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♦ Alternative Menu Screen Author: minth Credits to: YesImAaron and Glasses Link to their script: https://www.rpgmakercentral.com/topic/30246-witchs-house-menu/ https://www.rpgmakercentral.com/topic/13167-simple-menu/ Features: - It has a simple design; - All the RPG commands (Item, Formation, Equip, etc., removable); - Background (removable). My script: #=============================================================================== # Alternative Menu Screen. # By: minth. # Credits to: YesImAaron and Glasses. #=============================================================================== # My script make an alternative screen. I utilized the YesImAaron and Glasses' # scripts as support for my script. # My script have all the menu options. You can delete the options that you # don´t want. # You have permission to change my script. # My script is working in 640x480 resolution. The resolution script: # # Graphics.resize_screen(640, 480). (put it in "Main") # # Don't use it if you don't want this (but you will need change some position # and size configurations). #=============================================================================== #=============================================================================== # * Changing window position #=============================================================================== module New_Menu # command window XPOS = 100 # position YPOS = 250 # position WIDTH = 450 # size end #=============================================================================== # * Creating the alternative window #=============================================================================== class Window_new_Menu < Window_HorzCommand #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width) @window_width = width super(x, y) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width @window_width end #-------------------------------------------------------------------------- # * Get Digit Count (commands) #-------------------------------------------------------------------------- def col_max return 4 # if you delete some options, change that number end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # you can change the order of the commands if you want add_command(Vocab::item, :item) add_command(Vocab::formation, :formation, formation_enabled) add_command(Vocab::skill, :skill) add_command(Vocab::equip, :equip) add_command(Vocab::status, :status) add_command(Vocab::save, :save, save_enabled) add_command(Vocab::game_end, :game_end) end #-------------------------------------------------------------------------- # * Get Activation State of Save #-------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #-------------------------------------------------------------------------- # * Get Activation State of Formation #-------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled end end class Scene_new_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing -> Create the command window #-------------------------------------------------------------------------- def start super create_command_window create_gold_window create_status_window # character window end #-------------------------------------------------------------------------- # * Create Commands #-------------------------------------------------------------------------- def create_command_window @command_window = Window_new_Menu.new(New_Menu::XPOS,New_Menu::YPOS,New_Menu::WIDTH) @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new @gold_window.x = 250 # position @gold_window.y = (Graphics.height - @gold_window.height)/ 1.45 # position end #-------------------------------------------------------------------------- # * Create Status Window (Characters) #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(65, 120) # position end #-------------------------------------------------------------------------- # * [Item] Command #-------------------------------------------------------------------------- def command_item SceneManager.call(Scene_Item) end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) end #-------------------------------------------------------------------------- # * [Save] Command #-------------------------------------------------------------------------- def command_save SceneManager.call(Scene_Save) end #-------------------------------------------------------------------------- # * [Exit Game] Command #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_End) end #-------------------------------------------------------------------------- # * [OK] Personal Command #-------------------------------------------------------------------------- def on_personal_ok case @command_window.current_symbol when :skill SceneManager.call(Scene_Skill) when :equip SceneManager.call(Scene_Equip) when :status SceneManager.call(Scene_Status) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel @status_window.unselect @command_window.activate end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) else @status_window.pending_index = @status_window.index end @status_window.activate end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @command_window.activate end end #-------------------------------------------------------------------------- # * Return to Calling Scene #-------------------------------------------------------------------------- def return_scene SceneManager.call(Scene_Map) end end class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Call Menu Screen in the Game #-------------------------------------------------------------------------- alias :new_call_menu call_menu def call_menu new_call_menu Sound.play_ok SceneManager.call(Scene_new_Menu) Window_MenuCommand::init_command_position end end #============================================================================== # * Status Window Configurations #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Window Width #-------------------------------------------------------------------------- def window_width Graphics.width - 128 # size end #-------------------------------------------------------------------------- # * Window Height #-------------------------------------------------------------------------- def window_height 96 + standard_padding * 2 # size end #-------------------------------------------------------------------------- # * Get Digit Count (formation) #-------------------------------------------------------------------------- def col_max return 4 end #-------------------------------------------------------------------------- # * Informations #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled) end #-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items (Selectable window) #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = item_height + 72 # selectable window height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end end #=============================================================================== # * Create a background for menu (it will also create a background for the # save screen. If you don't want background, delete it.) #=============================================================================== class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Creating a Background #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture("Menu Background") # Put your background here end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background end #-------------------------------------------------------------------------- # * Free Background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end end Screenshots: When you utilize my script, Give Credits!!
