idea was to make a git pre-commit hook that modified the staged index to capture changes to the file relationships (regenerate out of date Scripts/ YAML/, or repack Data/, etc) but that's problematic for several reasons at a version-control level. I suppose a standard MSI installer isn't out of the question either.Īs far as automating the workflow, that's the tricky part, and it might be up to the individual team. Now your project can be forked/merged in a much more safe/sane way, and you don't have to have someone bottlenecking the entire process.Ĭlick to expand.Yeah, I'll be bundling it up as a rubygem at some point here shortly to make installation easier. Commit everything to version control (ignore the Data directory since you don't need it anymore use.Run 'rvpacker.rb -action unpack' on the project.Load up RPG Maker and do whatever you're going to do save the project.Run 'rvpacker.rb -action pack' on the project to repack it for the RPG Maker tool.Checkout the project from version control.Just add a few steps to your existing workflow: This is great for teams that are collaborating on an RPG Maker project. You can trust this to completely reassemble your Data/ directory, so long as the Scripts/ and YAML/ directories remain intact. ![]() This will take all of the yaml files in (PROJECT)/YAML and all the scripts in (PROJECT)/Scripts, and repack all of your (PROJECT)/*rvdata2 files. Rvpacker.rb -action pack -project ~/Documents/RPGVXAce/Project1 -project-type ace. To take a previously unpacked project, and pack it back up: The Scripts will be unpacked as individual. This will expand all Data/*rvdata2 files into (PROJECT)/YAML/ as YAML files (YAML is used because the object serialization data is retained, which ruby's YAML parser is very good at - otherwise I would have changed it to JSON). Rvpacker.rb -action unpack -project ~/Documents/RPGVXAce/Project1 -project-type ace. rvpacker.rb -helpOptions: -action, -a : Action to perform on project (unpack|pack) -project, -d : RPG Maker Project directory -force, -f: Update target even when source is older than target -project-type, -t : Project type (vx|ace|xp) -help, -h: Show this messageįor example, to unpack a RPG Maker VX Ace project in ~/Documents/RPGVXAce/Project1: This is a command line utility written in ruby it should run anywhere with Ruby 1.9 or higher with psych 2.0.0 and trollop gems. ![]() I initially just put them in github so I wouldn't lose them, and added the rvpacker script frontend. These are copied/lifted/modified from SiCrane's original YAML importer/exporter on the gamedev forums. So I gave the tool's CLI a facelift, and put it up on github.Ī tool to unpack & pack rvdata2 files into text so they can be version controlled & collaborated on I hadn't seen anything like this packaged up nicely for RPG Maker yet (I was thrilled to find it at all - I was about to write my own). I then stumbled onto SiCrane's utility on the GameDev forums ( ), which does exactly that. For those of you with experience managing teams on software projects, you will know that RPG Maker's "binary blob" dataformat makes collaboration a real pain in the neck. I was googling around for ways to better support version control & collaboration of RPG Maker VX Ace projects (see for an example of why this is hard). ![]()
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