This was actually inspired by something I saw in an MV thread, but the solution there obviously won't work in Ace.
Rather than have the map name displayed on the left, how would I go about having it in the middle of the screen?
Thanks.
Map name in the middle
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Maybe I'm just used to it, but I think I prefer the map name in a top corner, preferably top left corner. But honestly, top-center wouldn't bother me. Or are you talking about middle middle, like Graphics.width / 2 and Graphics.height / 2?
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@MushroomCake28 I mean top-center.
In an absolutely ideal world I would be able to switch from left to top center on the fly, so that for, e.g. the main town, the name would be center, to show its importance, and then any internal maps would be left. But I suspect that can't be done, so I would settle for just top-center. -
I know someone I follow on twitter is using the show picture event instead of the default for VX Ace. I'm not too sure if that's what you'd want since you'd have to create unique images for each new area. :kaoeh:
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I had something for my game. Never used it since I reverted but here goes:
Code:class Window_MapName < Window_Base def initialize super(100, 0, window_width, fitting_height(1)) #100 or whatever for the starting point self.opacity = 0 self.contents_opacity = 0 @show_count = 0 refresh end end -
Hey, I think I have an idea that would allow people to switch between desired locations for that map name window. Okay, it's between a long time since I've scripted in ruby rgss3, but if I recall correctly the contents.drawText function had 6 arguments (x, y, width, line_height, text, align).
What if you made the window display map name has width as the Graphics.width, make the align argument an option in the option menu, and draw the text like (x = 0, y = 0, width = graphics.width, line_height, mapName, alignOptionParameter). That way the map name could be top left, completely centered, or top right. -
@numituwi I don't think I would want to do individual Show Pictures for every single map, though I can see how that would give flexibility. However, having to do a couple of hundred or more individual pictures is rather more work than I want to do for such a small feature. But thank you for your suggestion.
@cabfe That works as intended. Thank you very much.
@MushroomCake28 I'm afraid I don't even understand your suggestion, let alone know how to implement it. I'm not a scripter and can't even begin to work out how to do it. -
Code:Something like this?
class Window_MapName < Window_Base def initialize w = window_width h = fitting_height(1) x = (Graphics.width - w)/2 y = 0 super(x, y, w, h) self.opacity = 0 self.contents_opacity = 0 @show_count = 0 refresh end end -
https://forums.rpgmakerweb.com/index.php?threads/modified-map-name-display.1739/
This works and maybe you will like the display.
Just need to change the window_mapnameplus to window_mapname
The script says to do the opposite to your built in mapname script. -
@Kes Sorry if it seemed like some crazy coder babbling. It seems that the post just before offered a good solution, so that might be easier for you. But just to clarify what I was saying, it was a way to add an option in the option that would determine the position of Map Name on the map. The player could choose top-left, top-center, or top-right. Basically all the rambling I did was around the function that draws text in Rpg Maker which asks how to align the text, exactly like in microsoft word. And like in word, you could choose to align the text left, center, or right (I know there's another option in word lol).
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@TheoAllen Simple but effective. Thank you.
@Roninator2 I looked at that script some time ago, but as far as I can see it only gives the map name in the very center of the screen, which is not what I want as I find it too intrusive, especially for sub-maps. But thank you for your suggestion.
@MushroomCake28 That now makes more sense. I'll keep that in mind for another project. For this one, I think adding it as a player option isn't quite what I have in mind. Thank you.