Thread Rating:
  • 2 Vote(s) - 1 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 My Windowskins
#1
i present u some of my windowskin works.
some i made off of winamp skins, other ones inspired me to make. Cheery

note: some of which will be in my game!

check below for windowskin tiling and cursor add-on scripts!

windowskins

[Image: blueled.png]

[Image: energyamp.png]

[Image: gbwin.png]

[Image: hifi.png]

[Image: orange.png]

[Image: redcobra.png]

[Image: redcore.png]

[Image: redfuture.png]

[Image: slickblack2.png]

[Image: slickblue.png]

[Image: slickorange.png]

[Image: systemshock.png]
Reply }
#2
part 2

[Image: techy.png]

[Image: techyhorizon.png]

[Image: techymetal.png]

[Image: techywood.png]

[Image: white.png]

[Image: windows7.png]

Enjoy :3
Reply }
#3
Dont want the windowskin background to stretch but tile instead?

Code:
#==============================================================================
#????Window Base Edit ver. 1.10???
#??Script by ParaDog
#??http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# Allows editing of the font, text color and tiling of the window backgrounds.
#------------------------------------------------------------------------------
# ?Installation?
# Insert below Scene_Debug
#==============================================================================

module PARA_WINDOW_CUSTOM
  
  # Tile/Stretch setting for the window background ? true/false ?
  SKIN_TILING = true

  # Opacity of message window
  BACK_OPACITY = 160
  
  # Normal text color
  COLOR_NORMAL    = Color.new(255, 255, 255, 255)
  # Disabled text color
  COLOR_DISABLED  = Color.new(255, 255, 255, 128)
  # System text color
  COLOR_SYSTEM    = Color.new(192, 224, 255, 255)
  # Crisis text color
  COLOR_CRISIS    = Color.new(255, 255, 64, 255)
  # Knockout text color
  COLOR_KNOCKOUT  = Color.new(255, 64, 0, 255)

  # Message code "\C[n]" determines which color setting is used.
  # Syntax: COLOR_SET[n] = Color.new(red, green, blue, opacity)  where 'n' = 0-7
  COLOR_SET=[] # Please do not delete this line
  COLOR_SET[0]    = Color.new(255, 255, 255, 255)
  COLOR_SET[1]    = Color.new(128, 128, 255, 255)
  COLOR_SET[2]    = Color.new(255, 128, 128, 255)
  COLOR_SET[3]    = Color.new(128, 255, 128, 255)
  COLOR_SET[4]    = Color.new(128, 255, 255, 255)
  COLOR_SET[5]    = Color.new(255, 128, 255, 255)
  COLOR_SET[6]    = Color.new(255, 255, 128, 255)
  COLOR_SET[7]    = Color.new(192, 192, 192, 255)
  
  # Fontname(s)
  # Can hold multiple fonts if separated with ",".  Ex: ["Arial","MS Mincho"] )
  FONT_NAME       = ["Times New Roman", "MS Mincho"]
  FONT_SIZE       = 22      # The default font size
  FONT_BOLD       = false   # Bolded text? ?true/false?
  FONT_ITALIC     = false   # Italicized text? ?true/false?
  
end

# End of the config section
#------------------------------------------------------------------------------

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  Font.default_color = PARA_WINDOW_CUSTOM::COLOR_NORMAL
  Font.default_name = PARA_WINDOW_CUSTOM::FONT_NAME + ["MS PGothic"]
  Font.default_size = PARA_WINDOW_CUSTOM::FONT_SIZE
  Font.default_bold = PARA_WINDOW_CUSTOM::FONT_BOLD
  Font.default_italic = PARA_WINDOW_CUSTOM::FONT_ITALIC
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_para_window_custom initialize
  def initialize(x, y, width, height)
    initialize_para_window_custom(x, y, width, height)
    self.stretch = !(PARA_WINDOW_CUSTOM::SKIN_TILING)
  end
  #--------------------------------------------------------------------------
  # * Get Text Color
  #     n : text color number (0-7)
  #--------------------------------------------------------------------------
  def text_color(n)
    return PARA_WINDOW_CUSTOM::COLOR_SET[n]
  end
  #--------------------------------------------------------------------------
  # * Get Normal Text Color
  #--------------------------------------------------------------------------
  def normal_color
    return PARA_WINDOW_CUSTOM::COLOR_NORMAL
  end
  #--------------------------------------------------------------------------
  # * Get Disabled Text Color
  #--------------------------------------------------------------------------
  def disabled_color
    return PARA_WINDOW_CUSTOM::COLOR_DISABLED
  end
  #--------------------------------------------------------------------------
  # * Get System Text Color
  #--------------------------------------------------------------------------
  def system_color
    return PARA_WINDOW_CUSTOM::COLOR_SYSTEM
  end
  #--------------------------------------------------------------------------
  # * Get Crisis Text Color
  #--------------------------------------------------------------------------
  def crisis_color
    return PARA_WINDOW_CUSTOM::COLOR_CRISIS
  end
  #--------------------------------------------------------------------------
  # * Get Knockout Text Color
  #--------------------------------------------------------------------------
  def knockout_color
    return PARA_WINDOW_CUSTOM::COLOR_KNOCKOUT
  end
end

