GlitchyPSIX

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Problem: There is a font glitch in the Name Input window.

Cause: Switching the default font (VL Gothic) to Roboto Condensed (License included, I'm no stealer.)

What happens?: After changing the font, the name input looks like with all letters from the font being like, sticked. no spaces.

External script caused problem?: Not exactly, to change the font I used Yanfly's Ace Core Engine (for messages Yanfly's Ace Message Engine)

Screenshot: (640x480)

[IMG]http://i.imgur.com/rCTRVLm.png[/IMG]
Custom comment about the problem: Yes, this is very frustrating... I need some help...

EDIT: Oops... the title has a miss...
 
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Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


Please post links to the scripts you are using and to the font as well.


Does this happen when you use the font in a NEW project (without any additional scripts)?
 

GlitchyPSIX

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

Please post links to the scripts you are using and to the font as well.

Does this happen when you use the font in a NEW project (without any additional scripts)?
(The scripts that are copypasted have their links down and I have rescued them.

However, the ones that are still safe their locations are near it's title.

Like: "PKCore Scripts (www.com)")

Using Victor Sant's Scripts (https://victorscripts.wordpress.com)

Basic Module

Followers Options

Pixel Movement

Platforms

Jump

Diagonal Movement

Yanfly's Engine Ace Patch

Using Yanfly's Scripts (https://yanflychannel.wordpress.com)

Ace Core Script

Ace Message System

Ace Menu Cursor

Ace Battle System

Using Yami's Scripts (https://github.com/suppayami/rmvxa-collection)

Battle Symphony (Symphoria)

Holder's Battlers Addon

Using Casper Gaming Scripts (http://www.caspergaming.com/Developer_Tools.html)

Core

Menu Organizer

Stat Tracker

Achievements

Encylopedia

Using Moghunter's Scripts (http://www.atelier-rgss.com/RGSS/RGSS_VX_ACE.html)

Event Overlay Text

Pickup/Throw

Save/Load custom HUD

Chain Commands (map)

Transition EX

Battle Command EX

Using Meph's Scripts (Links Down)

