[DYNRPG] MAIN MENU GAME PLAYTIME CLOCK & BACKGROUND/FOREGROUND OPTIONS
Add a clock & images to the default main menu!
- PepsiOtaku
- 06/13/2013 01:14 PM
- 32938 views
==========================================================================
Main Menu Game Playtime Clock w/Foreground & Background Image Support v4.1
For RPG Maker 2003 with DynRPG v0.13 or higher
By PepsiOtaku
==========================================================================
I'd like to share a plug-in I just finished. This plug-in calculates & displays the time played in the main menu. It does this by identifying the amount (in seconds) the current session has been open (since either starting a new game or loading a save), and adds this amount to the total playtime, then converts the result to a clock format.
I made sure there were no memory leaks or anything, so this plugin should be stable. Let me know if you spot any serious issues!
Installation
To install the plugin, make sure that you have patched your project with cherry's DynRPG patch which
can be found here: http://cherrytree.at/dynrpg
1. Copy the "game_clock.dll"into the DynPlugins folder of your own project.
2. Edit Picture\menu-time_fg.png to match your project's system graphic. This image also doubles as a foreground image, which you can use to further decorate/modify the menu screen. The file can be changed via your DynRPG.ini file.
3. Additionally, this plugin supports adding a background image (placed behind the system window)
4. Add the following (between the asterisks) to your DynRPG.ini
5. Change the numeric values 4003, 4004 etc to the variables of your choice.
6. Pixel.png is a dummy image used for the text display.
7. TimeTextDisplay is the actual label text displayed in the menu.
8. ForegroundImage is the window image below the time display. You can use this image to alter other aspects of the main menu screen. See below. The image on the right shows the alterations I made.
9. If you would like to add a background, change the value of BackgroundImage to the file of your choice.
Note: The ForegroundImage and BackgroundImage must be no larger than 320x240
Forgot to add this to the readme, but this is an explanation of the variables:
SessionStart - Stores the cpu time the session started (in seconds)
SessionCurrent - Stores the cpu time the session is currently on (in secs)
SessionSecs - Stores the difference (in secs)
PlaytimeSecs - This is your total gameplay time on a particular save. This can only be edited to a specific value by setting the RestartTrigger.
PlaytimeHH - Hour digit (Max is 65535)
PlaytimeMM - Minute digit
PlaytimeSS - Second digit
RestartTrigger - Used to manually set the playtime to a certain time (ie. Setting it to "0" would reset the time to 0)
NEW TO VERSION 4
================
4.1 - Small bugfix with the rect calculations
Nothing visual, but the code is more efficient. onFrame callback no longer loads/unloads the foreground
image every frame.
Added rect calculations for the background image, which should be supported by future versions of DynRPG.
(thanks Cherry!) Save/load menu is unaffected by this.
Version 3
=========
Bugfixes
Version 2
=========
- Fixed BackgroundImage on Save/Load menu
- Added support for variable controlled foreground & background images. Use "ForegroundVar" and
"BackgroundVar" to set the variable ID's youw ill use to control the background images
- "ForegroundImage" and "BackgroundImage" still identify the default images. To define additional images,
make a copy of those with the number you will assign the variables to after the identifier.
Example: If ForegroundVar 4011 is set to "2", the plugin will look for "ForegroundVar2="
With this functionality, you can add multiple system sets to your game, and the plugin can still support it
Extra: Extract game_clock_testProject.rar to see a test project with it in action!
Instructions
This plugin is pretty much plug and play, so just load your game, then open the menu! Voila!
Main Menu Game Playtime Clock w/Foreground & Background Image Support v4.1
For RPG Maker 2003 with DynRPG v0.13 or higher
By PepsiOtaku
==========================================================================
I'd like to share a plug-in I just finished. This plug-in calculates & displays the time played in the main menu. It does this by identifying the amount (in seconds) the current session has been open (since either starting a new game or loading a save), and adds this amount to the total playtime, then converts the result to a clock format.
I made sure there were no memory leaks or anything, so this plugin should be stable. Let me know if you spot any serious issues!
Installation
To install the plugin, make sure that you have patched your project with cherry's DynRPG patch which
can be found here: http://cherrytree.at/dynrpg
1. Copy the "game_clock.dll"into the DynPlugins folder of your own project.
2. Edit Picture\menu-time_fg.png to match your project's system graphic. This image also doubles as a foreground image, which you can use to further decorate/modify the menu screen. The file can be changed via your DynRPG.ini file.
3. Additionally, this plugin supports adding a background image (placed behind the system window)
4. Add the following (between the asterisks) to your DynRPG.ini
**********************************************
[game_clock]
SessionStart=4003
SessionCurrent=4004
SessionSecs=4005
PlaytimeSecs=4006
PlaytimeHH=4007
PlaytimeMM=4008
PlaytimeSS=4009
RestartTrigger=4010
ForegroundVar=4011
BackgroundVar=4012
ForegroundImage=Picture\menu-time_fg.png
DummyImage=Picture\Pixel.png
BackgroundImage=Picture\Pixel.png
TimeTextDisplay=Time
**********************************************
5. Change the numeric values 4003, 4004 etc to the variables of your choice.
6. Pixel.png is a dummy image used for the text display.
7. TimeTextDisplay is the actual label text displayed in the menu.
8. ForegroundImage is the window image below the time display. You can use this image to alter other aspects of the main menu screen. See below. The image on the right shows the alterations I made.
