There is an ancient folklore in computer programming that says that your first program in any language should be a ‘Hello World’ display program. This tradition also states that such program should be very easy, as few lines as possible.
Without further ado, let’s follow these steps:
1-) Open RPG Maker VX and open the Script Editor (F11).
2-) Delete every pieces of code there. Absolutely everything.
3-) Insert a new entry and name it something like ‘My New Script’
4-) Enter the following piece of code in the editor.
my_bitmap = Bitmap.new(544, 416)
my_sprite.bitmap = my_bitmap
my_sprite.bitmap.draw_text(0, 0, 320, 300, "Hello World!", 2)
How does it work under the hood?
Let’s break the code down.
To display text on the screen, we use two built-in classes from the RPG Maker class library: Sprite and Bitmap. Beware: the Bitmap class alone isn’t enough to display something on the screen. It may sound a bit confusing for a newbie, but the best analogy for both Bitmap and Sprite classes is a soul/body relationship. The bitmap object contains the data (soul), and the sprite object is the visual container for the data (body). The Sprite class possesses a property called ‘bitmap’, which is nothing else than an encapsulated Bitmap class object. So, it makes it easy for us to branch things together: my_sprite.bitmap = my_bitmap.
This Bitmap class requires a bit more labor. We initialize it to (544, 416), which is the same dimension of the smallest screen resolution. Then we used its method draw_text to print our ‘Hello World!’ message on the screen.
Finally, we use the RGSS2 built-in module ‘Graphics’ and its update method Graphics.update. It refreshes the game screen and advances time by 1 frame. So, set it inside a loop statement: loop do(…)end; otherwise the screen is going to be black