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[RM2K3] Closing custom menu after interacting with an event
Autorun is dangerous. You should be able to achieve everything with parallel process what is turned on/off by switched.
My initial instinct here is to use a single button for opening and closing your menu, and to have that button be different from your interactive button.
For my CMS I use shift to open and close the menu system. However, I have a switch I can turn off if I want to disable the menu. For example, if I'm in a battle and the keys all need to do something different. So when a battle is called the first thing that happens is the option to use the menu is disabled. At the end of the battle, it's enabled again.
You'd want to use a switch for the same purpos for interaction. One switch says "this option is on/off in the menu system" and another switch activates interactive mode.
Lets use 3 switches and call them:
menu (runs CMS code)
interact opt (distinguishes if interact option is checked)
interact (runs interactive code)
---------
If menu on;
Turn interact off
If menu off:
If interact opt on;
Turn interact on.
---------
There are a number of ways the above could be put into your parallel processes but I would probably run this as it's own ongoing parallel process. It will only allow your menu or your interactive system to run at a time, not both.
All your key processing would exist inside your interact and menu systems. This way you coyld use the same button for both systems if you prefer.
My initial instinct here is to use a single button for opening and closing your menu, and to have that button be different from your interactive button.
For my CMS I use shift to open and close the menu system. However, I have a switch I can turn off if I want to disable the menu. For example, if I'm in a battle and the keys all need to do something different. So when a battle is called the first thing that happens is the option to use the menu is disabled. At the end of the battle, it's enabled again.
You'd want to use a switch for the same purpos for interaction. One switch says "this option is on/off in the menu system" and another switch activates interactive mode.
Lets use 3 switches and call them:
menu (runs CMS code)
interact opt (distinguishes if interact option is checked)
interact (runs interactive code)
---------
If menu on;
Turn interact off
If menu off:
If interact opt on;
Turn interact on.
---------
There are a number of ways the above could be put into your parallel processes but I would probably run this as it's own ongoing parallel process. It will only allow your menu or your interactive system to run at a time, not both.
All your key processing would exist inside your interact and menu systems. This way you coyld use the same button for both systems if you prefer.
snew02.png
[RM2k3][Maniacs] Resource hacker?
I'm not a resource hacker user. However, if you're looking to change a lot of base content such as names, classes, etc, you might consider a custom menu system. Depends how much effort you want to put into the game though as the process is time consuming.
That being said, with the right design you could make the code for your menu transferrable to future games and just replace graphics to match various themes.
That being said, with the right design you could make the code for your menu transferrable to future games and just replace graphics to match various themes.
[RM2K3] Skippable text
Another solution would be implementing options to skip thr text before or between text dialogs. Many games use this solution for chatty characters.
[RM2K3] Skippable text
The text commands allow for instant text (sonit forsn't slow type out.) However, you still need to press enter to move through all text.
In rm2k3 you can get around all text limitstions using images. However, this is only recommended if you don't plan to have a substantial amount of text or dialog.
I ran into the same problem myself. My custom menu systems (menu, field, battle) could be entirely controlled on a keypad nicely, but players would need to use the enter key for dialog. I found this unintuitive and wanted all controls in thr game to be managed via the keypad, including all "action key" functions.
This is possible but thr downside is all my text is now images. This will allow for more text to be displayed at once, as well ad more player response options being displayed at once and chosen with a single button press. However, making graphics is slow and bulky, sonit drastically limits the overall content and conversation branches.
In rm2k3 you can get around all text limitstions using images. However, this is only recommended if you don't plan to have a substantial amount of text or dialog.
I ran into the same problem myself. My custom menu systems (menu, field, battle) could be entirely controlled on a keypad nicely, but players would need to use the enter key for dialog. I found this unintuitive and wanted all controls in thr game to be managed via the keypad, including all "action key" functions.
This is possible but thr downside is all my text is now images. This will allow for more text to be displayed at once, as well ad more player response options being displayed at once and chosen with a single button press. However, making graphics is slow and bulky, sonit drastically limits the overall content and conversation branches.
The Curse of Lancaster Manor
Where are all the commenters?
Seriously, the game looks like a lot of fun, good graphics and solid concept. Well done! Adding it to my play list.
Seriously, the game looks like a lot of fun, good graphics and solid concept. Well done! Adding it to my play list.
Screenshot Survival 20XX
Glorys_Fools__RPG_Maker_XP_1_21_2022_1_46_41_PM.png
I'm really digging these graphics and the chaotic layout here.
Couple things to consider:
1. The gray looking tile on the right side which in the middle of the green and along the edge doesn't feel like it fits in with the rest of the graphics and mapping. Straight edges with rounding corners are your friend.
2. Too many bookcases being used. There's a good assortment of exterior blocks, but maybe need some more interior blocks. Clocks, pictures, plants, etc.
Couple things to consider:
1. The gray looking tile on the right side which in the middle of the green and along the edge doesn't feel like it fits in with the rest of the graphics and mapping. Straight edges with rounding corners are your friend.
2. Too many bookcases being used. There's a good assortment of exterior blocks, but maybe need some more interior blocks. Clocks, pictures, plants, etc.
retardbeben.gif
Deathbed
Wanna get an idea of the scale of this game? This over world map is accurate.
The pink box can fit the entire Hero's Realm world map. This isn't a map you fly over with locations you can visit. This represents the area that can be explored by foot.
To get this image, first the in game walk-able area was mapped out. Then, at zoom x8, the entire map was screen shot one screen at a time. Then, all those screens were added together to provide a full picture of each area. These pictures are too large to show here. Then, the areas were placed together as they are connected in game. After which I filled in the colors to be solid and different to represent each region.
I had to fit the map on a screen, so it was zoomed out... a lot. Probably more than 1500x.
So you're probably wondering, just how much of this map is actually complete? I wouldn't say any map is 100% finished. There are some areas which area already mapped with quite a lot of detail, such as all the brown maps, the green one, and the white one. There are some which are only outlined, such as the dark blue map, and there are others in between, such as the bottom grey area.
There is an underground map that's 1/4 the size of the grey map and it's complete.

The pink box can fit the entire Hero's Realm world map. This isn't a map you fly over with locations you can visit. This represents the area that can be explored by foot.
To get this image, first the in game walk-able area was mapped out. Then, at zoom x8, the entire map was screen shot one screen at a time. Then, all those screens were added together to provide a full picture of each area. These pictures are too large to show here. Then, the areas were placed together as they are connected in game. After which I filled in the colors to be solid and different to represent each region.
I had to fit the map on a screen, so it was zoomed out... a lot. Probably more than 1500x.
So you're probably wondering, just how much of this map is actually complete? I wouldn't say any map is 100% finished. There are some areas which area already mapped with quite a lot of detail, such as all the brown maps, the green one, and the white one. There are some which are only outlined, such as the dark blue map, and there are others in between, such as the bottom grey area.
There is an underground map that's 1/4 the size of the grey map and it's complete.













