Help with a custom save screen

lemongreen

Veteran
Veteran
Joined
Jul 16, 2013
Messages
230
Reaction score
260
First Language
English
Primarily Uses
Hey, I've been trying to get a save/load screen that looks slightly the way I want and haven't really had much luck with it... The major problem is I really don't have enough scripting knowledge to know what I'm doing to put it together correctly.

Basically, this is the save I have so far thanks to finding a script by TheoAllen:



(What the edited version looks like so far thanks to TroyZ's script edit)

(and here's TheoAllen's script on his blog: http://theolized.blogspot.com/2013/06/theo-face-graphics-on-save-menu.html )

I would like to make it look a bit more like the recent Ace Attorney game's save, but that's probably beyond my ability a bit...

For reference it looks like this (and sorry for it being in Japanese, it's the only screenshot I could find)



Basically the first line is the trial your on (which I'm pretty sure in this screenshot if it were in English would be Episode 1: Turnabout Countdown)  and the second line states whether your in investigation or trial and what day you're on.

The only thing is I'm making a mystery game so I'm not quite sure if I'll be using multiple days yet, but I do like the look of having the current main's face on the save (because I was planning on having only one character in the lead at a time but have more than one you can play) and having at least the current case number, and if possible a title (though it's not necessary) 

I would just love some help on how to do this because everything I've tried has just thrown me errors so obviously I need help. Thank you in advance.

(edit: before I forget, I'm also using two of  Dekita's scripts if anyone's wondering why the window skin and background look weird. They're Scene Background and Window Skin)

Still to do:

     1. Figure out how to put the current case number (and possibly a title) (This is what I seem to be having the most problems with, so as

         soon as I can stop tinkering a bit with what I currently have in my game I'll put up what I've been trying because it's most definitely

         wrong) 

    2. Figure out the correct code and placement to draw the image directly under the file numbers (that probably would do better after I get

        everything else already positioned on the save)

   3.  Decide whether I want to actually put the real time on the save file (since thinking over it, it may not be that hard but I'm not sure whether

        I actually want that yet or not...)
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
Where does the case number, title, day, time, trial, and mode - whatever info you want in the screen - come from? Variables? Another custom script?
 

TroyZ

The Slayer
Veteran
Joined
Jun 18, 2013
Messages
74
Reaction score
5
First Language
Indonesian
Primarily Uses
RMVXA
it looks like you need your own custom graphics to display all the pictures needed in your game just like the screenshot.
 
for example you need the picture of ribbon placed exactly as the same position of the "File x" terms in the savefile screen
for the time itself, you can achieve it by using Time.now function
for the mission name, it's better you put the value itself on $game_system, create a new attr_accessor in there to act as mission name container so you can call it again on your savefile screen and edit the value as the game progress
for the investigation trial day, i think you can do it also with the mission name trick
for the face on the savefile, here the edited version of theo's script. i edited this so you can show only the leader face no matter how many actors the party currently have

# =============================================================================# TheoAllen - Face Graphics on Save Menu# Version : 1.1# Contact : www.rpgmakerid.com (or) http://theolized.blogspot.com# (This script is translated by AbsoluteIce)# =============================================================================($imported ||= {})[:Theo_SaveMenuFace] = true# =============================================================================# CHANGE LOGS:# -----------------------------------------------------------------------------# 2013.06.03 - Include map name as save header# 2013.06.02 - Started and finished script# ==============================================================================begin Introduction : This script gives the ability to see faces on the save menu How to use : Put below material and above main Terms of use : This script has a special condition, Feel free to use it. Note : This script lets you handle the look of the save menu. If you use another persons script that changes the way/design of the save menu, its highly possible that this script is compatible with it.=end# =============================================================================Include_Mapname = true # Set true / false to not include mapname# =============================================================================module DataManager def self.make_save_header header = {} header[:characters] = $game_party.characters_for_savefile header[:playtime_s] = $game_system.playtime_s header[:faces] = $game_party.faces_for_savefile header[:map_name] = $game_map.display_name header end endclass Window_SaveFile def refresh contents.clear change_color(normal_color) name = Vocab::File + " #{@file_index + 1}" draw_text(4, 0, 200, line_height, name) @name_width = text_size(name).width #draw_party_characters(152, 58) draw_party_faces(80, 0) draw_mapname(0,0,contents.width,2) draw_playtime(0, contents.height - line_height, contents.width - 4, 2) end def draw_mapname(x,y,width,align) return unless Include_Mapname header = DataManager.load_header(@file_index) return unless header draw_text(x,y,width,line_height,header[:map_name],align) end def draw_party_faces(x, y) header = DataManager.load_header(@file_index) return unless header && header[:faces] puts header[:faces].size #header[:faces].each_with_index do |data, i| draw_face($game_party.leader.face_name, $game_party.leader.face_index, 350, y) #end end endclass Game_Party < Game_Unit def faces_for_savefile battle_members.collect do |actor| [actor.face_name,actor.face_index] end endendhopefully i can help you with these :)
 

lemongreen

Veteran
Veteran
Joined
Jul 16, 2013
Messages
230
Reaction score
260
First Language
English
Primarily Uses
Where does the case number, title, day, time, trial, and mode - whatever info you want in the screen - come from? Variables? Another custom script?
Well, I already have a variable keeping track of the case number because I evented the select screen and that seemed the easiest way to keep track of which one the player currently is in (along with what they have access to) Really, I haven't been using that many variables yet because I'm not that far along and I could see if I do add in days using one for that, too.

As for the date and time on there I'm pretty sure that's the real time the person saved the file at (using the date and time set in the 3DS it was played on), and that probably would need scripting if I added it (though, as neat as it is, it would probably be a mess to use...) 

I would prefer to access the information from the variables I already have so there's not tons of need for scripting, but if there's no way to do that I wouldn't mind too much having to deal with custom scripts if I have to.

Also, thanks for the edit, TroyZ; I'll test it out right away.

Edit: Aright, this is what I have so far to draw a variable on the save screen (I know it doesn't look like much, but that's because the rest of it kept erroring on me)

#==============================================================================# Customization#==============================================================================module SHLGCS #Set which variable controls the case numer on the save screen CASE_VARIABLE = 4 endmodule DataManager class << self; alias custom_save_screen_make_save_headershlg make_save_header; end def self.make_save_header header = {} header[:variables] = $game_variables[SHLGCS::CASE_VARIABLE] header endendI'd put the rest, but it's probably better to just start from scratch from there since the save screen won't even open... 

Edit2: Running into a small problem with the edit TonyZ made when I try to load from the title screen apparently having to do with the line right here:

draw_face($game_party.leader.face_name, $game_party.leader.face_index, 350, y) This is a little sad since that's what's drawing the face on the save, so if somebody could please still help... (It seems to have to do with face_name; the debug script I'm using says it's undefined)
 
Last edited by a moderator:

lemongreen

Veteran
Veteran
Joined
Jul 16, 2013
Messages
230
Reaction score
260
First Language
English
Primarily Uses
I'm guessing I can bump this now.

I do need a little more help, though it's not entirely important that it happen right away (the game's probably going to be put on hold a bit now that school's started back up) but it would still be nice to have this (I may just go try to learn more Ruby/RGSS3 then come back to it myself later, though...)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,070
Members
137,577
Latest member
SadaSoda
Top