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Show pictures when choosing a choice.
Show pictures when choosing a choice.
Ok,change line 244 from,
to,
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.
@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.
Show pictures when choosing a choice.
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?
So you change the varibale and then have the choices appear and the always stay on the left?
Show pictures when choosing a choice.
Show pictures when choosing a choice.
Cool, I guess you can change the position to a variable.
Set it to
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
Set it to
self.x = $game_variables[n]
Then just change the variable in game before calling the choice.
Hope that works. I kinda freestyle this stuff, not really a programmer :p
Show pictures when choosing a choice.
Hmm... I think it's lines 129,
and 252,
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.
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.
Show pictures when choosing a choice.
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:
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.
in the line:
$game_map.screen.pictures[1].show(name, 0, 0, 0, 100, 100, 255, 0)
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.
Show pictures when choosing a choice.
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.
Then call the picture with the scriptcall:
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.
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.
Touhou ~ Ethereal Kaleidoscope Review
Hey, thanks for taking the time to write this review.
This game is on a bit of a haitus right now, but i'm planning to continue the work this sumnmer. Instead of a Touhou-fangame I plan on making an original IP for this project so hopefully it wil become a full lenght game although maybe in a slightly different shape.
Thanks for the positive feedback on the layout of the floors. I was contemplating reducing the number of rooms but the fact that you enjoyed the exploring tell me I will have to reconsider this.
I also probably should make the effect of the tokens more noticable, they seem a bit underpowered currently.
This game is on a bit of a haitus right now, but i'm planning to continue the work this sumnmer. Instead of a Touhou-fangame I plan on making an original IP for this project so hopefully it wil become a full lenght game although maybe in a slightly different shape.
Thanks for the positive feedback on the layout of the floors. I was contemplating reducing the number of rooms but the fact that you enjoyed the exploring tell me I will have to reconsider this.
I also probably should make the effect of the tokens more noticable, they seem a bit underpowered currently.













