SHOW PICTURES WHEN CHOOSING A CHOICE.

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*Pictures from BASS and pinterest

Hello! I would like to know if there's a script that can show picture when you are at the choices but not yet pressing any button.

The background picture shows your current location and the small picture in the yellow square frame show the place you will go when you are at that choice and when you press the button to choose that choice, the background will change into that small picture or moving to an event. There will be some choices that don't show small frame pictures, too. I'd like it to have "Events" and "Places" or something like that at first, and there will be some pictures being showed for the other choices within them.

1. Events (No small picture) --> 1.1 Talk with A (Show A's picture) 1.2 Talk with B (Show B's picture) 1.3 Go back (No picture)
2. Places (No small pictures) --> 2.1 Park (Show park's pic) 2.2 Go back (No picture)

Also, I would like to know how to make a picture as a choice just like in the picture.

If there's not one, I'd need to request it. I'd be really grateful if someone would interest in this!



*I was planning on putting this in my commercial game, but I was preparing for a crowdfunding in Indiegogo right now (Kickstarter doesn't support my country orz). If it's a success, I will sell it. And I will pay you for this script. If it doesn't, I will publish the game for free. And this script will be just a request until I started to sell it again.

Thank you very much for your interested!
Are you using VXace?

If so, I achieve something simmilar in my game by using this script by tsukihime.

In my case I use the script for a character select menu. I set up the choice handeler to show a picture.

 class Game_Interpreter
def show_picturechoice(name)
$game_map.screen.pictures[1].erase
$game_map.screen.pictures[1].show(name, 0, 0, 0, 100, 100, 255, 0) end end

Then call the picture with the scriptcall:
choice_move_handler(1, :show_picturechoice, "Kanna.png")
choice_move_handler(2, :show_picturechoice, "Alice.png")

It should require some minimal work to change the handeler and scriptcall to suit your own needs, I recommend trying Hime's demo to figure it out.
author=Kyoui
Are you using VXace?

If so, I achieve something simmilar in my game by using this script by tsukihime.

In my case I use the script for a character select menu. I set up the choice handeler to show a picture.

 class Game_Interpreter
def show_picturechoice(name)
$game_map.screen.pictures[1].erase
$game_map.screen.pictures[1].show(name, 0, 0, 0, 100, 100, 255, 0) end end

Then call the picture with the scriptcall:
choice_move_handler(1, :show_picturechoice, "Kanna.png")
choice_move_handler(2, :show_picturechoice, "Alice.png")

It should require some minimal work to change the handeler and scriptcall to suit your own needs, I recommend trying Hime's demo to figure it out.

Oh! Thank you very much for your suggestion! It did work!

In fact, I also find that script and try to use it as well, but I don't know how to change it into the pictures. And there is a small error in which the gab/picture won't show when you're at the first choice for the first time. It will show up when you go to another choice and go back to the first one again. If that can be fixed, it would be perfect.

And there's also an issue with how to make pictures act as a choice. Also, how can I change the location for where the pictures to show? And it seems I can't be able to leave some choice not to show any pictures. I will got an error or the pictures from other choices just being showed instead.

Thank you very much again! I'll try and see what I can do with this.
Hmm, for the first choice I just use a show picture event since it's always the same,just set i t to picture number 1 and it'll erase and refresh if you skip to the next choice. As for the location, you can just changet the size of the picture to be the size of the screen and fiddle aroudn with that (make the rest of the picture transparant) or you can mess with the coordinates.
in the line:
$game_map.screen.pictures[1].show(name, 0, 0, 0, 100, 100, 255, 0)
the two 0's before the 1st 100 determine the x and y coordinates of the picture. You can make them into arguments to call for each image.

As for showing no picture just let it call a transparant picture. Maybe not very elegant but it works all the same.

Making pictures into choices... The first thing that comes to mind is this script. Although you'ls probably haveto edit it quite a bit to have it work the way you want.
author=Kyoui
Hmm, for the first choice I just use a show picture event since it's always the same,just set i t to picture number 1 and it'll erase and refresh if you skip to the next choice. As for the location, you can just changet the size of the picture to be the size of the screen and fiddle aroudn with that (make the rest of the picture transparant) or you can mess with the coordinates.
in the line:
$game_map.screen.pictures[1].show(name, 0, 0, 0, 100, 100, 255, 0)

the two 0's before the 1st 100 determine the x and y coordinates of the picture. You can make them into arguments to call for each image.

As for showing no picture just let it call a transparant picture. Maybe not very elegant but it works all the same.

Making pictures into choices... The first thing that comes to mind is this script. Although you'ls probably haveto edit it quite a bit to have it work the way you want.


