I really didn't expect much from this version. Even being the longest interval between RPG Maker versions, the MV brought great changes and it would be dream too much hope that would happen twice in a row. But I didn't expected so few either. Maybe it was more interesting wait more one or two...
Plugin rpg_windows, line 62 or search for standardBackOpacity function. The default value is 192, change to 255. Or, preferencialy, create a plugin to make this change, otherwise, when update these plugins you'll lose this modification.
I tried use here, but the move is moving the appWindow and focus working only when DevTools already open. I thought there was a
corresponding code in this new NW.js. Well, isn't worth it take time just to keep this... crutch, I'll survive without this, haha.
Thanks for answer, Jonforum.
I had the following code working until the last RPG Maker MV version (ignores Portuguese comments and strings).
var cons_pos_x = 1150; // Posicao X
var cons_pos_y = 180; // Posicao Y
var cons_tam_x = 716; // Tamanho X, 716 é o padrão
var cons_tam_y = 539; // Tamanho Y, 539 é o...
This? This plugin overwrites the default Scene_Item and changes Window_ItemList columns number, so also affecting the item's window on Scene_Equip. I don't know what this Yanfly's plugin does, but this 'simple scene items' still being Scene_Item.
@Weremole I saw some screens with tiles in this style on Deviantart and really enjoyed. Lovely tiles and beutiful map. Of course doesn't look as a dark forest, but is the perfect place for poisonous mushrooms and other envenomed enemies.
I'm working on UIs. This is the result of a morning...
Apparently, is it a pixel art, right? I don't recommend to reduce pixel arts made in scale 1:1, because, or will be blurred, or will be missing some pixels. The best way is work in multiples scales of final size (if it's best for you) and then reduce after finished.
It's important also to check...