10-08-2009, 11:41 PM
Window Skin Template
Template
Template Key
Text from the RPGVX help file
These are graphics measuring 128 x 128 pixels, as seen here. They're usually in 32-bit PNG format.
A
Window background 1. A 64 x 64 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, which is a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows mean you don't need to make the images themselves translucent.
B
Window background 2. This 64 X 64 pattern is drawn tiled over background 1.
CDEF
The window frame and scroll arrows. The four corners are drawn at a set size of 16 x 16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.
G
The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.
HIJK
The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16 x 16 pixels.
L
A text color that can be used for the control characters used for the [Show Text] event command. Consists of 8 X 8 images (colors) arranged with 8 horizontal columns and 4 vertical rows.
Indepth Key
C
The scroll arrows, these indicate if a list window continues to the sides, ie: Item window.
D
Window frame decoration 32x32. The blue edge indicates where the background ends behind the frame, so you should have no transparency within the green area.
E
Window frame decoration that goes next to D. The blue edge indicates where the background ends behind the frame, so you should have no transparency within the green area. It should have a continuation from F and D.
F
Window frame Corners 32x32. The blue edge indicates where the background ends behind the frame, so you should have no transparency within the green 28x28 area.
G
The selection box 32x32. The lighter green 28x28 centre should have either a solid colour or a gradient as this area stretches. The darker green 2px border does not stretch and should be a frame for the selection window.
H
Pause arrow frame 1.
I
Pause arrow frame 2.
J
Pause arrow frame 3.
K
Pause arrow frame 4.
L
Font colours, you should check the script editor for a markup of what colours go where. It's best to leave this how it is.
The black area around C is not used
Because DEF in this shot are not transparent you can't see that the background only goes up to the blue edge, but it does because as you can see from other VX window skins the selection box (usually) doesn't fit snug against the frames like that, they only do because I left the DEF not transparent.
Template
Template Key
Text from the RPGVX help file
These are graphics measuring 128 x 128 pixels, as seen here. They're usually in 32-bit PNG format.
A
Window background 1. A 64 x 64 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, which is a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows mean you don't need to make the images themselves translucent.
B
Window background 2. This 64 X 64 pattern is drawn tiled over background 1.
CDEF
The window frame and scroll arrows. The four corners are drawn at a set size of 16 x 16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.
G
The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.
HIJK
The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16 x 16 pixels.
L
A text color that can be used for the control characters used for the [Show Text] event command. Consists of 8 X 8 images (colors) arranged with 8 horizontal columns and 4 vertical rows.
Indepth Key
C
The scroll arrows, these indicate if a list window continues to the sides, ie: Item window.
D
Window frame decoration 32x32. The blue edge indicates where the background ends behind the frame, so you should have no transparency within the green area.
E
Window frame decoration that goes next to D. The blue edge indicates where the background ends behind the frame, so you should have no transparency within the green area. It should have a continuation from F and D.
F
Window frame Corners 32x32. The blue edge indicates where the background ends behind the frame, so you should have no transparency within the green 28x28 area.
G
The selection box 32x32. The lighter green 28x28 centre should have either a solid colour or a gradient as this area stretches. The darker green 2px border does not stretch and should be a frame for the selection window.
H
Pause arrow frame 1.
I
Pause arrow frame 2.
J
Pause arrow frame 3.
K
Pause arrow frame 4.
L
Font colours, you should check the script editor for a markup of what colours go where. It's best to leave this how it is.
The black area around C is not used
Because DEF in this shot are not transparent you can't see that the background only goes up to the blue edge, but it does because as you can see from other VX window skins the selection box (usually) doesn't fit snug against the frames like that, they only do because I left the DEF not transparent.