This is the menu system i want to replicate and i was hoping i could do this with Luna Engine.
It's a video as i suck in writing out explanations of what i am trying to do.
So far even with the luna engine, i'm still scratching my head a bit at what i'm doing.
The menu system i want to replicate.
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Your video is in private.
Also I know we're slow at replying but there is no need to put the same questions on different topics for us to get an answer. It just meant that we'll be getting into detail about it once we have the free time and energy to muster. We're still very much burnt out. -
Private? Thought i just unlisted it?
Okay fixed it.
And sorry i just figured since the last thread i started pretty much got answered for the main question, their was no sense worrying about anything else being looked at.. that's my bad and i am sorry. -
Main Menu
#1 The animation you're saying about the menu opening is not something we offer. That's very game-specific. Instantly showing up transitions is something I'd have to look for again but I'll get back to you on that.
#2 Cursor is rather basic and easy. That's just 2 frames in Window Cursor. One where it displays the blip and one where it's just blank in the sheet and just put 2 frames. Then add some decent wait time in fps like I dunno, 15.
#3 The 3 names things when selecting a tech and overriding a window is easy since that's just a very basic edit of Battler Status. I'm unsure what makes it impossible.
#4 Overlapping menus is questionable, I know it's possible but I can't really be bothered to look at it in-depth right now. I'm not a huge fan of this menu layout as it quickly becomes overly cluttered and very unorganized information. More information for status is something only CP's Status HUD only, but you can also use Lunatic Status if you know how to ruby somehow. Again all these features you're asking for is very game feature specific.
Battle Menu
#1 Icon commands are just...actor commands script and change everything to icons.
#2 For the slots thing, you just put it in Battle Status or something and just make it print there. It's hard to explain than to show but it's not that hard. Part of using Luna is knowing how it functions how to creatively apply what you want like RPG Maker 2003 Eventing. I'll try to see if I can show it asap, but as of right now I'm super busy and Yami isn't the type to do art stuff like these.
I also saw your review in steam, but gauges aren't as commonly used compared to HP/MP/TP bars in the community. If there are, people usually get the idea it's either gauges or bars. IDK why you thought we were being different terminology wise. -
Main Menu
"#1 The animation you're saying about the menu opening is not something we offer. That's very game-specific. Instantly showing up transitions is something I'd have to look for again but I'll get back to you on that."
That's fine, don't really need that opening as it does.
Would like to change it so it stops using a fade-in and fade-out effect though and just have it "blink-in" and "blink-out".
I had that figured out at one point in time.. but now... no clue how i did it.
"#2 Cursor is rather basic and easy. That's just 2 frames in Window Cursor. One where it displays the blip and one where it's just blank in the sheet and just put 2 frames. Then add some decent wait time in fps like I dunno, 15."
Yeah i think i can do that easy, i'm good graphics wise.
"#3 The 3 names things when selecting a tech and overriding a window is easy since that's just a very basic edit of Battler Status. I'm unsure what makes it impossible."
I don't know about impossible, just.. having a hard time grasping some things is all.
And that list actually get's bigger the more players you have, as in that particular game the max party size is 5.. i'm not doing that though, sticking with 4.
I just like how that functions. Rather than using the small status menu on the side. I mean it would still sit there, but another window would pop up to select who to use what on.
"#4 Overlapping menus is questionable, I know it's possible but I can't really be bothered to look at it in-depth right now. I'm not a huge fan of this menu layout as it quickly becomes overly cluttered and very unorganized information. More information for status is something only CP's Status HUD only, but you can also use Lunatic Status if you know how to ruby somehow. Again all these features you're asking for is very game feature specific."
That's what i was hoping for with Luna Engine... being able to do specific things that i was unable to otherwise do myself because of lack of scripting know-how.
It's not really THAT unorganized, it just does not bother to close the old windows, just open the new ones over the old ones like a background i guess one might say, then as you go back it closes each one, or closes them all depending one what button is pressed.
Guess that's not exactly a must either.. just a bummer if i can't.. ~_~
Battle Menu
"#1 Icon commands are just...actor commands script and change everything to icons."
Well, i can do the graphics for it, just need to be sure i can tell it to be like.. a horizontal menu for selecting those.
"#2 For the slots thing, you just put it in Battle Status or something and just make it print there. It's hard to explain than to show but it's not that hard. Part of using Luna is knowing how it functions how to creatively apply what you want like RPG Maker 2003 Eventing. I'll try to see if I can show it asap, but as of right now I'm super busy and Yami isn't the type to do art stuff like these."
Not an issue, i honestly do not require graphics work.
All i know is i have been staring at the scripts for LE for awhile now, scratching my head going "how would i go about this?"
Yeah the slots thing.. i figure it can be done kinda like the status icons that show anyhow, but some how..make them show only in the box for each one.
