[RPGMV] modifying the inventory menu?

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Started by seryphi 8 posts View original ↗
  1. My game is based on eldritch horror and "breaking" the in game universe- so far this has just been switching the player between distorted versions of a map with random chance events. But I wanted to do something a little more jarring.

    Is it possible to have an item or event break the inventory menu- make it glitch out or make it "crash" the game?

    Example: I go up and interact with event, and it tells me I've received item A. Once I open the inventory to look at my new item, the graphics change momentarily as though the game is experiencing errors. If I try to use the item, the game closes itself out and I permanently lose inventory access.

    Example of the visual effects I've been using
    j5plsjz.png

    I know it's ambitious, but if even some of this is possible then I would like to try it.
  2. I don't really have an answer, but I'd just like to say- I like the edits on that graphic. Good luck with your project, it sounds really interesting!
  3. There is something you could do with pictures, but it wouldn't be a super easy explanation. I see two ways of doing this.

    One is to make several picture files showing different stages of what you think the effects should look like. You could actually have a transparent image with different black or semi-transparent strokes as the only graphics, so that when the image is placed on screen, over the text and moved around, it would appear as though the words were getting choppy, or blacking out. Really whatever effect you can come up with.

    Actually altering that specific text in an menu, such as changing it's font and/or moving it around, etc. - That's all very involved and ultimately not worth the time for just that one effect.


    The second route is to use PIXI to draw any number of lines or shapes with different colors and transparencies over top of the text.
    If you want to go that route, PM me, it's a bit too much to explain right here, but really not altogether difficult.

    The picture thing should work just fine, let me know if my description doesn't make sense.

    The problem is getting it to trigger when the menu opens. From my tests, I've been able to use a common event to do something immediately before the window opens up, but any code after the menu opens stops running. That part I can't help you with
  4. the easiest way to do it, is with a picture sequence.
    the hardest way, but probably cleanest, is with a change in window skin.

    if you mean to change the GUI *while* the GUI is open, the only way to do it is through a window skin change, but for it to take effect you'll need to refresh the window, and for it to be noticeable or have any kind of appeal to it, you'll need a sequence, and a sequence involves *several* refreshes, and *several refreshes* might cause excessive lag.

    it is possible, but it might be not practical depending on your platform.
  5. Thank you all very much!!!

    You gave me some ideas with the picture sequence mentions- I'm going to test it out tonight. If I can't actually run events while the menu is open, I could maybe tweak my original idea a bit. Here's what I'm thinking:
    • in the initial event that gives me the "glitched item," secretly suspend menu access and trigger a switch that activates a common event
    • common event is a parallel process and waits for key input that would normally open menu (it showed up in the dropdown as "CANCEL" but I think it's the right one...?)
    • when key is pressed, show picture that looks identical to the menu... immediately followed by picture that mimics the Glitch (TM)
    • After a moment, the whole thing ends itself and actual menu access is returned, hopefully with a Very Concerned Player wondering what the heck just happened :kaopride:
  6. .......or, you can fake the whole thing and make it into a small cutscene.
    yeah, that works too. XD

    careful with standby parallel processes too, as they're technically always running, and (as opposed to a constant refresh that only specializes in one thing) always refreshing.
    although you can make them end themselves and only validate once, it's kind of the same thing as having multiple updates on a menu, only, applied to the whole map.
    you could condition the triggering of that item to happen immediately after the player receives it, by basically removing all other options (put the player in a room with no interactions).
    that way, there's only one way to go: through the sequence, and past the laggy event.
  7. @gstv87 Yeah, I was a little worried about that- but my map sizes are very small, and there's only the one common event running in this way. So when I tested it at least, it didn't seem to lag at all? If that changes I'll tweak it and see what I can do.
    I'm also planning on adding a prompt to "check your items" into the same room- a character going "wh...what's that you're holding?" or something to that effect. Might not let the player leave the room until they do it and realize that there's no companion in their party, according to the menu... ohohohoho.

    (warning for flashing gifs in the spoiler tags!)
    working version of the menu glitch
    tumblr_pfzwagntnF1u9pa5ho1_540.gif
    working version of the game close glitch
    tumblr_pfzwagntnF1u9pa5ho2_540.gif

    I'm really pleased with how it's turned out for now. Thank you again, everyone!!! :kaojoy:
  8. eeee-yup!
    that's exactly a "what.... the.... ?" moment alright