03-03-2016, 04:04 AM
XAIL MENU from RPG VX ACE to RPG XP
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03-03-2016, 06:29 AM
What I meant was, what would happen if Put your your current works above main? Would they actually do something or arent they not prepared yet for using.
03-04-2016, 04:15 AM
Nope. Those just store your data... the configuration for the rest of the system that I gotta write.
Early screenie showing that it 'is' loading and drawing the menu and side stats. Just not set up for font sizes and etc as yet. Xail1.png (Size: 79.47 KB / Downloads: 88)
03-04-2016, 05:21 AM
Looks fine for now :)))
Thanks for your hard work.
03-12-2016, 04:07 AM
I still call this an early stage, but the mechanics to select your hero in the 2x3 window works. So while it is not visually a match, it is mostly functional.
Fonts and font styles not added, icons in the right window needed, altered help window needed... and a few niceties here and there. But it is coming along. Sorry for the slow speed. Currently limited in time. Xail_Rnd_2.png (Size: 43.23 KB / Downloads: 75)
03-13-2016, 01:17 AM
Take your time sir - its better to work slowly and accurate than rushing things.
Keep up the work please. And whos the girl? lol :)) Thank you bottom of my heart.
03-13-2016, 04:19 AM
FIRP! How did ... I .. um... Kyonides said he was trying to fix me up with someone. Removes (but kyonides pic still in 'What's on your Mind' topic).
Oh, thinking of making the windows individually modular so the command window has its own font set, its own optional background, individual dimensions and placement values... and likewise for the other windows. You may appreciate it as it will be when released, but you will have the option to widen, shrink, and move things about within some limits. I call it mogging a menu.
03-16-2016, 07:01 PM
Work continues.
As you can see, spacing as well as font sizes have now been introduced. In fact, each window now includes their own window positioning and resizing arrays, AND each window has its own font setup... almost like the Xail system. I didn't include font color (yet), but I did add a little extra touch.... FONTZ Okay... no hookups from Kyonides is showing.... FontZ is a script I wrote three years ago (and only just bumped to fix an issue regarding full underlines). With FontZ, I can easily add shadows, outlines, underlines and strikethru effects into texts, and even change the color(s) of these said effects. As you may guess, the ability to set these effects to the text in the windows will be implemented in the configuration system... even for the color of the effects. It will not crash if FontZ is not in use. But it will not show the extra font effects without FontZ. I have not (as yet) altered the icon rendering system, nor the text alignment for either the Command or Stats window. But you can probably guess, it is going to happen. Hm... things to add (looks at original config)... 1) Playtime icon (and thus window) 2) Turning on/off windowskins -- that makes me think transparent windows so I may be able to show the map behind the menu as an extra feature 3) Menu Music. Yeesh. They still use that? *sigh...* 4) HP/SP/EXP bars... Heheh... duh 5) Background. Oh, well, that's like what I would use with the windowskins turned off in #2. 6) Transitions. Hm. Of these, I think Moggy just doesn't use #3. EDIT: A safeguard that I want to implement: FORCED WINDOW RESIZING: If the options/contents added does not properly match the allowed space within a window, a message will appear that would inform the game designer that the window will be resized to fit the contents. When this happens, the window WILL be redrawn and the new specs given to the designer. This is useful when dealing with windows that have scrolling options such as the command window. For example, if you have too many options to show on the window, the window resizes so the 'top' of the next line doesn't arbitrarily show. Clippage is never a good thing. So, it should resize. Xail_Rnd_3.png (Size: 214.2 KB / Downloads: 55)
03-17-2016, 01:16 AM
You my friend are truely god sent! its f****** awesome. The font is awesome too. I hope the font script you mentioned will not just collide with the Multiple Message Windows script by wachunga.
Thanks! Big hug from me.
03-17-2016, 03:32 AM
Wachunga's MMW only changed the font styles that were built into RPGMaker XP's default bitmap code, using either \b or \i in his list of message commands. My fontZ doesn't change those, but merely adds new font styles. If Wachunga added the new font styles of shadow or outline... THEN there would be a problem.
Nothing to worry about. |
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