kellessdee 48 Report post Posted April 26, 2011 (edited) I was a little bit inactive recently because I had a sudden urge to finish this menu :biggrin_002: so without further adieu XMB Style Menu System!!! WOOO aka psp/ps3 style menu... SCREENSHOTS INSTRUCTIONS TAKEN FROM SCRIPT: XMB (Xross Media Bar or PSP/PS3) Style Menu System Script Version 1.0 written by: kellessdee contact: wakingdreams.weebly.com http://www.rmxpunlimited.net/forums/ kellessdee@gmail.com DISCLAIMER: Anyone is free to use this anyway they would like, I only ask for credit where due. Enjoy :) ============================================================================== ***** INSTRUCTIONS *********************************************************** * Put Script above Main * The background files belong in Graphics/Pictures/back * The menu icon files belong in Graphics/Pictures/menu * Players can add/remove background files if they'd like throughout the game * NOTE: Remind them not to remove "default" background * To set a different default background, go to the beginning of * class Settings, and change DEFAULT_BACKGROUND = 'Blue Waves' to * DEFAULT_BACKGROUND = 'filename' * filename being the name of the background you wish to set as default * Any issues/bug reports you can send to any of the contacts I have provided ****************************************************************************** ***** SCRIPTER NOTES: ******************************************************** * If you are a scripter, I have created new methods to certain pre-existing * classes. You can take advantage of these if you'd like :) * BITMAP CLASS * added: >>draw_frame(x, y, width, height) * draws a rectangular outline >>draw_gradient_bar(x, y, width, height, min, max, start_color, end_color) * draws a gradient bar (for hp/sp/etc.) >>draw_gradient(x, y, width, height, start_color, end_color) * draws a simple gradient in a bitmap >>draw_actor_...(...) * added the methods from Window_Base used to draw actor info (such as graphic, * hp, sp, etc.) They are used the same way as in Window_Base ****************************************************************************** ============================================================================== Hopefully that was clear enough for anyone who would like to use this menu system. Basically, put script above main, put files in correct folders (needs menu icons + backgrounds) Demo! Menu Script + Files VIDEO:(sorry, it's not very centered XD) http://www.youtube.com/watch?v=BiaqxhBG3o8 Nifty (however pointless) features: -Up to 10 save slots -Changed Title Screen -Changed Load Menu from title screen (and save menu from event call) -Party Rearranging! -Player can use their own backgrounds, script reads from Graphics/Pictures/back/ folder...however, do not let them delete the default background! (this will cause errors in trying to start up the game) Enjoy! Please let me know if you have any issues or find any bugs! This is technically beta unless it is bug-free. COMPATIBILITY ISSUES: -Any other full custom menu scripts -Possibly caterpillar scripts (depending on the script, rearranging the party MAY cause it to work funny) -SDK (it may work, it may not. it was not designed to work with SDK, so I do not expect it to) -Possibly any scripts that heavily modify pre-existing classes -Title Screen Scripts (if you are using a different title screen script, or wish to use the default, go to the end of the script and delete the entire "class Scene_Title" section) -Let me know if you run into any compatibility issues. EDIT: TOTALLY FORGOT: I would like to thank broken messiah for the idea :D It turned out to be a pretty intuitive (imo) rpg menu design EDIT2: Here is the psp style font I forgot to include XD http://www.weebly.com/uploads/7/1/5/7/7157063/sqr721n.ttf just install, and to use go the the script editor, open the main script right after "begin" type: Font.default_name = 'Square721 BT' Font.default_bold = true It deosn't HAVE to be bold, but that is what I did to get the look in the screenshots/video Edited April 26, 2011 by kellessdee 2 Polraudio and Marked reacted to this Share this post Link to post Share on other sites
Mercury 0 Report post Posted April 26, 2011 My reaction: lololololololololol It's a nice script-- looks sexeh, so congratulations. I'd probably use it if it wasn't too similar to the PS3's style, as right now I don't think it is very fitting for a more-so 'fantastical' type of project. But I know your intention was to make it like that in the first place. :sweatdrop: Well anyway; yeah, attractive script. Share this post Link to post Share on other sites
Broken Messiah 20 Report post Posted April 26, 2011 Wow, goodwork! When I tried this, I used rmxp icons instead of those, and it didnt look right, but this looks great :alright: Share this post Link to post Share on other sites
Polraudio 122 Report post Posted April 26, 2011 HOLLY CRAP!! This is so awesome. :biggrin_002: Share this post Link to post Share on other sites
kellessdee 48 Report post Posted April 26, 2011 @Mercury: THanks, and that is true the menu is probably better fit for a more futuristic/semi-futuristic type game. If it is only the icon graphics that are an issue, you can easily swap in your own icons, just make them 128x128 px and save them as the exact corresponding name in the pictures, overwrite them and presto, you will have new icons. Maybe I could put together different "icon" packs for the menu so people can easily use different icons. @broken messiah: thanks man :P I can see how rmxp icons could look a little off, as they are only 24x24 px, I think there would be too much unused space. Also, as soon as you mentioned doing the psp menu, i looked up videos of it in action and I was sold...sometimes when I make replicas I try to get it right on the nose @polraudio: Thanks a lot man :) This script took a decent amount of work, and I really like how it turned out, so I am really happy you guys like it too! ALSO: I totally just realized I never included the "psp" style font...I dunno how the demo would look without the font, but the script itself will just use the default font. I will update the original post to include the font i used XD Share this post Link to post Share on other sites
frsgalaxy 0 Report post Posted April 27, 2011 hey this is sweeeeeeet :) shame its xp nd not vx though :) maybe you could make a dynasty warriors menu :) Share this post Link to post Share on other sites
Broken Messiah 20 Report post Posted April 27, 2011 In my attempts to port this to vx, it seemed simple, but the way he codes is unlike what im used to seeing, (yanfly) but it would mainly be changing all the features that rgss used to the rgss2 such as the RPG::Cache thing Share this post Link to post Share on other sites
kellessdee 48 Report post Posted April 27, 2011 Heehee the general consensus (thus far) seems to be that everyone wants a VX version. And, I do admit the final product isn't as "neat" as it could've been. I could've generalized some of the classes more, etc. And because the span of time I took to do the project, some of it is probably almost coded a little differently than from the start, from new things i've learned, etc. (then I started learning that you can actually create sprite/RPG::Sprite subclasses that also create instances of other sprites within that class with no issues...which I guess makes perfect sense) But essentially the entire menu is sprite based. There are no windows used at all, so I just basically created Sprite versions of almost every window class...I also had each menu operate "within" the menu scene (so it would be more seamless) so it probably looks a little weird how theres the main loop, then when the "phase" changes, it redirects the script to another loop (Which in my mind probably prevented a lot of lag...the menu is then only processing/updating what it needs to at that instance ONLY not all the time..) I was thinking about trying to port it myself for VX...but alas with no way to really test it, it may prove difficult. Broken Messiah, if you think you might be able to port it easily enough (or if you would like to anyways) i think you should go for it, it would be cool if it was more accessible. I however am hoping to go and probably reorganize and improve the original script. But right now, unless it is bug-related i don't want to touch it for a little bit XD Share this post Link to post Share on other sites