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Hello. I'm pixel artist and I want to scale up x2, x3, or more all graphics for my games automatically, not by hands. I found this topic but it's solution for vx ace, not for mv. Anyone can help me with plugin for mv please?
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- screen
- ultra graphics
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Hello all. I was having an issue which I was confused on. In my game, it seems like the sprites, and in fact the whole screen is a bit tinted when I go to the far left. I just noticed this as most of the events in my map occur near the middle of the screen. I created a separate game and removed all the custom scripts I had but situation remained the same. Is anyone else experiencing this and know what it's caused by? The game is still playable but it just irks me. Thanks!
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Name: Error Stack on Screen Version: 1.0 Author: Mr. Trivel Created: 2016-05-16 About the plugin: QoL improvement to show error stack on screen for easier bug reporting. Screenshot: How to use? Plug and Get Errors. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Hello, I'm Arin and as some of you might know, I'm currently working on my RPG Maker project: Broken Destiny. Right now, I have an improvised game over screen that I even used in my old projects, but I would like something a bit more flashy. What I require is a Game Over screen that fits the motif of the game: time travel. As such, I'm imploring one to make a Game Over screen that captures the essence of time growing to a standstill. A broken watch in the lower right-hand corner on a gray and black background will suffice. Fitting in with the theme of destiny, however, should be a quote in the top right-hand corner. "And so ends the tale of a broken destiny..." to fit in the game. The font needs to be in a readable, but somewhat elegant effect. I can pay for your services and I will give you mention in the game's credits for making the Game Over screen. If you are interested in making a Game Over screen, please give me your thought and input.
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Author: Mr. Trivel Name: Simple Save/Load Screen Created: 2016-03-14 Version: 1.0 What does it do? Shows faces instead of character sprites and adds 4 lines of things. Screenshots: How to use? Just change plugin parameters to your needs and that is it. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Author: Mr. Trivel Name: Simple Title Screen Created: 2016-03-14 Version: 1.1 What does it do? Changes title screen by making commands images and adding Press Start before command window appears. Screenshots: How to use? Title screen image is selected in database per usual. Other images go into img\system: img\system\titleCursor.png - can be omitted if cursor is set to false img\system\titleBehindCommand.png - can be omitted if behind is set to false img\system\titlePressStart.png - can be omitted if press s tart is set to false Remaining images have dynamic names which are constructor from word 'command_' and handler name. Example: command_newGame, command_continue, command_options. Those three are in default RPG Maker MV. If you have other plugins, you might need to add more images. Alternative command images when selected are named in similar fashion: commandAlt_CommandName Example: commandAlt_newGame, commandAlt_continue, commandAlt_options Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Name: Luminus Status Screen Version: 1.0 Author: Mr. Trivel Created: 2015-11-28 What does it do? Changes how Character Status is displayed. Screenshots: How to use? Luminus Status Screen changes background according to the map you're in. Use following note tag in map note fields for that: <LuminusBackground: [FILENAME]> Note: Don't forget each actor needs an image. They're named like this: LuminusActor#.png # represents Actor ID. So if you had actor with ID 77, you'd need LuminusActor77.png file. All image files go to img\system\ Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Required Files: <Link: Mediafire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
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Name: Progress Title Screen Version: 1.0 Author: Mr. Trivel Created: 2015-11-26 What does it do? Changes title screen image according to highest game progress among the savefiles. Screenshots: Nothing to really show here. How to use? Setup plugin Parameter - Image List - with title screens you want. E.g. Book,Castle,Crystal,Sword,Volcano (note, there aren't any spaces between them after comma) Then you can use Plugin Command to change the progress: TitleScreen [PROGRESS] [PROGRESS] - which title screen to show. E.g. TitleScreen 4 - would show Sword title screen. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
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Here's a video tutorial that demonstrates how to create your own pause screen using events. This is meant to demonstrate how a pause screen can be done using events. Due to the limitations of event pictures (such as showing under windows and text and some other sprites), you will need scripts to bring it above other things. Originally posted at HimeWorks.
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Which do you guys prefer? 1) 2) Please answer in the poll above. If you want to discuss why you like it over the other, by all means, comment!
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Guys can you rate or comment for my title screen from my upcoming game KAKOKU no SENSO!? <3 its a bit simple but elegean i think so for me!