I guess the main question was being able to layout the status in battle like it is there, leader in a specific spot, then second person in a specific spot and so on and so forth.
"I also saw your review in steam, but gauges aren't as commonly used compared to HP/MP/TP bars in the community. If there are, people usually get the idea it's either gauges or bars. IDK why you thought we were being different terminology wise."
Because the default scripts calls them that.
Even YEA calls them that in those scripts, and a LOT of people i know calls them that.
And i been calling them that since day one.
I can point out the default scripts that constantly refer to them as that, and i been looking at the default scripts a lot longer than LE's scripts, so i'm used to looking for that word.. not bar or bars.. so yeah it DID throw me for a big loop and left me confused and scratching my head until it was pointed out to me.
Heck, even RPG Maker 2003 referred to them as gauges back in the day.
That's why i said it's as if you folks were trying hard to be different so you decided to name them bars.. that was just speculation on my part though.. not to offend. -
We don't have that by default and it would require some editing of Luna Engine Core if I'm not wrong.That's fine, don't really need that opening as it does.
Would like to change it so it stops using a fade-in and fade-out effect though and just have it "blink-in" and "blink-out".
I had that figured out at one point in time.. but now... no clue how i did it.
I technically did overlapping windows for Omori but I think I just disabled erase/close window/menu in config.That's what i was hoping for with Luna Engine... being able to do specific things that i was unable to otherwise do myself because of lack of scripting know-how.
It's not really THAT unorganized, it just does not bother to close the old windows, just open the new ones over the old ones like a background i guess one might say, then as you go back it closes each one, or closes them all depending one what button is pressed.
Guess that's not exactly a must either.. just a bummer if i can't.. ~_~
I saw how they did it. You know how RPG Maker has battle status hud? Basically all the information needed is in there. And the actor display auto positions itself from center as more party members are added. I did this for omori as well, but you'll be able to figure it out eventually after playing around adding more party members. I'm pretty sure the leader is always on the first position.Not an issue, i honestly do not require graphics work.
All i know is i have been staring at the scripts for LE for awhile now, scratching my head going "how would i go about this?"
Yeah the slots thing.. i figure it can be done kinda like the status icons that show anyhow, but some how..make them show only in the box for each one.
I guess the main question was being able to layout the status in battle like it is there, leader in a specific spot, then second person in a specific spot and so on and so forth.
YEA also calls them as bars as you can even see here http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/Because the default scripts calls them that.
Even YEA calls them that in those scripts, and a LOT of people i know calls them that.
And i been calling them that since day one.
I can point out the default scripts that constantly refer to them as that, and i been looking at the default scripts a lot longer than LE's scripts, so i'm used to looking for that word.. not bar or bars.. so yeah it DID throw me for a big loop and left me confused and scratching my head until it was pointed out to me.
Heck, even RPG Maker 2003 referred to them as gauges back in the day.
That's why i said it's as if you folks were trying hard to be different so you decided to name them bars.. that was just speculation on my part though.. not to offend.
It's confusing why it was sent as a negative in a product review though. -
"YEA also calls them as bars as you can even see here http://yanflychannel...-battle-engine/
It's confusing why it was sent as a negative in a product review though."
Yes but if you look in his scripts, he uses the word gauge or gauges.
And i have never bothered to visit his site before anyhow...
It was not the naming that made me give it a bad review, i just was using it as an example of my frustration so far, and that review is temporary anyhow.
As it stands i feel like it's a no... but if i end up doing what i wish to do with it, then i will change that to a yes.. my frustration is why i made a bad review so far though. It will change over time.. cause my initial reaction is that of frustration.
Well i am closing in on the answer to the way the menus fade in or rather the speed..
In scene base look for the fallowing.
#--------------------------------------------------------------------------# * Get Transition Speed#--------------------------------------------------------------------------def transition_speedreturn 10endI changed that 10 to a 0 and the menu then would open instantly rather than fade-in.. BUT it still fades out.. so i have a bit more research to go...
Like i said, i figured it out before.. but forgot how... same with disabling bluring and tinting in the background. Which i re-figured out recently.
But my horrible nature of assuming things was leading me to believe LE had options for those things... and i was wrong.
I'll get back to you when i figure out how it's done.
-UPDATE-
AND now i figured out how to set the transition for closing menus as well now.
In scene map.. same thing.
#-------------------------------------------------------------------------- # * Get Transition Speed #-------------------------------------------------------------------------- def transition_speed return 1 endIt was a 15, i made it a 1.. voila!
So now it blinks in and blinks out rather than fades in and fades out.
I figured out one other thing, the method in which the title menu opens.. it opens from center to top and bottom, and i think that could be a clue to opening the windows how i want them to.