COELOCANTH'S PROFILE
coelocanth
5448
Search
Filter
[RMVX ACE] Yanfly Message script custom window skin.
You'd use something like this:
and name your alternate windowskin as Window_Name.png
As for where to insert that code, you'll have to change Window_NameMessage, ideally in your own script added after the message system script.
e.g.
Finally, the non scripting way to do this is make the name window transparent, and show a picture in the right spot to create your own backgrounds
self.windowskin = Cache.system("Window_Name")
and name your alternate windowskin as Window_Name.png
As for where to insert that code, you'll have to change Window_NameMessage, ideally in your own script added after the message system script.
e.g.
class Window_NameMessage < Window_Base alias old_initialize initialize def initialize old_initialize self.windowskin = Cache.system("Window_Name") end end
Finally, the non scripting way to do this is make the name window transparent, and show a picture in the right spot to create your own backgrounds
[RMMZ]Basic knowledge to the default RMMZ turn based battle flow implementations
Thanks for posting these. But the flowcharts don't show up since they're on a site that doesn't allow hotlinking. You can upload them here using the "locker" (brown icon to the right of the paragraph formatting icons) which is a slightly less convenient way of attaching images to a post.
Font Texture
Use UTF-8 encoding for your json file, then you can put the international characters you need in the characters table.
Of course, the more characters in your font, the bigger the image and data will need to be.
Of course, the more characters in your font, the bigger the image and data will need to be.
Font Texture
author=mwenditz
Is there a way to have this plugin only change the font in the dialogue window? Maybe some easy way? (I've been working on a retro style game and I can get away with using the stock fonts for the menu system, but I'd love to get the pixelated fonts working just for dialogue.
Possibly by adding a property to Bitmap to switch between whether it uses the new functions or original functions to draw text.
let _Bitmap_drawText = Bitmap.prototype.drawText;
Bitmap.prototype.drawText = function (text, x, y, maxWidth, lineHeight, align) {
if(!this.useBitmapFonts) {
return _Bitmap_drawText.call(this, ...arguments);
}
Then in Window_Message, override createContents() to turn that flag on
Window_Message.prototype.createContents = function() { Window_Base.prototype.createContents.call(this); this.contents.useBitmapFonts = true; } [code] Something like that
Font Texture
Portal Guardians
That battle in the school seems to be one that people get stuck on. Probably it throws too many new mechanics at you at once.
Lina's cauterize cures the bleeding status effect, even 1hp a round can add up in a long battle like this.
If you got far enough to see the objectives change, you can play the level for the real objective from the start next time which can make it a bit easier.
I had fun making the character's powers, with many of the elements being interpreted two ways (metal: the music and the object, wave: the sea and light, etc)
Biggest issue with the tactics system was that it is designed for slow moving fire emblem type games. The long range swap position ability on a high move character used to lag the game calculating the possible moves with the original script.
Making the zones of control work properly was just the usual debugging and head scratching.
Lina's cauterize cures the bleeding status effect, even 1hp a round can add up in a long battle like this.
If you got far enough to see the objectives change, you can play the level for the real objective from the start next time which can make it a bit easier.
I had fun making the character's powers, with many of the elements being interpreted two ways (metal: the music and the object, wave: the sea and light, etc)
Biggest issue with the tactics system was that it is designed for slow moving fire emblem type games. The long range swap position ability on a high move character used to lag the game calculating the possible moves with the original script.
Making the zones of control work properly was just the usual debugging and head scratching.
Pixel Club
Unity: should I be using rage type skills on that for being a robot, or mind type for being possessed?
It's a fanart of Enkei (Heaven's Vault)

It's a fanart of Enkei (Heaven's Vault)
I have some questions about going with TRUE full screen 1280x720 RPG Maker MV.
1. Not a fan of letterboxing, but prefer it to distorted aspect ratio
2. Plugins - I think Fomar has one in the resource section for this.
(With a wide screen format, you may want to look into alternate main menu layouts too)
3. If you did, you'd have distorted aspect ratio (rectangular pixels, circles become elipses, etc). It looks bad IMHO. However a plugin could do this by changing the scaling mode in full screen.
2. Plugins - I think Fomar has one in the resource section for this.
(With a wide screen format, you may want to look into alternate main menu layouts too)
3. If you did, you'd have distorted aspect ratio (rectangular pixels, circles become elipses, etc). It looks bad IMHO. However a plugin could do this by changing the scaling mode in full screen.