#==============================================================================
# ** Window_Message
#------------------------------------------------------------------------------
#  This message window is used to display text.
#==============================================================================

class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # * Set Window Position and Opacity Level
  #--------------------------------------------------------------------------
  alias reset_window_para_window_custom reset_window
  def reset_window
    reset_window_para_window_custom
    self.back_opacity = PARA_WINDOW_CUSTOM::BACK_OPACITY
  end
end
Reply }
#4
want to include a cursor infront of the selection?
[Image: windowskin.jpg]
script:
Code:
#==============================================================================
#????Arrow-Type Selection Cursor?ver. 1.12???
#??Script by ParaDog
#??http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# Uses an optional picture for the cursor in command selection windows.
#==============================================================================

module PARA_LEFT_CURSOR
  

  # Name of the cursor file (in the "Graphics/Windowskin" folder)
  FILE_NAME = "cursor"

  # Cursor type ? 0: Arrow  /   1: Arrow & Rect Border ?
  TYPE = 0

end

# End of the config section
#------------------------------------------------------------------------------

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base
  #--------------------------------------------------------------------------
  #  * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  alias cursor_rect_para_lcr cursor_rect
  def cursor_rect=(rect)
    if PARA_LEFT_CURSOR::TYPE == 1
      super(rect)
    end
    empty = Rect.new(0,0,0,0)
    if rect != empty and self.visible != false and @index != -1
      if @cursor == nil or @cursor.disposed?
        # Draw the sprite
        @cursor = Sprite.new
        @cursor.bitmap = RPG::Cache.windowskin(PARA_LEFT_CURSOR::FILE_NAME)
      end
      # Move the position of cursor sprite
      @cursor.x = self.x + rect.x
      cy = (rect.height-32) / 2
      @cursor.y = self.y + cy + rect.y + 16
      @cursor.z = self.z + 2
    elsif @cursor != nil
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  alias dispose_para_cur dispose
  def dispose
    super
    if @cursor != nil
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * self.visible
  #--------------------------------------------------------------------------
  def visible=(bool)
    super
    # Dispose if cursor and window contents bit map is set
    if @cursor != nil and bool == false
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * self.x
  #--------------------------------------------------------------------------
  def x=(x)
    super
    if @index != nil
      # Update cursor rectangle
      update_cursor_rect
    end
  end
  #--------------------------------------------------------------------------
  # * self.y
  #--------------------------------------------------------------------------
  def y=(y)
    super
    if @index != nil
      # Update cursor rectangle
      update_cursor_rect
    end
  end
end
animation add-on (need script above):
Code:
#==============================================================================
#??? Arrow-Type Selection Cursor - Animated Cursor ver. 1.00 ??
#??Script by ParaDog
#??http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# An optional add-on for the "Arrow-Type Selection Cursor" script.
#------------------------------------------------------------------------------
# Uses the same cursor filename in the "Arrow-Type Selection Cursor" script for
# the individual files.  If the cursor filename is 'hand' and the system is set
# for a 3 frame animation, the images used would be:  hand1,  hand2  and  hand3
# to create the animated cursor.
#==============================================================================

module PARA_LEFT_CURSOR

  # The number of images used in the cursor's animation
  MAX_FRAMES = 3

  # Animation delay speed.
  # Smaller values decrease speed between animation frames (ie faster animation)
  ANM_SPEED = 5

end

# End of the config section
#------------------------------------------------------------------------------

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base
  #--------------------------------------------------------------------------
  #  * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  alias cursor_rect_para_lcr cursor_rect
  def cursor_rect=(rect)
    if PARA_LEFT_CURSOR::TYPE == 1
      super(rect)
    end
    empty = Rect.new(0,0,0,0)
    if rect != empty and self.visible != false and @index != -1
      if @cursor == nil or @cursor.disposed?
        # Draw the sprite
        @cursor = Sprite.new
        @cursor_anm_frame = 1
        @cursor.bitmap = RPG::Cache.windowskin(PARA_LEFT_CURSOR::FILE_NAME+@cursor_anm_frame.to_s)
        @cursor_wait = PARA_LEFT_CURSOR::ANM_SPEED
      end
      # Moving the position of cursor sprite
      @cursor.x = self.x + rect.x
      cy = (rect.height-32) / 2
      @cursor.y = self.y + cy + rect.y + 16
      @cursor.z = self.z + 2
    elsif @cursor != nil
      @cursor.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Frame update
  #--------------------------------------------------------------------------
  def update
    super
    if @cursor != nil and @cursor.disposed? == false
      if @cursor_wait == nil or @cursor_wait <= 0
        @cursor_wait = PARA_LEFT_CURSOR::ANM_SPEED
        @cursor_anm_frame += 1
        if @cursor_anm_frame > PARA_LEFT_CURSOR::MAX_FRAMES
          @cursor_anm_frame = 1
        end
        @cursor.bitmap = RPG::Cache.windowskin(PARA_LEFT_CURSOR::FILE_NAME+@cursor_anm_frame.to_s)
      else
        @cursor_wait -= 1
      end
    end
  end
end
default cursor
[Image: cursor.png]
black(by me)
[Image: cursor_.png]
white(by me)
[Image: cursorw.png]
Reply }
#5
Cool, I will use the tile stretching and the animated cursor.
thx for that
Reply }
#6
here are some new ones i worked on:
[Image: slick.png]

[Image: slicksnow.png]

[Image: wws1.png]

:)
Reply }
#7
just squeezing in 2 more for now. ^_^;

[Image: bluecube.png]

[Image: notepad.png]
Reply }
#8
jesus christ your good dips <3 :p
Reply }
#9
thanks megaflare :)
Reply }
#10
2 new ones i just worked on today :)

[Image: redfuture2.png]

[Image: windows7c.png]
Reply }




Users browsing this thread: 3 Guest(s)