Meph's Ocarina

#==============================================================================# ** Meph's Playable Instrument (A.K.A Ocarina Script)#------------------------------------------------------------------------------# MephistoX (Meph's Labs)# Version 1.5# 27/02/2012# RPGMaker VXAce#------------------------------------------------------------------------------# * Version History :## Version 1 ---------------------------------------------------- (26/02/2012)# - First Released Version# Version 1.1 -------------------------------------------------(26/02/2012)# - Added Common Event Trigger (Thanks Patrick, you're clever)# Version 1.2 -------------------------------------------------(26/02/2012)# - Simplified System, removed switch and teleport.# Version 1.5 -------------------------------------------------(27/02/2012)# - Added Tetragram Style and Song List, little fix on Tetratram Y.pos#------------------------------------------------------------------------------# * Description :## As no need for a big introduction this instrument system allows you to # create an instrument and play it, like the ocarina system in the Zelda's# Ocarina of Time or whatever that includes an ocarina.# # When you play a correct song, a common event will be activated.#------------------------------------------------------------------------------# * Instructions :## Place The Script in the Materiales Section of your Script List#------------------------------------------------------------------------------# * Syntax :# # Refer to the module to see how to configure every aspect of the system.# also use:## - $game_party.get_song(song_id) => Learn a song and you can activate it.# # This code allow you to learn a song, otherwise even if you play the correct# notes nothing will happen.#------------------------------------------------------------------------------# * Notes :# # - Any other Thing, see the demo to see how to configure.#==============================================================================#==============================================================================# ** Game_Instrument#==============================================================================module Game_Instrument #-------------------------------------------------------------------------- # * KeyNotes : The Input button and the assigned note # - Keynotes = {Button => Note, ...} both as symbols #-------------------------------------------------------------------------- KeyNotes = {:UP => :A, :DOWN => :B, :LEFT => :C, :RIGHT => , :C => :E} #-------------------------------------------------------------------------- # * Notes : Parameters for the different playable Notes # Notes = {NoteSymbol => [SE, Icon, index]} # - Note Symbol => The Note Symbol defined at KeyNotes # - SE => Special Effect when playing a note # - Icon => Icon of the note to be shown at Tetragram # - Index => Index of the Note in the Tetragram (wich line to put it) #-------------------------------------------------------------------------- Notes = {:A => ['Ocarina-Key-Up', 529, 0], :B => ['Ocarina-Key-Down', 531, 3], :C => ['Ocarina-Key-Left', 532, 1], => ['Ocarina-Key-Right', 530, 2], :E => ['Ocarina-Key-A', 528, 3] } #-------------------------------------------------------------------------- # * Songs : The Playable Songs and their configuration # Songs = {id => {:name => '', :notes => [], :common_event => id} # - id => ID of the Song (don't repeat) # - name => Name of The song # - icon => Icon of the song (for Songlist) # - notes => List of Notes that create the Song # - common_event => Activate a common event #-------------------------------------------------------------------------- Songs = {} Songs[:saraissong] = {:name => 'Sairias Song', :icon => 344, :notes => [:B, , :C, :B, , :C], :common_event => 5} Songs[:zeldaslullaby] = {:name => 'Zeldas Lullaby', :icon => 344, :notes => [:C, :A, , :C, :A, ], :common_event => 6} Songs[:sunssong] = {:name => 'Suns Song', :icon => 248, :notes => [, :B, :A, , :B, :A], :common_event => 7} Songs[:songofstorms] = {:name => 'Song of Storms', :icon => 328, :notes => [:E, :B, :A, :E, :B, :A], :common_event => 8} Songs[:songoftime] = {:name => 'Song of Time', :icon => 328, :notes => [, :E, :B, , :E, :B], :common_event => 9} Songs[:eponassong] = {:name => 'Eponas Song', :icon => 328, :notes => [:A, :C, , :A, :C, ], :common_event => 10} Songs[:minuetofforest] = {:name => 'Minuet of Forest', :icon => 344, :notes => [:E, :A, :C, , :C, ], :common_event => 11} Songs[:bolerooffire] = {:name => 'Bolero of Fire', :icon => 344, :notes => [:B, :E, :B, :E, , :B, , :B], :common_event => 12} Songs[:serenadeofwater] = {:name => 'Serenade of Water', :icon => 248, :notes => [:E, :B, , , :C], :common_event => 13} Songs[:nocturneofshadow] = {:name => 'Nocturne of Shadow', :icon => 328, :notes => [:C, , , :E, :C, , :B], :common_event => 14} Songs[:requiemofspirit] = {:name => 'Requiem of Spirit', :icon => 328, :notes => [:E, :B, :E, , :B, :E], :common_event => 15} Songs[:songofhealing] = {:name => 'Song of Healing', :icon => 328, :notes => [:C, , :B, :C, , :B], :common_event => 16} #-------------------------------------------------------------------------- # * MaxNotes : The Number of Max Notes in the Tetragram # - Consider 10 as the Maximum, according to the width of the tetragram #-------------------------------------------------------------------------- MaxNotes = 10 #-------------------------------------------------------------------------- # * WaitNote : The frames to wait before play another note #-------------------------------------------------------------------------- WaitNote = 5 #-------------------------------------------------------------------------- # * Success SE : SE that will play when play a correct song #-------------------------------------------------------------------------- SuccessSE = 'Ocarina-SongisCorrect' #-------------------------------------------------------------------------- # * WindowStyle : Style of the Tetragram # 0 => Classic Style | 1 => Window Style #-------------------------------------------------------------------------- WindowStyle = 0end#==============================================================================# ** Game_Party#==============================================================================class Game_Party #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :songs #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias_method :meph_gplayinstrum_gparty_inaltems, :init_all_items #-------------------------------------------------------------------------- # * Initialize all Items #-------------------------------------------------------------------------- def init_all_items # The Usual meph_gplayinstrum_gparty_inaltems # Song List @songs = [] end #-------------------------------------------------------------------------- # * Get Song : Get a Song #-------------------------------------------------------------------------- def get_song(song_id) # Return if Song Doesn't Exist return unless Game_Instrument::Songs.keys.include?(song_id) # Return if song already known return if @songs.include?