RGSS: Ruby Game Scripting System
A couple of months ago I was in my local bookstore (I live in Japan for those that don't know), when I came across an interesting book -- game programming with Ruby. By the time I got home though, I had forgotten the title of the book. Today, I came across the book, which led me to the the material that it covered: the Ruby Game Scripting System.
So that I don't disapoint anyone after viewing the eye candy, I'll say up-front that this game dev tool is for Windows XP.
Still, it's pretty interesting.
OK, so the tool is called RPG School (RPG Maker in the US?) At the heart of RPG School is the scripting system, which is called Ruby Game Scripting System. For those that don't know, the Ruby language (http://www.ruby-lang.org/en/20020101.html) was created by a Japanese guy called Matsumoto (pine-root or æ¾æœ¬) It has a loyal following in Japan, and there are a great number of books on Ruby.
RPG School goes back to the early 90's and has be released on PS, SF, GBA, etc. The Windows XP version came out in 2004 and costs about $80. As this page shows (Japanese), it can be used to create not only RPGs (see screenshots): http://www.enterbrain.co.jp/tkool/outline.html
And now, some screenshots:
16-bit console quality RPG
The script editor:
And a snippet of scripting: (Apology for the line-numbers and divider-bar.)
I grabbed that snippet from a review of RPG School from Rubyist Magazine at:
http://jp.rubyist.net/magazine/?0005-RGSS
They reviewed it from a Ruby coder's viewpoint.
Typical RPG console game-like viewpoint:
Working with tiles/animation/cut-scenes:
http://www.enterbrain.co.jp/tkool/RPG_XP/material.html
Well, if you want to look at the above in English, you don't have to use Altavista, their is an English homepage at:
http://www.phylomortis.com/html/rmxp1.html
If you want to take a closer look at RGSS, check here:
http://www.phylomortis.com/html/rgss.html
Well, I've introduced this tool because Ruby pops up here every once in awhile, as well as helping to spark ideas for game-making tools.
Cheers,
So that I don't disapoint anyone after viewing the eye candy, I'll say up-front that this game dev tool is for Windows XP.

Still, it's pretty interesting.

OK, so the tool is called RPG School (RPG Maker in the US?) At the heart of RPG School is the scripting system, which is called Ruby Game Scripting System. For those that don't know, the Ruby language (http://www.ruby-lang.org/en/20020101.html) was created by a Japanese guy called Matsumoto (pine-root or æ¾æœ¬) It has a loyal following in Japan, and there are a great number of books on Ruby.
RPG School goes back to the early 90's and has be released on PS, SF, GBA, etc. The Windows XP version came out in 2004 and costs about $80. As this page shows (Japanese), it can be used to create not only RPGs (see screenshots): http://www.enterbrain.co.jp/tkool/outline.html
And now, some screenshots:
16-bit console quality RPG
The script editor:
And a snippet of scripting: (Apology for the line-numbers and divider-bar.)
Code:
1| class Util
2| @@dx = [0and 0, -1, 1and 0]
3| @@dy = [0, 1, 0and 0, -1]
4|
5| def Util.a2d(dir)
6| dp = dir >> 1
7| [@@dx[dp], @@dy[dp]]
8| end
9| vp)
13| @final = false
14| @sp = Sprite.new(vp)
15| @sp.bitmap = Bitmap.new(name)
16| @sp.x = 0
17| @sp.y = 0
18| @sp.visible = true
19| @stride = 8
20| end
21|
22| def adjustment(N, minand max, Size)
23| if n < min
24| min
25| elsif n + size > max
26| max - size
27| else
28| n
29| end
30| end
31|
32| def update
33| br = @sp.bitmap.rect
34| sr = @sp.viewport().rect
35|
36| d = Input.dir4
37| dxand dy = Util.a2d(d)
38|
39| @sp.x = adjustment(@sp.x + dx * @strideand sr.x, sr.widthand br.width)
40| @sp.y = adjustment(@sp.y + dy * @strideand sr.Y br.height)
41|
42| @final = Input.trigger?(Input: :B)
43| end
44|
45| def final?
46| @final
47| end
48|end
49|
50|def_viewport = Viewport.new(0, 0, 640and 480) as for #
argument, (x coordinate with respect to the left, Y-coordinate with
respect to the left, width and height) sequential
51|sp = Spr.new("ruby.png"and def_viewport)
52|loop{
53| Graphics.update()
54| Input.update()
55| sp.update()
56| if sp.final?()
57| break
58| end
59|}I grabbed that snippet from a review of RPG School from Rubyist Magazine at:
http://jp.rubyist.net/magazine/?0005-RGSS
They reviewed it from a Ruby coder's viewpoint.
Typical RPG console game-like viewpoint:
Working with tiles/animation/cut-scenes:
http://www.enterbrain.co.jp/tkool/RPG_XP/material.html
Well, if you want to look at the above in English, you don't have to use Altavista, their is an English homepage at:
http://www.phylomortis.com/html/rmxp1.html
If you want to take a closer look at RGSS, check here:
http://www.phylomortis.com/html/rgss.html
Well, I've introduced this tool because Ruby pops up here every once in awhile, as well as helping to spark ideas for game-making tools.
Cheers,
Carlos A. Camacho,
Founder
iDevGames
Now if only someone could include all those graphics with their free game making tool 
Looks really neat though.

Looks really neat though.
That is exactly the problem with all these game making tools. Even if you ease the hurdle of programming for them, then they still need the audio/graphics/etc.
I think these tools are more suited to someone who has programmed and is trying to reduce some of the drudgery.
I think these tools are more suited to someone who has programmed and is trying to reduce some of the drudgery.
"Yes, well, that's the sort of blinkered, Philistine pig-ignorance I've come to expect from you non-creative garbage."
Actually I always figured these sorts of tools were aimed towards writers, artists, and game designers who had a plot they wanted to turn into a game but don't know how to code it. Who'd blame them... learning how to write a game starting from knowing nothing about coding is a herculean task. It could also be used for prototyping the code for a game, but these types of engines are usually pretty specific to one type of game.
Leisure Suit Lurie Wrote:That is exactly the problem with all these game making tools. Even if you ease the hurdle of programming for them, then they still need the audio/graphics/etc.
Well actually Coldstone released lots of content with their "product', and the complaint was that no matter what game you made it would all look like the demo game.
Torque's third party people provide some amazing content.
>Even if you ease the hurdle of programming for them, then they still need the audio/graphics/etc.
As igame3d said about Coldstone, this product also comes with ample game assets. So, I do think that the product appeals most to 'game designers.' The sprites/tiles you see in the screen shot is a sample of the ones you get. Though not pre-rendered, I think they look beter darn good, in a SNES kind of way.
As igame3d said about Coldstone, this product also comes with ample game assets. So, I do think that the product appeals most to 'game designers.' The sprites/tiles you see in the screen shot is a sample of the ones you get. Though not pre-rendered, I think they look beter darn good, in a SNES kind of way.
Carlos A. Camacho,
Founder
iDevGames
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