Thank you very much for all this! I'll take a look around and update how it goes.
author=Goddialga
author=Kyoui
Hmm, for the first choice I just use a show picture event since it's always the same,just set i t to picture number 1 and it'll erase and refresh if you skip to the next choice. As for the location, you can just changet the size of the picture to be the size of the screen and fiddle aroudn with that (make the rest of the picture transparant) or you can mess with the coordinates.
in the line:
$game_map.screen.pictures[1].show(name, 0, 0, 0, 100, 100, 255, 0)

the two 0's before the 1st 100 determine the x and y coordinates of the picture. You can make them into arguments to call for each image.

As for showing no picture just let it call a transparant picture. Maybe not very elegant but it works all the same.

Making pictures into choices... The first thing that comes to mind is this script. Although you'ls probably haveto edit it quite a bit to have it work the way you want.
Thank you very much for all this! I'll take a look around and update how it goes.


That Visual Novel Choice script is good! But, I don't know how to move the choice boxes horizontally. The script setup region only allowed me to move it up and down.
Hmm... I think it's lines 129,
self.x = (Graphics.width - width) / 2

and 252,
s.x = (Graphics.width - s.width) / 2

that determine the x coordinates, basically they take you sceen resolution and put it in the middle of yor screen. I'd say fiddle around with some stuff and see if it works.
author=Kyoui
Hmm... I think it's lines 129,
self.x = (Graphics.width - width) / 2
and 252,
s.x = (Graphics.width - s.width) / 2
that determine the x coordinates, basically they take you sceen resolution and put it in the middle of yor screen. I'd say fiddle around with some stuff and see if it works.

Yes, it works! Thank you very much!

Only one last thing, since I changed it in the script, it just changed the whole game. I don't know how to write a script to make it interchangeable. Something like a script call or switch/variables to let me adjust the location for each choice box rather than changing all of them. I tried separated that part of the code but it didn't work.

Cool, I guess you can change the position to a variable.
Set it to
self.x = $game_variables[n]
Where n is the number of the variable (withous zeroes so variable 001 = 1).
Then just change the variable in game before calling the choice.
Hope that works. I kinda freestyle this stuff, not really a programmer :p
author=Kyoui
Cool, I guess you can change the position to a variable.
Set it to
self.x = $game_variables[n]
Where n is the number of the variable (withous zeroes so variable 001 = 1).
Then just change the variable in game before calling the choice.
Hope that works. I kinda freestyle this stuff, not really a programmer :p

It worked! Thank you very very much for all this! I'll be sure to credit you, Kyoui!

The last thing to check is about the compatibilty to some scripts, like that picture showing script from Hime.

If my campaign succeeds, I may offer you a digital copy of my game if you want :) Or if you need some cash for this, please tell me.

Thank you again! I'm truly grateful!
Sweet, a digital copy sounds nice!
Good luck with your game :)
author=Kyoui
Sweet, a digital copy sounds nice!
Good luck with your game :)

Awww.. Something weird happened. It seems I can't be able to change the location of the choices for some reason and now it's always at the left. I don't know what I did wrong.

Also, is there any ways to use a script call for SCRIPT SETUP OPTIONS in Galv's Visual Novel Choices script?
That's odd, it did work before right?
So you change the varibale and then have the choices appear and the always stay on the left?
author=Kyoui
That's odd, it did work before right?
So you change the varibale and then have the choices appear and the always stay on the left?


That's right. Did the script suppose to work like when I set self.x = $game_variables, the choices will be in the middle when I open that variable?
Ok,change line 244 from,
@choice_sprite[index].x = index % col_max * (item_width + spacing)

to,
@choice_sprite[index].x = $game_variables[100]-0.5*item_width

That should do the trick.

I guess you could also assign the stuff in "SCRIPT SETUP OPTION"to variables much like you did for the x.coordinate.
author=Kyoui
Ok,change line 244 from,
@choice_sprite[index].x = index % col_max * (item_width + spacing)
to,
@choice_sprite[index].x = $game_variables[100]-0.5*item_width
That should do the trick.

I guess you could also assign the stuff in "SCRIPT SETUP OPTION"to variables much like you did for the x.coordinate.

I'll try that, but before that, just to be clear, do I also have to change
s.x = (Graphics.width - s.width) / 2 to s.x = $game_variables in line 252 as well?

*EDITED : YES! IT WORKS! Thank you very much again!
Jup, i just did a little test and it seems to work for me.
author=Kyoui
Jup, i just did a little test and it seems to work for me.


YES! IT WORKS! Thank you very much again!
Hello again! I was trying to use the script call to move the choices box and the text higher by using

Galv_Choice::CHOICE_ITEM_Y = x (for text in choice)
Galv_Choice::IMAGE_Y_OFFSET = x (for picture)

Which seems to work just fine. But the problem is about choice item (the text in the choice boxes) since it cannot be able to move up any higher. The upper choices seems to disappear as well.

Here's the pic.



For some reason, the text cannot surpass the height where the text "Bedroom" is. The best thing it did is the lower choice just replacing where the bedroom choice was.
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