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The open source repo for the player application of "Pixel Game Maker MV"

Home Page: https://store.steampowered.com/app/837510/MV/

License: MIT License

Batchfile 0.02% JavaScript 5.19% CMake 0.36% C++ 83.74% C 2.47% HTML 0.49% Python 0.15% Shell 0.01% Objective-C 0.99% Makefile 0.15% Objective-C++ 1.06% Java 0.85% AIDL 0.01% GLSL 0.15% Lua 4.35% PowerShell 0.01%
c-plus-plus cocos2d-x game-development gamedev rpg-maker visual-studio windows pgmmv

pgmmv's Introduction

Pixel Game Maker MV Player Open Source Edition

日本語のREADMEはこちらです。

Introduction

"Pixel Game Maker MV Player Open Source Edition" is an open source version of the player application need to run games and software made with "Pixel Game Maker MV" (PGMMV) for Windows.

What is this project?

This project is a project aimed at improving the PGMMV player application with support from the community and game creators. Improvements developed by this project will be distributed to all PGMMV users by Gotcha Gotcha Games. The current version of the player used for this project is 1.0.6.5, which does not reflect the fixes made in 1.0.6.6 or later.

How to join

  • This project uses English as the main language, though Japanese is also allowed.
  • This project follows Github Flow rules. Please prepare a new branch for any Pull Requests (PR). Once the PR is approved it must be merged to master branch. http://scottchacon.com/2011/08/31/github-flow.html
  • This project requires use of "Visual Studio 2022 Community" with C++ components.
  • The version of "cocos2d-x" used by this project is 3.17.1.
  • Project discussions will be carried out on the official Pixel Game Maker MV Discord channel: https://discord.com/invite/FtRVRkx5tP

Roadmap

Initially this project aims to fix outstanding bugs. Contributors are allowed to create a customized version of the player that improves performance for their game, but for the time being only bug fix PRs will be accepted. Contributors will have their names added to the "Pixel Game Maker MV" developer credits

How to build

Please review the included readme: readme_e.txt

How to use cutomized version of the player

From November 21, 2023, it will be possible to use a customized Player component via the “1.0.6-Osplayer-beta” branch on Steam. After enabling this branch, you will have the option to specify versions to use for the Player, Runtime, and Debugging Runtime components.

Player: This is the version of the Player component used when performing a test play via the PGMMV editor.

The default version is the normal Player component installed with PGMMV’s editor at (install folder)/player-win/player.exe.

Runtime: This is the version of the Player component packaged with a game during the build process, and thus is the version people who play your game will use.

The default version is the one included with a PGMMV install: (install folder)/resource/runtime.zip

Debugging Runtime: A version of the Runtime used when a game is built with the debug flag enabled.

The default version is the one included with a PGMMV install: (install folder)/resource/debugMenuRuntime.zip

License

This content is released under the MIT License. LICENSE

pgmmv's People

Contributors

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pgmmv's Issues

why the sprite add to the current scene's layer but not show

Describe the bug
why the sprite add to the layer but not show

To Reproduce
Steps to reproduce the behavior:

  1. I use the pgm plugins.
  2. Code like this
           var scene = Agtk.sceneInstances.getCurrent();
            var sceneAlias=Agtk.scenes.get(scene.sceneId);
            var layerId=sceneAlias.getLayerIdByName("UITile");
            Agtk.log(layerId);//4
            var layerIndex=sceneAlias.getLayerIndexById(layerId);
            Agtk.log(layerIndex);//3
            var layer=scene.getLayerByIndex(layerIndex);
            var rect = cc.DrawNode.create();
            rect.drawRect(cc.p(16, 32), cc.p(64, 128), cc.color(128, 255, 0, 128));
            layer.addChild(rect);
            

Expected behavior
I expected i would see the rect on the 4th layer of the current scene but it's not show;
But when I use the menu layer instead, it's works well;
like this

    //var layer=scene.getLayerByIndex(layerIndex);
    var layer=scene.getMenuLayerById(Agtk.constants.systemLayers.HudLayerId);

Then I check the sourceCode found the type of the menu layer is as same as the scene's layer, so the actual results makes me confused;

Desktop (please complete the following information):

  • OS: windows10
  • PGM Version: 1.0.6.3

Hope your reply.

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