All the scripts I've found require the addition of images and other complicated animations to the game to be able to use a simple horizontal command line in the title screen when all I want to do is have the text horizontally-aligned, not vertically-aligned.
Like:
New Game - Continue - Exit Game
instead of:
New Game
Continue
Exit Game
If a simple one could be made (Personally I'll be using it in the 2014 contest) or found, I'd greatly appreciate it!
Thanks.
Is there a very simple script for horizontal commands in the title screen?
● ARCHIVED · READ-ONLY
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It's actually pretty easy to adjust. I know, I've figured that one out. If you go into scripts and find Window_TitleCommand. In the first line change it to
class Window_TitleCommand < Window_HorzCommand
You may have to play around to adjust the width of the menu (just a bit lower than that line), but it should work. -
just put
def col_max ; return item_max end
somewhere inside the script
and then change window width to whatever it needs to be.
Edit: Ninja'd by mlogan =P -
Ah, awesome - thanks!
Something's gone a bit weird though:

How would one fix the width of the letters to not be so scrunched up, and can they be centered in their respective columns so that they don't all go toward the left of their own column (as a gap is left on the right)? -
This centers it
def alignment ; return 1 end
if the window width isn't changing the size then do this
def item_width ; return (contents.width / 3) - standard_padding * 2 end
that would definatly work. -
Sorry, where do I put either line? XDThis centers it
def alignment ; return 1 end
if the window width isn't changing the size then do this
def item_width ; return (contents.width / 3) - standard_padding * 2 end
that would definatly work. -
they are already pre made defs so just put it inside the script somewhere, but don't put it in another def lol
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First doesn't do anything, and second brings up an error that mentions a disposed bitmap?
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The first one centers the commands to what the real window would be. Are you using a custom script or is this for the default one? I'll write a new script up when I get home if you would like. I just need to know if your using a special title screen already
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I was using a custom one (Zerbu engine) but removed it due to a script clash. The script it clashed with has also been removed though.
So basically, I'm not using anything special with the title screen at the moment apart from your/Mlogan's two lines.
I did some more fiddling and fixed the width - but centering still doesn't occur, and there remains the bitmap error.

That's the best I can get it to look like for now.
This is the script:
Spoiler#==============================================================================
# ** Window_TitleCommand
#------------------------------------------------------------------------------
# This window is for selecting New Game/Continue on the title screen.
#==============================================================================
class Window_TitleCommand < Window_HorzCommand
def alignment ; return 1 end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
update_placement
select_symbol:)continue) if continue_enabled
self.openness = 0
open
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 500
end
#--------------------------------------------------------------------------
# * Update Window Position
#--------------------------------------------------------------------------
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height * 1.6 - height) / 2
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::new_game, :new_game)
add_command(Vocab::continue, :continue, continue_enabled)
add_command(Vocab::shutdown, :shutdown)
end
#--------------------------------------------------------------------------
# * Get Activation State of Continue
#--------------------------------------------------------------------------
def continue_enabled
DataManager.save_file_exists?
end
end
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You changed the inherited methods from the TitleCommand, its a super class mismatch. Also, instead of changing the alignment, should it not be better to add the column max or change the column max instead?
SpoilerCode:#==============================================================================# ** Window_TitleCommand#------------------------------------------------------------------------------# This window is for selecting New Game/Continue on the title screen.#============================================================================== class Window_TitleCommand < Window_Command def col_max return 3 end def window_height return 50 end #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0) update_placement select_symbol(:continue) if continue_enabled self.openness = 0 open end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 500 end #-------------------------------------------------------------------------- # * Update Window Position #-------------------------------------------------------------------------- def update_placement self.x = (Graphics.width - width) / 2 + 15 self.y = (Graphics.height * 1.6 - height) / 2 end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command(Vocab::shutdown, :shutdown) end #-------------------------------------------------------------------------- # * Get Activation State of Continue #-------------------------------------------------------------------------- def continue_enabled DataManager.save_file_exists? endend -
Ah, that's awesome, thanks. One more thing though:

The selector seems to extend far over the 'continue', 'new game', 'exit game' options - is there any way to center this selector as well? -
You'll need to get the item_rect method which draws the rectangle to select the items which is drawn from the Window_Selectable. For example, adding this on your code:
#-------------------------------------------------------------------------- # * Get Rectangle for Drawing Items #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width - 10 rect.height = item_height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height rect end you can play around the dimensions (width and height) and location (x and y) of the rect class on your code. This on any means will only change its measurements on the Window_TitleCommand where you placed the code. It would revert back to the usual item_rect once you get out from there. -
I honestly must be doing something wrong here, sorry :|
I've tried fiddling with the code given, and it just gives me an effect similar to the first post. If I try to modify other aspects of the code to fix this, it just moves the commands and not the rectangle itself.
Can I please send the project to someone to have a look at this? ;_; -
Because the cursor and the item_rect follows the commands, you can not make the cursor off the commands, not unless the commands is moved or that the item_rect is changed. The best way you can do for this to remove the excess lines in the rectangle is to decrease its width to 45, that way, all other items on the command are selected properly.
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Sorry for late reply (no RM since the post above) but it's all sorted now, thanks :)