(song_id) # Push Song into the list @songs << song_id end #-------------------------------------------------------------------------- # * has_song? : Check if Party has song #-------------------------------------------------------------------------- def has_song?(song_id) @songs.include?(song_id) endend#==============================================================================# ** Window_Tetragram#==============================================================================class Window_Tetragram < Window_Base #-------------------------------------------------------------------------- # * Window Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 400, 100) # Create Note List @notes = [] # Refresh refresh end #-------------------------------------------------------------------------- # * Set Standard Padding #-------------------------------------------------------------------------- def standard_padding 0 # 0 to match in case of dim background end #-------------------------------------------------------------------------- # * Create Window BackGround #-------------------------------------------------------------------------- def create_back_bitmap color = Color.new(0, 0, 0) color.alpha = 160 contents.fill_rect(0, 0, width + 0, height + 10, color) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear # If WindowStyle is 0 if Game_Instrument::WindowStyle == 0 # Draw BackGround create_back_bitmap # Set Opacity self.opacity = 0 end # Draw Tetragram 4.times do |i| contents.fill_rect(12, 20 + (i * 20), 376, 2, text_color(1)) end # Draw Played Notes draw_played_notes end #-------------------------------------------------------------------------- # * Draw Played Notes : Draw the Played Notes in the Tetragram #-------------------------------------------------------------------------- def draw_played_notes # Pass Through each note by index @notes.each_index do |i| # Draw Icon at position in the Tetragram draw_icon(@notes[0], (i * 26) + 10, (@notes[1] * 20) + 9) end end #-------------------------------------------------------------------------- # * Add Note : Add Note to Note List #-------------------------------------------------------------------------- def add_note(note) # Add Note to Note List @notes << note # Refresh refresh end #-------------------------------------------------------------------------- # * Add Note : Add Note to Note List #-------------------------------------------------------------------------- def clear_notes # Clear Note List @notes.clear # Refresh refresh endend#==============================================================================# ** Scene_Instruments#==============================================================================class Scene_Instrument < Scene_MenuBase #-------------------------------------------------------------------------- # * Mixin Game_Instrument #-------------------------------------------------------------------------- include Game_Instrument #-------------------------------------------------------------------------- # * Start #-------------------------------------------------------------------------- def start # Create Played Notes Handler @played_notes = [] # Created Played song handler @played_song = nil # Set BGM to last BattleManager.save_bgm_and_bgs # FadeOut Music fadeout_all(0) # SuperClass Method super # Create Tetragram create_tetragram end #-------------------------------------------------------------------------- # * Create BackGround #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = SceneManager.background_bitmap end #-------------------------------------------------------------------------- # * Create Tetragram : Create the Tetragram #-------------------------------------------------------------------------- def create_tetragram @tetragram = Window_Tetragram.new # Center at X @tetragram.x = (Graphics.width - @tetragram.width) / 2 # Position at Bottom @tetragram.y = (Graphics.height - @tetragram.height) - 20 end #-------------------------------------------------------------------------- # * Main Update #-------------------------------------------------------------------------- def update super # Check Played Note check_played_note # Update Classic Input update_classic_input end #-------------------------------------------------------------------------- # * Update Classic Input #-------------------------------------------------------------------------- def update_classic_input if Input.trigger?:) # Play Cancel Se Sound.play_cancel # Replay BGMs BattleManager.replay_bgm_and_bgs # Return to Scene SceneManager.return end # Clear notes if input C if Input.trigger?:) && @played_notes.size > 0 # Play Clear SE Audio.se_play('Audio/SE/cancel', 80) # Clear Notes return clear_notes end end #-------------------------------------------------------------------------- # * Check Played Note : Check if a Note was Played (by input) #-------------------------------------------------------------------------- def check_played_note # Pass Through each Keynote Input Key KeyNotes.keys.each do |knote| # If Inputted trigger is a Note if Input.trigger?(knote) # Go to Play Note return play_note(knote) end end end #-------------------------------------------------------------------------- # * Play Note : Play a note #-------------------------------------------------------------------------- def play_note(note) # Clear Notes if Currently played notes is more than MaxNotes if @played_notes.size > MaxNotes # Play Buzzer Sound.play_buzzer # Clear Notes return clear_notes end # Get Parameters pars = Notes[KeyNotes[note]] # Play Note SE Audio.se_play('Audio/SE/' + pars[0], 80) # Add Note to the Tetragram @tetragram.add_note([pars[1], pars[2]]) # Add Played note to Played Notes List @played_notes << KeyNotes[note] # Wait for Next Note Graphics.wait(WaitNote) # Check if notes form a song check_song unless @played_notes.size < 4 end #-------------------------------------------------------------------------- # * Check Song : Check if Notes Form a Defined Song #-------------------------------------------------------------------------- def check_song # Pass Through Each Song Songs.each do |song| # If Song Notes match with played notes if song[1][:notes] == @played_notes && $game_party.has_song?(song[0]) # Set played Song as song id @played_song = song[0] # Go to Play Song return success_song end end end #-------------------------------------------------------------------------- # * Terminate Playing #-------------------------------------------------------------------------- def success_song # Play Success SE Audio.se_play('Audio/SE/' + SuccessSE, 80) # Wait Graphics.wait(50) # Return to Scene SceneManager.return # Replay BGMs BattleManager.replay_bgm_and_bgs # Do Common Event $game_temp.reserve_common_event(Songs[@played_song][:common_event]) end #-------------------------------------------------------------------------- # * Clear Notes : Clear Played Notes #-------------------------------------------------------------------------- def clear_notes # Clear Tetragram (Window) Notes @tetragram.clear_notes # Clear Main Variable (Played Notes for Scene) @played_notes.clear endend
Meph's Blur Fix

