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Releases: rpgtkoolmv/corescript

v1.3b

07 Jan 06:56
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  • Fix previous map bgm sounds after loading auto save data
  • Fix scroll bar showed after resize game window
  • Recover compatibility of the "alwaysDash" value of Community_Basic.js

v1.3

17 Dec 06:28
3b426b6
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RPGMakerMV corescript "community-1.3" Release Notes

Summary

Hi, everyone.
The community version corescript is back!
We fixed many of bugs, and added new features such as autosave and loading bar.
New features can be activated by the Community_Basic plugin.
Enjoy new corescript!

Features

  • Add autosave when you move to another map.
  • Add a loading bar that displays loading status of images and sounds when switching to another scene.
  • Add detailed information (information of the event where the error occurred, line number, stack trace, etc.) when an error occurs.
  • Add changing text speed. Within the "Show text..." you can change the speed with \S[number], the higher the number the slower the speed (if 0, show all texts at once). You can also specify a default value using the Community_Basic plugin.

You can enable (or disable) each of these features by Community_Basic plugin.

Improvements

  • Improve the efficiency of flushing images (such as enemy characters).
  • Improve the efficiency of processing to save and load games.
  • Several other points, the efficiency is improved.

Fixes

  • Fix the game does not work properly when deploying to Android app using Crosswalk.
  • Fix cannot save when playing the game deployed using Enigma Virtual Box.
  • Fix to prevent the game from stopping when an error occurs due to browser extension.
  • Fix cannot touch the retry button when loading error occurred on iOS.
  • Fix letters blurred when drawing smaller characters than 21px.
  • Fix an error when using an item without party member that can use items due to a bad status or the like.
  • Fix large characters (whose filename begins with $) are not rendered correctly in the window.
  • Fix loop tag of some ogg files cannot be read correctly.
  • Fix playing time fast-forwarded when playing on a monitor with a higher refresh rate.
  • Fix where the drawing position of letters is shifted by 1 pixel in Safari browser.
  • Fix an error when saving objects created with Object.create(null).
  • Fix keep touching when the game screen loses focus.
  • Fix double trigger events when long touching map events.
  • Fix the background and contents of the windows might not be displayed correctly on Chrome 69.
  • Fix rendering the map is delayed for a moment than the parallax at NewGame.
  • Fix the game freezes when user agent is changed from iOS Safari to another while playing the game.
  • Fix the game screen freezes despite sound being heard.
  • Several other points, fix some code that might cause the problem when using plugin.

Committers

liply, krmbn0576, Sigureya, bungcip, wilfrem, white-mns, rutan, rev2nym

Trailer

Question: When Takashi-kun played the guitar, it sounded 0.5 seconds later in the RMMV game for PC and 5 seconds later for smartphone.
If the sound speed is 340 m/s, how many meters is the distance between the PC version and the smartphone version?

Answer: Both games are in front of you, but it takes time to start playing the sound.

Next time, "Overcome delaying of sounds!" Look forward to it!

v1.2c

16 May 16:27
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  • Fix the previous picture flickers when changing pictures
  • Add Debug_HealthCheck.js to check that all core script files are correctly copied
  • Add Community_Basic.js that allows you to set cache upper limit value, resolution and default value of AlwaysDash
  • Pause the game while the retry button is displayed
  • Change Debug_MemoryReport.js that duplicate images are not counted more than once
  • Fix opaque chips of the PREVIOUS map at the same position are placed when placing a transparent upper layer chip
  • Fix Debug_FailLoading.js does not work
  • Add docs to Scene_Base

v1.2b

09 May 08:29
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  • fix images' blurring
  • fix FPS of field screen
  • unify pixi version to original RPGMakerMV

v1.2

09 May 04:15
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RPGMakerMV corescript "community-1.2" Release Notes

Summary

The theme is "to prevent the game from stopping." First of all, we added "Retry when loading data failed". With this, you'll never ruin the game with just one loading error, and get under the desk! Subsequently, "used memory was reduced." In the best case, the memory usage of the image is reduced to half, making it difficult to crash games even with many images. There are several other bug fixes and improvements.

Features

  • Add retry loading system. If loading of resources such as images, audio, video, and map data fails, loading will be done again automatically up to 3 times. If it still does not work, it will display the filename that failed to load and the retry button, so please touch the button (or press the OK key) when you can connect to the Internet.
  • For plugin creators: Add master volume API. Assigning the number value (min: 0, max: 1, init: 1) to AudioManager.masterVolume allows you to change the volume of all BGM, BGS, ME, SE, movies at once. (the volume setting for each is multiplied)

Changes

  • Automatic selection of canvas mode and WebGL mode (WebGL mode only when WebGL is supported). This is because some of Android 4.4 series devices didn't support WebGL mode. Please be assured that WebGL is now available on most mobile devices.
  • Changed the internal operation of Bitmap and saved image memory capacity. In the best case, the image memory capacity is halved.

