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es6

  1. D

    Is a plugin rewriting RMMZ codebase into ES6 standard a good idea?

    I think such a plugin has at least the following potential advantages: 1. Those avoiding direct prototyping like a plague can work with an ES6 version 2. Those not being familiar with ES5 don't have to learn this outdated approach, especially when it's just for writing RMMZ plugins 3. As this...
  2. D

    [RPG Maker MZ]Using ES6 Class Inheritance With Extensions For Aliasing Without Direct Prototyping

    With ES6 classes, trying to extend the parent class in plugins can lead to its children still using the old parent codes. For instance, you can place this in a JavaScript sandbox and verify the console output yourselves: So normally, you'll still have to directly type prototypes: But I wanted...
  3. trapless

    1.6.0 is not broken, please share ES6 knowledge.

    'The google' is flooded with people talking about the awful 1.6.0 update. So many people complained that KADOKAWA opted for regression and released a 1.5.2 update. They backstepped NW.js and QT. Were all of the other problems resolved by changing those two things? I don't know. Everything looks...
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