Well, it's been a long time coming, but soon (hopefully within the next month or so), RPGMaker Trans will be open source. Good new for those who care about this sort of thing, which probably isn't many of you.
There's been a lot of issues moving to open source; the biggest practical one was that early on I had some help from a real-life friend of mine who did not (and still does not) want to be identified. Practically, that meant that I wasn't able to release his code as open source, and without that, RPGMaker Trans would mostly not work. However, I've recently got in touch with him and he is now satisfied that his code is no longer present in the current RPGMaker Trans codebase, and hence does not object to it being open sourced.
So the current stuff that needs doing before open sourcing:
Full documentation won't be available until some way down the line, but at least partial documentation needs to be there if open sourcing is to have any value. Module level documentation is now done, and for the first open source release this will do.
- Deobfuscation: Some code is... slightly obfuscated. No real reason for it, but it needs to be fixed.
- General tidy-up:
I don't think I'll be following pep8 too strictly (for those who know it), but the code is really ugly in places. A quick spring clean would be nice.I ran autopep8 over the code and I think I'll call it a day. Some pylint based stuff will happen later, but not now.
I've not yet decided on the license. I'm leaning towards GPLv3, but I've not yet decided. Decided that the license will be GPLv3.
- Project Logo:
I need one of these. I used to have an icon for RPGMaker Trans, but it was rubbish...I've got a logo now. Still pretty bad, but honestly, there's only so many ideas for a 'logo for translation software'
- Removing code that cannot be distributed openly
- Migrate from Bazaar to Mercurial for version control
- Setting up hosting at Bitbucket
- Saner source organisation