mmmegaidiot

mmmega idiot
Member
Joined
Feb 18, 2021
Messages
8
Reaction score
0
First Language
English
Primarily Uses
RMMZ
NOTE: When I mention styling, I mean CSS.

I need to know so I can have people help me make a menu cursor for MZ.
 

GBJackson

Veteran
Veteran
Joined
Dec 11, 2016
Messages
118
Reaction score
110
First Language
English
Primarily Uses
RMMV
Not sure about this one... However... It is possible to create a map that actually functions like a menu, where your character is a blinking selection box, and moving it jumps it to different options. Those options would be events with priority set to below character and action button triggered. I've been experimenting with this for my own project...

Use a parallax background for more artistic quality, Make the actual map tiles transparent, some being walkable so the game lets you move the cursor. If all existing menu functions are tied to this sort of map-based option selection, then you can make it so when the key to bring up the menu is pressed, the game gets the players location, loades the menu map, and when you exit the menu map it puts the player back where they were.

Using this method, then technically you can make the cursor look like whatever you want it to look...

Not sure if this helps, but it does present options to totally override the existing menu systems and with creative use of tiles and tile groups, could deliver a totally custom experience.
 

mmmegaidiot

mmmega idiot
Member
Joined
Feb 18, 2021
Messages
8
Reaction score
0
First Language
English
Primarily Uses
RMMZ
Not sure about this one... However... It is possible to create a map that actually functions like a menu, where your character is a blinking selection box, and moving it jumps it to different options. Those options would be events with priority set to below character and action button triggered. I've been experimenting with this for my own project...

Use a parallax background for more artistic quality, Make the actual map tiles transparent, some being walkable so the game lets you move the cursor. If all existing menu functions are tied to this sort of map-based option selection, then you can make it so when the key to bring up the menu is pressed, the game gets the players location, loades the menu map, and when you exit the menu map it puts the player back where they were.

Using this method, then technically you can make the cursor look like whatever you want it to look...

Not sure if this helps, but it does present options to totally override the existing menu systems and with creative use of tiles and tile groups, could deliver a totally custom experience.
I see. Thanks for your help!
 

Latest Threads

Latest Profile Posts

I've been working on something on and off for a few years now, and I've been reluctant to share any details on the project before I had anything playable because I did not want to generate hype only for the project to go back on hiatus. That being said I believe what I'm working on is very unique and pushes the boundaries of what RPG Maker projects can be. Bold claims, I know but just wait.
Happy Mother's Day to all the moms :)
Create Anime Art w/ AI, Tall Sprites with Aurora, Customize Variable Display | RPG Maker News #34

[My favorite slow moving track I've made so far]
dd_airport2.jpgdd_combat.jpg
dd_town.jpg
I did an experiment to try to solve the art style problem between RTP and 3D models.
But, it feels this grimdark world is going to end even faster. :kaoswt2:

Forum statistics

Threads
111,192
Messages
1,059,153
Members
144,437
Latest member
foxiee05
Top