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Showing results for tags 'scenes'.
Found 7 results
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Tired of the same old windows? Want to use your own custom image to create your menus and user interfaces? This plugin allows you to assign images to your windows and use them as the window backgrounds. It also allows you to remove the window frame so that all the player will see is your custom image. Being able to decorate your window is important, as windows can be dynamically created and animated. For example, if you had a window that slides in from the side of the screen, you would want the window images to follow the window. Images are drawn under the contents of the window, so text and other images drawn on the window will be displayed above the image. This plugin supports any window, as long as you add them to the supplied configuration file, so if you're using custom menus or custom interfaces, you can add images to them as well. Note that this plugin is not meant to change the layout of your menus, so the menu I show above will require you to first create the layout before adding the images. However, once the layout is provided, you can easily add images to create interfaces like this: Into interfaces like this, by using pictures for the windows: More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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This plugin allows you to change your windowskins using simple script calls. By default, the game only supports one windowskin, but with this plugin you can use multiple windowskins and change them during the game as needed. Custom windowskins can be used to allow players to customize how they want their game to look. Alternatively, you may choose to use it as a way to show additional information to the player. Perhaps you have a moral system, and depending on your status, the windowskin may appear differently. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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By default, RPG Maker’s window colors are determined by two things 1. The windowskin file called “Window†in the img/system folder 2. A standard background opacity defined in the code So for example, the default windows are dark colored with a semi-transparent opacity. However, what if you just wanted to have a nice solid color instead of the translucent dark? Maybe like this solid blue? Using this plugin, you can quickly set up the colors for your windows. This plugin overwrites the background color/texture settings of the windowskin. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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In RPG Maker, you have a party of actors. This is the party that you control normally when you explore the world, participate in battle, and so on. However, what happens if there are more actors available in the game than you can recruit? We need to put those actors somewhere. This is where a party switching scene comes in: it provides a simple solution for you to allow players to manage their parties. This plugin provides a scene where you can trade actors between two parties. I provide a “reserve†party which is just another party which holds all of the actors that aren’t in the current party. So for example, let’s say you completed a quest for someone and he was really moved by your cause and decides to join your adventure, and tells you that he will be available in the “guild hallâ€. When you go to the guild hall, you can speak to an NPC to check your party status, and you will find the new actor ready to add to your party. If you already have too many actors in your party, then you will either have to swap someone out, or choose to leave him in the guild hall. If you are using the Party Manager plugin, you can use this party switching scene to trade actors between different parties of your choice. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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In this tutorial I will show you a way to create your own splash screen using events. This allows you to create any kind of splash screen you want without having to figure out how to write a plugin for it. Here is an example of the splash screen I use for my videos, which I created using events. Required You will need one plugin: Pre-Title Events. Tutorial Start by downloading the plugin, then install it into your project. To install plugins, in the editor, press F10 to open the plugin manager. Double-click on an empty row, and select the PreTitleEvents plugin. If you have successfully installed it, you should see it in your list of plugins. Next, create a new map. This will be the map that the game will start running in. Take note of the ID of the map as you will need it later. Go back to the plugin manager, and in the Pre-Title Map ID field, specify the ID of the map. For example, the map I created is map 19, so I will write 19 in the field. At this point, you can testplay your game and the game should automatically open up the new map. And do nothing. This is because there aren't any events to run! The rest is up to you at this point: you have full control how the game should run. Let's create a splash screen by playing some music, having a picture fade in, wait a few seconds, then having them fade out. Here is how things look when I start my game: Notice the last command: I make a script call that tells the scene manager to go to a different scene. Scene_Boot is just the scene that handles the "first" scene, so if you have any plugins that change how this works, you might want to go to this scene. Otherwise, you can go straight to Scene_Title directly. OR, you could choose to simply build your own title screen using events if you want to have your own title screen. What kind of things can you do with Pre-Title Events?
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Ever wanted to play some music when you open up the menu? For example, on the map, you might have the regular map music playing, but then when you go to the menu, you have a separate BGM specifically for when players are going through the menu. With this plugin, you can do that just that! Not only can you choose what BGM to play, you can also change it at anytime during the game with events. More information and downloads are available at HimeWorks Originally requested by KadoDragon
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I've been experimenting with having NPCs say different things based on who the party leader is, and maybe give items to the player depending on who speaks to them. I've set up a common event with Yanfly's Button Common Events that, when pressed, switches the character you walk around as, reminiscent of Final Fantasy IV. (I basically just use a conditional branch $game_party.leader.id to check who the leader is, and then remove and immediately add the leader back in to have that "cycling through" effect for characters.) So far, it seems like a very nice way to give some more story content and character detail, but it takes careful time to execute properly. Here some the pros and cons I thought of... +Pros : +Adds depth in characters. +Replaying scenes would be more enjoyable +Rewards the player for talking to NPCs -Cons : -The player usually has no way of knowing if an NPC will give them anything -Takes time for the game maker to write points of view for every character Would a system like this make the difference between an appealing game and a generally unappealing one? Would you go to the extremes of talking to every single NPC with every single playable character to try to squeeze out rewards from them? I would have NPCs that give out items be about as common as finding random items in pots and barrels (which is fairly often). Also, would this "soften up" hardcore gamers or turn them off from the game because talking to NPCs would be a third of the loot and talking is boring? I'm also thinking of making the more important scenes change based on the party leader as well. Maybe they'll merely switch positions and have slight text alterations, but I think it would add a lot of depth to the storytelling. What do you think? Is it worth the work?



