![]() You’ll get the exception type and error message, but not the filename and line number. This is good, because the playtesting mode error display doesn’t seem to be as robust as it is in VX Ace. Since you can build for the browser, you can also debug your code using your browser’s built-in developer tools. (Since JavaScript is a dynamic language, the information needed to make these features work isn’t guaranteed to be there, unlike strongly typed languages like C#.) The benefit is, you get syntax highlighting and, in some cases, code completion and navigation. I use Visual Studio Code, but there are lots of IDEs that support JavaScript out there. One side effect is that you can bring your own editor rather than using an in-application scripting editor. It’s just that built-in JavaScript serialization is text.) VX Ace uses built-in Ruby serialization to store this data, where MV uses built-in JavaScript serialization. (Interestingly enough, it’s really the same pattern. That means it’s possible to merge changes from multiple users (although it’s still possible to create conflicts that require manual resolution). All of the code is JavaScript and all of the data is JSON (JavaScript Object Notation). Collaborating through source control was a pain, because there was simply no way to merge changes. Code was only editable through the RPG Maker application. One of the most frustrating things about working with VX Ace as a developer is everything is stuck in a binary file. JavaScript: The Good Parts by Douglas Crockford is a good resource and a fairly quick read. If you’re interested in programming MV, I would suggest some good JavaScript tutorials first–specifically, ones that focus on the language, not simply its use on the web. I’m not sure you can just wing it as easily as you can in VX Ace. This plugin included in the default MV project changes where the Title Screen menu is shown by replacing the methods on the Window_TitleCommand class responsible for positioning. It’s probably not where you want to start programming, though. You can do some powerful things if you know what you’re doing. (To make things more confusing, MV tends to throw multiple classes into the same file, whereas VX Ace’s script editor had a well-organized list of classes.)īut it’s not actually bad. Rather than writing code, you’re often writing code that (more or less) writes the code you’re going to use later. It’s all sort of backwards if you’re just learning. Class methods are defined by assigning properties to the “prototype” property of the class. It’s not that it doesn’t have those concepts, but they’re not exactly first-class concepts. ![]() JavaScript is not exactly a traditional object-oriented language. This made it easier to explain–classes are templates for things that can exist, methods are actions those things can take, properties define the details of those things, etc. ![]() VX Ace’s Ruby code seemed to use fairly standard object-oriented programming practices. (Regular backups or source control are, again, crucial.) … which is a double-edged sword It allows for a lot of flexibility, but it means you also have to be careful. For someone who’s comfortable digging into the inner workings of the engine, that’s huge. It also means you have access to all of the code in your project. There’s at least one way to run HTML5 on every platform. This seems like a smart move, because it makes it easier to support multiple platforms.
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