KButtonsManager VX + ACE - 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 VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread: KButtonsManager VX + ACE (/thread-9673.html) |
KButtonsManager VX + ACE - kyonides - 09-27-2024 KButtonsManager VX + ACE
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 VX Version This is how it would look like in RMVX. Code: class Scene_Title Of course, there are other details to keep in mind, but it is better to take a look at the full scripts to learn how to properly use them. Screenshot
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