KMenus XP - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: KMenus XP (/thread-5751.html) |
RE: KMainMenu KSkillMenu XP - Mel - 03-19-2016 When selecting a hero but instead of confirming to open the skillmenu pressing ESC to cancel. RE: KMainMenu KSkillMenu XP - Steel Beast 6Beets - 03-19-2016 (03-18-2016, 11:41 PM)kyonides Wrote: I knew it, now it's clear that it wasn't my fault. You know, the actual audio file is called '047-Positive03'. Even so you got lucky, the default XP behavior would have closed the demo because it didn't find the audio file. My newest demo already includes another one, namely '025-Town03'. I knew it had to work properly because it's pretty much the same method I used in KMainMenu XP, the only difference was the actual audio flename. (We need a "smack forehead" smilie for situation like this one) I didn't realize until now that KSkillMenu XP also has an option to put music on the menu. My apologies for the confusion. At any rate, I tested the script again and this error popped out: RE: KMenus XP - kyonides - 03-19-2016 The Bump Empire Strikes Back!
Thank you for your reports, Melana and Steel. @Melana: Please cut the error message window pretty much like Steel did on the previous post so the screenshot doesn't take too much space. I know it's not mandatory but it helps us a bit. Thanks for understanding. And now regarding your report I have to tell you that I missed that part and never figured out that one might need to undo the selection because of something so normal as to suddenly have pressed the OK button while on the wrong menu option. Now it's possible to go back to the main menu window without any error popping up in your face. @Steel: Well, I had to make several changes before and after you posted you report so I guess it just was an "ooops" on my behalf but it's already fixed in this new version of the KMenus demo. RE: KMenus XP - Steel Beast 6Beets - 03-19-2016 Alright, I found an error while trying to access the status screen of a reservist: RE: KMenus XP - kyonides - 03-19-2016 Er, that's possible and normal basically because I don't offer any custom status menu that includes reservists so it will always end up popping up an error message. If you have any idea of how a new version of the status scene should look like, ie. by making a mockup I can take a look at, then I can see if I'll make one with the same feeling the other menus have by now. RE: KMenus XP - kyonides - 03-20-2016 Feel The Wrath Of The Bump Of Justice!
(Is that the kind of stuff Prince Philionel would say?) The KBGMMenu XP script is slowly getting close to be finished, now you can check the BGM list and even add more BGM in game via a script call. Even so you can't pick one to set it up as the new BGM for that specific menu scene... I also need to add more graphics to make it look like a BGM submenu but that could take some time... RE: KMenus XP - kyonides - 03-21-2016 The Bump Can Get No Sleep At All!
I announce to all forumers that I have released a new version of my KMenus XP scripts. I had to update all of them this time to make sure the player could save his or her global audio settings after switching from Title or Main Menu scene to the KBGM Menu and leave it to keep playing the game. Just in case there are several people interested in getting more menu scripts like those 4 I'm providing with my demo for other scenes, you got to know that you can post mockup menus to help me develop those new scene scripts for you. RE: KMenus XP - kyonides - 03-23-2016 The Sad Bump
I updated all scripts in my demo so I could add a new script namely KSaveMenu XP but don't get confused, it already includes Save and Load Menus. I got to admit it's still in development but it lets you save or load your saved games. Important Warning! If you included other save / load menu related scripts then you should know they might not be compatible with my scripts unless they only applied minor changes to 2 specific methods, write_save_data and read_save_data. In case they only modified those 2 methods, you might need to place them beneath my KTitleMenu XP script to make all of them work properly. RE: KMenus XP - Mel - 03-24-2016 When trying to switch heroes. Beside that the load/save menu looks good.! RE: KMenus XP - kyonides - 03-24-2016 Where it says... face = KMainMenu::NO_FACE_NAME if KMainMenu.no_face?(face) ...it should now say... face = KMainMenu::NO_FACE_NAME if KMenus.no_face?(face) ...and that's pretty much all. Oh you can also add 1 to the last digit in the script version if you like. |