U1G Engine : Vertical Menu V.1.0
INTRODUCTION :
This is my second script.Over 132 Lines.
INFORMATION :
This script adds a highly customizable vertical menu.With a horror game theme,it only has Items,Save,Equip and Game End.But you still can add commands but that a little bit hard.You can customize the menu using X & Y,Width,Height,and change Command names.
WARNING : May be not compatible with other menu scripts.
FEATURES :
-Horizantal Horror-ish Style Menu !
-Highly Customizable !
-You support a new scripter !
HOW TO USE :
Plug & Play.Edit if needed.
COMPLETE SCRIPT :
Get it here :
http://u1grpg.weebly.com/scripts/u1g-engine-vertical-menu
FAQ :
None at the moments
BUGS :
None at the moment.
AUTHOR'S NOTES :
Still open for suggestions :D
THANK YOU FOR YOUR ATTENTION,
-Ultim1337Gamer
U1G Engine : Horizontal Menu V.1.0
● ARCHIVED · READ-ONLY
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Nice for beginning on scripting. For suggestions though, you can actually shorten your code, some part of them are not necessarily to be included. However this is your script so I am giving you a thumbs up. ^^ Good luck.
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Can you explain why you overwrote the database command names? Why not use the database Equip, Save, Items, etc terms? If you use constants in your configuration module, it just adds to the developer's workload every time they want to change the command names. I would recommend using the methods already provided ^_^
Also, in your Scene_Map#call_menu method, why alias the method at all? You are simply adding an unnecessary Scene_Menu instance to SceneManager's stack on top of your custom scene, and when you return the scene, you are adding yet another instance of Scene_Map! If you used the methods as they were, you'd return to the old instance of the scene and not waste memory. Instead, you've added two extra instances that will eventually stack up to be a problem, should the game be played long enough. Also, you call Sound.play_ok twice in a row, which probably distorts the sound a bit (check the Scene_Map#call_menu original method; it already calls it). Also, why do you bother calling Window_MenuCommand::init_command_position twice? You aren't even using Window_MenuCommand. I'd recommend removing the alias or just editing Scene_Menu instead of adding a new scene. Knowing when to alias or not comes with experience :)
Also, I don't mean to be a stick in the mud, but what is customizable about this? It actually takes away from the developer, if anything. It doesn't pertain to horror, either. Not sure why the title includes it? And, being just picky, it isn't vertical. At all. It's horizontal. It even subclasses Window_HorzCommand. <_< Minimal Menu, or something to that effect, would describe this much better.
I know I sound rude, but I'm honestly just trying to explain the bad to you, so that you can get better. I was at this stage once, and a few other programmers handed me the kind of 'advice' I've laid out above. While it may sound harsh, your interests are it's priority. Good luck. -
^ Added from above, the instance of command window is... well, you should change it.
And somehow I find this similar with Nightwolf's way of doing a horizontal menu, which I gave the same advice that he should rework it. -
Thank you all.I'll rework it as you said.