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I wanted to make a CMS for my new game, but everything ive looked at really doesnt help, so can someone give me short (or detailed) tutorial on how to make one? itd really help.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
You basically need to devise a way to store the player's 3D cursor and menu location information in a 1D variables form and concoct a way to display and utilize all of that in a meaningful manner. How you do that is up to you as each game's menu system is likely different in some way from the next.
Where are you making it?
..................................huh?
im sorry, but im not that good with variables yet. i was hoping to make something similar to an FF7 style kind of main menu. is there any way you could write up a short example of what you mean?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Here's something I posted in another topic about the basics: http://rpgmaker.net/forums/topics/6901/

Not sure how helpful that is. We don't actually seem to have a tutorial on it.
I tried something similar to that before, but i couldnt get the variables right or figure out the Key Input Processing for the numbers 1-9. Cuz if i hit 1, then it would open up the games default main menu, but it did the same thing for 2-9 even though i only needed it for the 1 key.
you need to check the value of the variable you used for input, otherwise whatever's behind the input will activate upon hitting any of the "valid" keys

assuming that you're using rm2k3 (given your game profile) you could possibly check this out
http://rpgmaker.net/users/Kazesui/locker/CBS_template.zip
it's a "learning" template I made a while ago for someone who wanted to learn some of the basics for a cbs.
it's basically some simple menus and stuff stored in 5 events in the upper left of the first map.
it's "half-way" well commented, so it might be of a little help.
post=201024
..................................huh?
im sorry, but im not that good with variables yet. i was hoping to make something similar to an FF7 style kind of main menu. is there any way you could write up a short example of what you mean?


Well, i would say, go learn some, else will be very hard. Also, it's based on using maps, vars and switches to make it.
Of course you need to use photoshop to make the menu options in the RM grids, else it won't work that well...
If it's VX it's easier and if it's 2k3 you'll have some time making it. That's why I'm asking where are you making it.
Do you still need help with this?

Do you want to make a menu that shows pictures over the current map or a menu that rests on a different map?

Here is a way to display a basic Menu and a cursor over the current map.

Make sure you have created your main menu picture and store it in your pictures folder, you will also want a cursor picture.

1. Disallow the Main Menu Fuction immediatly when the hero starts the game or whatever.
2. Create 3 variables called KeyInputProcessing, CursorX, CursorY.
3. Create a switch called MainMenu
4. Create a parallel process common event titled WaitingForMenuCall
5. In this common event, make a conditional branch whose requirements are MainMenu is Off
6. In this conditional branch enter the event command Key Input Processing That waits until key is pressed and only processes the cancel key. Store the key code in KeyInputProcessing. (This will make the variable KeyInputPRocessing equal to 6 when you press the cancel button)
7. Also in this conditional branch after the Key Input Processing, make another conditional branch whose requirements are KeyInputProcessing is equal to 6.
8. In this conditional branch First turn on MainMenu
9. Then use the event command Display Picture - enter your created menu and put in the coordinates where you want the picture to appear. Make it picture 1.
10. Then define the variables CursorX and CursorY. These will be the coordinates of your cursor. (You may have to fiddle around with these to line them up correctly with your menu)
11. Then Display another Piciture - enter your created cursor and use the CursorX and CursorY as coordinates. Make it picture a picture number that is higher than your menu picture. (Higher numbered pictures have priority) You will probably want this cursor to somehow line up with your first item in your Menu (Inventory, Equipment, Status, etc)
12. Now make a second Common Event Titled MenuCalled or something. Make it auto-start, and make the trigger switch MainMenu is on.
13. First thing in this should be KeyInputProcessing. Wait until Key is pressed, process the Confirm and Cancle keys (5 and 6) and store in KeyInputProcessing (If your menu is set up like FF7, then you have a list of items in the menu that go down the Y axis. In this case make sure you can process the Up Key and Down Key, these are stored as 1 and 4 respectivly.
14. Now you will have cases for each key press. Create 4 conditional branches that goes if the KeyInputProcessing is equal to 1, 4, 5, and 6. For 6 just erase the two pictures and turn off MainMenu. For 1, increase CursorY by the amount that your menu items are spaced out by (ie if Inventory and Equipment are 13 pixels apart, increaes CursorY by 13) If CursorY excedes your last Menu Item (ie Quit) Then wrap it back to CursorY's inital placement. Finally you will have to show the new picture, just use CursorX and the modified CursorY and make sure it is the same picture number as your cursor! For 4, it is the same as 1 except you will be subtracting from CursorY, and if CursorY falls below the coordinates for the first item of your Menu, set it equal to the coodrinates of your last item so it wraps around.
15. For 5, you will need separate branches for each CursorY coodrinate, keep track of these! Then whatever you want to do for each menu item, put in these branches (Unfortunatly this is where things get complicated)

Hope this helps in some way.
Use the Defualt Menu System until you are more familiar with some of the intermediate workings of rm2k3. I'm guessing since you want something along the lines of FF7 menu, the default will have everything that you need for your game AND will actually be functional - which is the key thing.
Make sure you have created your main menu picture and store it in your pictures folder, you will also want a cursor picture.

how big should they be?
the screen size is 320x240 pixels
wut about the cursor?

EDIT: nvm i got it
i can open and close the menu now, but the cursor keeps messing up
post=201098
shows pictures over the map


Why?If it works the same way, and its way easier if it is made in other map...Why would you make it liekt that? :o
post=201131
post=201098
shows pictures over the map
Why?If it works the same way, and its way easier if it is made in other map...Why would you make it liekt that? :o


If you are referring to making a menu in a separate map as being easier and just teleporting to it, then yes it is easier to program but it also can cause serious problems in your game. There are pros and cons to each method. Mainly, if you teleport to a new map for the menu and teleport back to the map you were in, all events are reset to their default position.

post=201128
i can open and close the menu now, but the cursor keeps messing up


It is impossible for us to know why this is happening based on this information. Also, the best way to learn to make a custom menu is to actually understand the commands you are using and play around with them.
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