9. If you would like to add a background, change the value of BackgroundImage to the file of your choice.
Note: The ForegroundImage and BackgroundImage must be no larger than 320x240
Forgot to add this to the readme, but this is an explanation of the variables:
SessionStart - Stores the cpu time the session started (in seconds)
SessionCurrent - Stores the cpu time the session is currently on (in secs)
SessionSecs - Stores the difference (in secs)
PlaytimeSecs - This is your total gameplay time on a particular save. This can only be edited to a specific value by setting the RestartTrigger.
PlaytimeHH - Hour digit (Max is 65535)
PlaytimeMM - Minute digit
PlaytimeSS - Second digit
RestartTrigger - Used to manually set the playtime to a certain time (ie. Setting it to "0" would reset the time to 0)
NEW TO VERSION 4
================
4.1 - Small bugfix with the rect calculations
Nothing visual, but the code is more efficient. onFrame callback no longer loads/unloads the foreground
image every frame.
Added rect calculations for the background image, which should be supported by future versions of DynRPG.
(thanks Cherry!) Save/load menu is unaffected by this.
Version 3
=========
Bugfixes
Version 2
=========
- Fixed BackgroundImage on Save/Load menu
- Added support for variable controlled foreground & background images. Use "ForegroundVar" and
"BackgroundVar" to set the variable ID's youw ill use to control the background images
- "ForegroundImage" and "BackgroundImage" still identify the default images. To define additional images,
make a copy of those with the number you will assign the variables to after the identifier.
Example: If ForegroundVar 4011 is set to "2", the plugin will look for "ForegroundVar2="
**********************************************
ForegroundImage1=Picture\menu-time_fg2.png
BackgroundImage1=Panorama\canyon04.png
BackgroundImage2=Panorama\cyberspacelol.png
BackgroundImage3=Panorama\forest05.png
**********************************************
With this functionality, you can add multiple system sets to your game, and the plugin can still support it
Extra: Extract game_clock_testProject.rar to see a test project with it in action!
Instructions
This plugin is pretty much plug and play, so just load your game, then open the menu! Voila!
Details
- 1.2 MB
- 519
- 04/18/2024 08:01 PM
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Posts
hey Pepsi you can extend the functionality of this plugin and system transpwin(http://rpgmaker.net/engines/rt2k3/utilities/24/?post=527766#post527766) to the shop scene?
It's weird that you bring this up. I am working on refactoring this plugin (same functionality with less code) as of like 2 days ago. I haven't updated this plugin in so long because the drawText() function was broken in 0.20+, however, bugmenot sent me the info to basically rewrite it, so now it works, and I can update this plugin again finally.
I was thinking about additions too though. Transparent Windows is already added, and that I'll look into doing stuff with the shop scene.
I was thinking about additions too though. Transparent Windows is already added, and that I'll look into doing stuff with the shop scene.
Can you do something to fiddle with textbox? I want to be able to choose whether the textbox is solid or translucent (I wouldn't bother, but another plugin, can't remember which, gave the textboxes translucency and now I'm driving myself nuts trying to match the screen in the BG with the text in the FG). I might also want a text BG
author=PepsiOtaku
It's weird that you bring this up. I am working on refactoring this plugin (same functionality with less code) as of like 2 days ago. I haven't updated this plugin in so long because the drawText() function was broken in 0.20+, however, bugmenot sent me the info to basically rewrite it, so now it works, and I can update this plugin again finally.
I was thinking about additions too though. Transparent Windows is already added, and that I'll look into doing stuff with the shop scene.
Also a funny thing: Just recently, I rewrote parts of the plugin so that it basically only serves as a way to implement a picture in the menu and not display any time. Kind of weird for a time display plugin, but maybe you could consider an option for that.
I've seen more people who would like a "MenuModifier + Optional Time Display" than "Time Display + Optional Menu Picture" plugin.
@bulma is this what you want?
http://rpgmaker.net/engines/rt2k3/utilities/36/
http://rpgmaker.net/engines/rt2k3/utilities/36/
Uhhhh, maybe? I dunno.
No, that seems to do with battle gauges. Pretty cool, if you want to suddenly switch the battle mode, just not what I'm looking for.
(Dammit Pepsi, why do you never do tutorials? I don't use game interfaces if I don't seem them in action, because I'm worried that I forgot some part. I'm a visual/haptic learner. I figure stuff out by trying stuff, not by reading and rereading to make sure I didn't miss something. That's an hour that I have to spend figuring out how to insert into a game, when I could literally just play a demo, and then figure out be reading how the code fit together)
Remember Final Fantasy 6? In the Config menu, they have Window 1-8 (1 is default). 2 looks like grey gravel, 3 is water, 4 looks like soil layers, 5 like clouds, 6 like carved stone, 7 like forest, and 8 is a chocobo pattern.
