KButtonsManager 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: KButtonsManager XP (/thread-8600.html) |
KButtonsManager XP - kyonides - 11-22-2022 KButtonsManager XP
by Kyonides
Introduction Are you bored of using the same boring menu window in your game projects? Do you want your game to look way different than those thousands of Steam games floating around? Now you have got a chance to be original! A Brief Explanation
Let's take a look at the custom Scene_Title script included in the demo as an example of how to use it effectively. Here we got the make_buttons method I defined there. It pretty much contains all you need to know about the script calls needed to make it work properly. (By the way, it is called from the scene's main method.) Code: def make_buttons Later on you would only need to dispose the Button Manager like this: Code: @manager.dispose Screenshot
Terms & Conditions Free for use in non commercial games. Contact me if you are going commercial. Mention my nickname in your game credits. RE: KButtonsManager - kyonides - 11-24-2022 VX or VX ACE?
Why not both of them?
As you might have noticed already, my dear fellow forumers, I have updated this thread and its demos over and over again for a very important reason. I have included new demos for XP, VX and VX ACE! Here is the proof!
RE: KButtonsManager - kyonides - 11-26-2022 Black Friday's Bug Fixes
Well, I gotta admit that I had to correct the vertical scroll feature of my scripts because they were scrolling horizontally until last night. I had also made other small changes to the code, but they are not visible at all. OK, I really hope that you will find them useful for making interesting menus. RE: KButtonsManager - kyonides - 12-15-2022 Maintenance Updates
I had to update all of the demos because I noticed that the scripts didn't offer all of the features already available in the RMXP version or they didn't keep track of the button's height, which is important for its location in the invisible grid. Besides, all of them needed to be able to change the gray out feature at will. I realized that I had to change it after I was working on Kuests Dynamis and badly needed to update the Side Quests and Active Quests lists simultaneously. |