Fixes

  • Fix the game screen is scrolled when it's swiped on AndroidChrome.
  • Fix don't work fadeout bgm/bgs correctly on Firefox.
  • Fix misleading jsdoc on rpg_core.js
  • Fix an error occur when calling common event recursively.
  • Fix don't show loading error when images encrypted

Committers

liply, krmbn0576, wilfrem, niokasgami, rutan

How to test

It's appreciated if you can test it with a lot of images with various patterns. It's quick to try as it is in your own game! When testing the retry system, please use the included plugin Debug_FailLoading.js.

Trailer

Noooo! If you can load flashy flame animation, it will burn up to the battery of the phone! Please, do not die, battery! If you fall down here now, what about the 3 hour game play? Battery are still left. If you can endure here, you can reach the save point!

Next time, "Battery death ... What is the identity of mysterious auto save !?" Please look forward to it!

v1.1b

14 Mar 10:09
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  • add community version to header of core files
  • add japanese help to all attached plugins
  • fix bitmap clipping bug
  • fix can't play when images encrypted
  • remove pixi warning
  • for plugin creators: fix circular reference

v1.1

14 Mar 10:10
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RPGMakerMV corescript "community-1.1" Release Notes

Summary

The big change is "bug fix", "WebGL" and "preload". Especially in mobile devices, high speed and high quality games will be drawn by adopting WebGL mode. In addition, the new preload system loads images to be used later in advance in the background (without freezing the game), so you can enjoy comfortably even if Internet is crowded.

Features

  • The memory management mechanism was introduced. We are no longer storing images above the upper limit of memory usage prescribed by the mechanism. This upper limit value is defined by ImageCache.limit, so you can change it with plugin as necessary.
  • Image preload system added. At the start of each map, common, battle event, analyze the instruction of the event page and load the image to be used first. As the game operation does not stop while loading, it seems that loading is faster. This preload system can also be used from the plugin in the form of ImageManager.requestXxxxx.

Changes

  • WebGL mode is adopted in all environments. In the past, mobile devices forcibly started in canvas mode, but with the elimination of the above memory problem, WebGL mode can be used. WebGL is a browser's new drawing API, which enables drawing at a higher speed and quality than canvas mode. This will improve the speed of the game on the mobile devices. In addition, plugins using WebGL will also work on mobile devices.
  • Improved font loading method. First, we extended the time limit of Font load error from 20 seconds to 60 seconds. Also, we adopted a mechanism called "CSS Font Loading" effective for some browsers. As a result, Font load error will not be displayed even if it takes more than 60 seconds to load fonts in the compatible browsers. Finally, the problem that Chrome mixed font of another game is solved.
  • "Play Movie" has been changed. First, we fixed the problem that movies can not be played on Android. Next, we made sure that the event command does not advance until the movie ends. Also, movie playback on iPod / iPhone has become full screen so far, but we made it same inline system as other devices to unify user experience.
  • Minimized the wait for loading images when "Show Text", "Show Animation", and "Change Tileset". These commands waited until all the images were loaded, but waiting for unrelated images to load was unnecessarily time consuming. So we modified to wait for only the images used in each command.

Fixes

  • Fix an error might occur when "Erase Picture".
  • Fix saving during execution of parallel processing event may fail.
  • Fix the display will be incorrect if you change boxWidth or boxHeight.
  • Fix does not work in iOS8 Safari.
  • Fix can not change the volume of BGM / BGS after playing the ME or after the battle ends.
  • Fix animation of the second weapon was not flipped correctly.
  • Fix sprite may not be displayed when adding it after windowLayer.
  • Fix black lines are displayed on game screen with mac and iOS. (Fixed by updating to Pixi 4.4.1)

Committers

liply, krmbn0576, wilfrem, ivanpopelyshev

How to test

It is appreciated if you can test the changed points! Especially change of image loading system (memory managemant and preloading) are major modifications, so it will be helpful if you can test with the game using lots of images! Please use the bundled Debug_ReportMemory.js when testing! The size and number of the images being loaded is displayed in the upper right. This number is constant as long as it operates normally. If it continues to increase it is bad. We are happy if you can report if a bad situation occurs.

Trailer

First, load the image. Then.. Holy shit, Loading Error! Like everything you do. This game is like your life. Begining a lot of games, but never finish it without any errors. And nobody loves you. Next time, "Farewell Image Loading Error, Hello Loading Retry!" Please look forward to!