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[RM2K3] Is it possible to disable buttons?

That's a good idea, I'll do that. Thank you

[RM2K3] Is it possible to disable buttons?

To be honest I don't have anything that handles interacting with the menu yet. I have the visuals ready, but no functionality yet. That's going to be the hardest part.

Took your advice, now it looks like this. I even don't need the separate Wait command anymore after showing the menu, it just works without being able to spam. Feels better this way.




While doing this I realized that making a custom menu in Rm2k3 is not that difficult. What's difficult is doing it in the most optimal way without using unnecessary clutter. I think that's going to be the biggest challenge.

RPG Maker Sales on Steam

author=Cap_H
Are there ever sales on RMW?
I would like to buy a drm free copy of ace plus IG Maker and I don't think that spending 60+ bucks on a second copy of an engine I already own on steam or an engine I'm not very likely to ever use is wasteful.


There are, I got RPG Maker MV during a sale there february last year. Paid like 30 bucks for it including some bonuses

[RM2K3] Is it possible to disable buttons?

[RM2K3] Is it possible to disable buttons?

Okay, after posting several walls of text and reading your post a couple more times I think I finally understand what you mean. So now it looks like this:




Is that what you meant? The menu doesn't fuck up even if you spam the menu key, and it actually works.

RPG Maker Sales on Steam

If you put them on your wishlist, you will get an email when it's on sale.

[RM2K3] Is it possible to disable buttons?

I have that, but the problem is that there's two separate events: One for the menu key, that is Parallel Process (so it constantly checks if a key is pressed), and one that is Autorun. If a key is pressed the Menu switch is triggered, but because that happens immediately, and the Conditional Branch checks if the Menu switch is on or off, you can still spam it.

Inserting a wait didn't help btw.

Maybe it's easier if I show you:





Edit: Nevermind, I figured it out. I made a new switch called Menu Open below Label 2, after the menu is initialized, that turns on. Then in the Menu Key event I inserted another Conditional Branch inside the Else of the original Conditional Branch, and made it so you can only press the menu key again if the switch Menu Open is on.

Now it works.

[RM2K3] Is it possible to disable buttons?

Hi,

So I'm making a custom menu. When the cancel key is pressed, the game pauses and my menu slides into the screen (a common event).

Anyway, now I have it set up so that the cancel key both opens and closes the menu. It works fine, but there's one problem. If you spam the button, it will just move the menu in and out of the screen rapidly and it looks kinda fucked up.

I kinda need a way so that the player isn't allowed to press anything until the menu is fully in position. Because otherwise I'm also gonna get into trouble later on when I'm making the actual menu functions. I don't want players to be able to navigate the menu when it's still moving.

As far as I know there's no event command for simply disabling buttons. Anyone know a clever trick to pull this off?

Edit: Wait, can you just do a "Wait" event command that stops the player from doing anything while it's running? If so I'm a fucking moron lol. Will try this out later

Making your Custom Menu System

I realize this tutorial is fairly old, but there's a fatal flaw here. You use a Move Event command with a repeated Wait to halt the player's movement, but this doesn't affect other potential moving events on your map. So if you have, say, moving enemies on your map that start a battle when they touch you, and you're in the menu, shit goes wrong.

I feel like making the menu Auto Start is the best way to resolve this, but some people have indicated lag. I'll do some experimenting.

Does anyone have cRaZy_gUy's Journey?