Basically, I want to be able to make a background to text windows. I'm not sure that has been done yet.
No, that seems to do with battle gauges. Pretty cool, if you want to suddenly switch the battle mode, just not what I'm looking for.
(Dammit Pepsi, why do you never do tutorials? I don't use game interfaces if I don't seem them in action, because I'm worried that I forgot some part. I'm a visual/haptic learner. I figure stuff out by trying stuff, not by reading and rereading to make sure I didn't miss something. That's an hour that I have to spend figuring out how to insert into a game, when I could literally just play a demo, and then figure out be reading how the code fit together)
Remember Final Fantasy 6? In the Config menu, they have Window 1-8 (1 is default). 2 looks like grey gravel, 3 is water, 4 looks like soil layers, 5 like clouds, 6 like carved stone, 7 like forest, and 8 is a chocobo pattern.
Basically, I want to be able to make a background to text windows. I'm not sure that has been done yet.
author=bulmabriefs144
(Dammit Pepsi, why do you never do tutorials?
Don't make your problems my problems. If you can't take a couple minutes to read some simple directions, then you should pick up a different hobby.
System set switching is something I'm looking into. Last time I tried messing with it (like a year ago) I came across some palette weirdness (mainly with text). Knowing what I know now, it might be nothing. Building it into a system menu is a whole different story. I have to build the system menu first. :)
(rant) I have a learning disability, I'm ADD. I can read and understand in such a way, but it's a nuisance. It is extremely annoying to me to sit down and read something without context clues, or included materials. At the very least, having included pictures and files showing the model of how things fit together, I can say "(animated_monsters) Okay, I need to make a folder with the name of the monster, and 1-12 or whatever for each frame." I can read novels no problem, but instruction manuals are harder (I found video game manuals easier since they usually had accompanying pictures).
Different people have different approaches to learning things. Believing that a one-size approach is perfect for everyone... not so much. A good teacher understands this. There are three distinct learning patterns: verbal (having things explained), visual (seeing things in action), and haptic (being able to touch things). This is why in the advent of widespread ADHD, conventional verbal-only teaching falls apart. I'm maybe 5-10% verbal, 90-95% haptic/visual, I learn best if I can either see an example, and or work hands-on. Taking a couple minutes nothing, it takes me an hour or two to re-read it, pay attention enough that I'm confident I understand, and implement it. That's not small potatoes. Even looking at pictures, of "step 1, step 2, etc" and it saves me the trouble of looking at plain text.
If you release a project, you must consider your clients as if they're dyslexic and/or have Japanese rather than English as first language. There are certain japanese RPGs that I could play despite no decent translation. Instead, I'm going to recommend you play the SNES rom of Chaos Seed, one of the most technical action RPGs in existence, since it involves feng shui.(/rant)
Different people have different approaches to learning things. Believing that a one-size approach is perfect for everyone... not so much. A good teacher understands this. There are three distinct learning patterns: verbal (having things explained), visual (seeing things in action), and haptic (being able to touch things). This is why in the advent of widespread ADHD, conventional verbal-only teaching falls apart. I'm maybe 5-10% verbal, 90-95% haptic/visual, I learn best if I can either see an example, and or work hands-on. Taking a couple minutes nothing, it takes me an hour or two to re-read it, pay attention enough that I'm confident I understand, and implement it. That's not small potatoes. Even looking at pictures, of "step 1, step 2, etc" and it saves me the trouble of looking at plain text.
If you release a project, you must consider your clients as if they're dyslexic and/or have Japanese rather than English as first language. There are certain japanese RPGs that I could play despite no decent translation. Instead, I'm going to recommend you play the SNES rom of Chaos Seed, one of the most technical action RPGs in existence, since it involves feng shui.(/rant)
Also, the gripe was less on this page (which is fine) and more on the solid wall of text that is Battle Layout Changer.
Tell me how it goes. Btw, as of now, does the latest version extend to shops? I have kinda plain grey shop BG, and I'd like to change stuff.
And yet you write these huge posts that few people read?
Dude... it is literally 6 steps. Enough with the bs excuses.
No guarantee about shop changes yet. It depends on whether I can draw images on top of the window layer, but underneath the text & graphics. I'll need to experiment with it.
author=bulmabriefs144
solid wall of text that is Battle Layout Changer.
Dude... it is literally 6 steps. Enough with the bs excuses.
No guarantee about shop changes yet. It depends on whether I can draw images on top of the window layer, but underneath the text & graphics. I'll need to experiment with it.
author=PepsiOtaku
It's weird that you bring this up. I am working on refactoring this plugin (same functionality with less code) as of like 2 days ago. I haven't updated this plugin in so long because the drawText() function was broken in 0.20+, however, bugmenot sent me the info to basically rewrite it, so now it works, and I can update this plugin again finally.
I was thinking about additions too though. Transparent Windows is already added, and that I'll look into doing stuff with the shop scene.
Any news regards this new features?