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Poster Mcposty
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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?
Poster Mcposty
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G@MeF@Ce
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@
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?
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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Poster Mcposty
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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.
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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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.
Else I'll explain how.
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Poster Mcposty
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MotionM
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I think an explanation would help more.. haha
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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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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.
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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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...
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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