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Poster Mcposty
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#1 How to make a HUD? Empty How to make a HUD?
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MotionM

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Thinking of making a HUD in photoshop but have no idea what to do as far as Health/Mana. Do I make it animated? Do I save it as a .gif? How do I put in the RPGXP script database?
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#2 How to make a HUD? Empty Re: How to make a HUD?
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MotionM

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Still need help.
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#3 How to make a HUD? Empty Re: How to make a HUD?
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NuKa_BuBble

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What do you mean exactly?
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#4 How to make a HUD? Empty Re: How to make a HUD?
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G@MeF@Ce

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@M\'s trade mark

for RMXP do you have a script ~ or would like to use one and edit, make a new one?

for Photoshop do you have a mock up? I always use .png format for graphics

what is it you want to display?
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#5 How to make a HUD? Empty Re: How to make a HUD?
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MotionM

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I'm sure a used one would work and I'll just edit it.
I didn't make one yet, I'm just making sure that I can actually do it first. It'll take a few hours to make it though.

@nuka: I just mean the entire process of how to put it in RPGXP.
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#6 How to make a HUD? Empty Re: How to make a HUD?
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NuKa_BuBble

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If you know already how to program, take a look at my karma script. There's a class named Karma_Hud and the other is an aliased update of Scene_Map.

Else I'll explain how.
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#7 How to make a HUD? Empty Re: How to make a HUD?
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MotionM

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I think an explanation would help more.. haha
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#8 How to make a HUD? Empty Re: How to make a HUD?
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NuKa_BuBble

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Let's see, do you know how work a basic window? It's the SAME thing. Instead of printing text, you must call a method in window base. Be careful, in my script, I made my own drawing method. You must set the opacity of the window to 0, like that, you won't see the blue ugly window, only the picture. You make a switch, like that you can turn On or OFF your HUD. And you must update it in Scene_Map. The alias make you can add something in the update method without replacing it. You must alias the main too, like that, when the scene change, the HUD is dispose. You change the picture with the conditions.

Code:
#==============================================================================
# ** Karma_Hud
#------------------------------------------------------------------------------
#  This class handles the karma HUD.
#==============================================================================
class Karma_Hud < Window_Base
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(HUDX, HUDY, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 24
    length = 1
    length = 0 if $game_party.karma.abs.to_s.size == 1
    length = ($game_party.karma.abs.to_s.size * 15) - (48 / 2) if $game_party.karma.to_s.size > 2
    if $game_party.karma >= Good
      draw_picture(-4, 2, 0, 0, 1, 1, Good_Pic)
      draw_numbers(16+48+length, 0, $game_party.karma, Number_Pic, 0, 0, 3, 0)
    elsif $game_party.karma <= Evil
      draw_picture(-4, 2, 0, 0, 1, 1, Evil_Pic)
      draw_numbers(16+48+length, 0, $game_party.karma, Number_Pic, 0, 0, 3, 2)
    else
      draw_picture(-4, 2, 0, 0, 1, 1, Neutral_Pic)
      draw_numbers(16+48+length, 0, $game_party.karma, Number_Pic, 0, 0, 3, 1)
    end
    if $game_switches[KPSWITCH] == true
      self.visible = true
    else
      self.visible = false
    end
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================
class Scene_Map
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Main
  #--------------------------------------------------------------------------
  alias karma_hud_main main
  def main
    @karma_hud = Karma_Hud.new
    karma_hud_main
    @karma_hud.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias karma_hud_update update
  def update
    karma_hud_update
    @karma_hud.refresh
  end
end
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Poster Mcposty
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#9 How to make a HUD? Empty Re: How to make a HUD?
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MotionM

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Sorry, but I have absolutely no idea how to work a window, haha.
I haven't used RPGmaker in about 2 years and I wasn't the best at it and I've forgotten just about how everything goes in RPGXP.
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#10 How to make a HUD? Empty Re: How to make a HUD?
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BluE

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I think what NuKa is saying is:

When you make a window in RMXP using script, you put your HUD graphic into it and then set the window's opacity to 0 so that you can only see the image.
Since it's a HUD and it tells your current status, it must be constantly updated via the "Scene_Map" script. There are also other ways to update it without replacing it (to reduce lag I guess).

That ends my cryptology skillage...
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