![]() ![]() Then you set an absolutely invisible selectable object at (X,Y) that is a menu item for "Item" Now Luna Engine does not know where "Item" is and where "Save" is.īut you place them using coordinates (X,Y) This let's say it is called Picture 4 and it is a semi transparent colored square, that moves, as you choose by pressing up and down. Something that indicates you are selecting "Item" or "Save". Pictures 3x: where x is 1 to 9 let's say, are pictures with words, like "Item", "Save", blah blah. Picture 2: A fixed set of areas with solid color (Picture 1 is shown behind this) If you get Luna Engine one day, I might show you a few stuff. If you wanna show a different picture, with different size, you can do that,īut you have to also configure the Luna configuration script accordingly. Luna Engine is SET to show a menu at THAT size on the demo. Let's say that a demo used a menu picture for the menu that is 100 x 500. You must of course make it the RIGHT size. ![]() Luna Engine can show a window picture in bacground, instead of a window. Luna Engine changes how RPG Maker creates menus. Look, a menu is based on the system graphics by default. Written having in mind people that know almost nothing on programming.īut learning how to work this, makes you able to do super complex stuff EASILY.Įven programmers who know Ruby use that I bet! So you see Luna Engine is a COLLECTION OF SCRIPTS IN RUBY, Thus, you get FOR EXAMPLE, something LIKE: This is what Configuration script does in the first place. Meanwhile, Luna Engine doesn't need to understand a script to configure it.Ĭonfiguration script for Core Script is EASY to understand, FULLY documented and you can easily just change some numbers to do stuff.Ĭore Script will never be needed to be tweaked. You do this for all graphics, and you got a ready demo game working and perfectly set up, but with YOUR graphics. Now you make your own back1.png elsewhere, then overwrite the existing one, of the copy of the demo you made. You make a copy of this demo game somewhere else. Let's say that in a demo there are picture files (as always) and there is a picture file used as background for the menu, named back1.png ![]() if you just change the graphics, this can be modified easily. There are some ready setted up demo games to build upon them. The lower half is divided into 32 squares of color.Originally posted by Marquise*:BTW? Any ways to work on the graphics of this BEFORE learning to script or encode it the right way? Bottom Right: Cursor, "Pause Sign" and Colors The bottom right quarter is subdivided again: The upper left quarter is used to make the cursor sprite The upper right quarter is used for the "pause sign" displayed when a message window is waiting for the player to press OK to continue. The contents are drawn atop the frame, so the unsafe area that overlaps contents can be used to decorate the background with attention given to contrast. For MV, the default padding is 18 pixels For MZ and VX Ace it is 12 pixels The padding can be adjusted with scripting, but you should consider the defaults when making a window skin for general use. If you draw a thick window frame, it could touch or even overlap the contents. The padding is the amount of space around the window contents. If you want your window frame to have rounded corners, the amount of transparent space you can have is equal to the margin (otherwise the background will show outside the frame) For MV and MZ, the margin is 4 pixels (by default). Margin and Padding The window background is smaller than the window by a value called the margin. The arrows (cyan in illustration) are used to indicate when a window is scrollable. The edges (yellow in illustation) are stretched lengthways to make the window's border. The corners (magenta in illustration) are copied exactly as drawn to make the corners of the window. For MV/MZ you'll want to set your grid size to 12 pixels for editing this section, or 8 pixels for VX/VXA. ![]()
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