#==============================================================================# ** Blur Fix #==============================================================================#==============================================================================# ** module Scene_Manager#==============================================================================module SceneManager #-------------------------------------------------------------------------- # * Snapshot_for_Background #-------------------------------------------------------------------------- def self.snapshot_for_background @background_bitmap.dispose if @background_bitmap @background_bitmap = Graphics.snap_to_bitmap endend#==============================================================================# ** Scene_Menu Base#==============================================================================class Scene_MenuBase < Scene_Base #-------------------------------------------------------------------------- # * Create BackGround #-------------------------------------------------------------------------- def create_background @background_sprite = Sprite.new @background_sprite.bitmap = SceneManager.background_bitmap @background_sprite.bitmap.blur @background_sprite.color.set(16, 16, 16, 128) endend
Meph's Song List for Ocarina

#==============================================================================# ** Meph's SongList : To be Used with Meph's Game Instruments#------------------------------------------------------------------------------# MephistoX (Meph's Labs)# Version 1.5# 27/02/2012# RPGMaker VXAce#------------------------------------------------------------------------------# * Description :## This Little Plugin adds a simple Song list that shows you the notes that # compose the differents songs of the main system.#==============================================================================#==============================================================================# ** Window_SongInfo#==============================================================================class Window_SongInfo < Window_Base #-------------------------------------------------------------------------- # * Mixin Game_Instrument #-------------------------------------------------------------------------- include Game_Instrument #-------------------------------------------------------------------------- # * Window Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 336, 48) # Refresh refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear end #-------------------------------------------------------------------------- # * Update Song : Update Shown Song Info #-------------------------------------------------------------------------- def update_song(song) # refresh refresh # Draw Nil if Song is Nil return draw_nil if song.nil? # Get Notes notes = Songs[song][:notes] # Get Center Position center_x = ((notes.size * 30) - (contents_width)) / 2 # Pass Through each index of notes notes.each_index do |i| # Draw Note Icon draw_icon(Notes[notes][1], (i * 30) - center_x, 0) end end #-------------------------------------------------------------------------- # * Draw Nil : Draw a Text to Show there are not songs selected or at all #-------------------------------------------------------------------------- def draw_nil # Draw Text indicating there are no Songs draw_text(0, 0, contents_width, line_height, 'No Songs!', 1) endend#==============================================================================# ** Window_SongList#==============================================================================class Window_SongList < Window_Selectable #-------------------------------------------------------------------------- # * Mixin Game_Instrument #-------------------------------------------------------------------------- include Game_Instrument #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 336, 96) refresh select(0) activate end #-------------------------------------------------------------------------- # * Item Max #-------------------------------------------------------------------------- def item_max $game_party.songs.size end #-------------------------------------------------------------------------- # * Song #-------------------------------------------------------------------------- def song $game_party.songs[index] end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) # Get Song song = Songs[$game_party.songs[index]] # Get Rect rect = item_rect(index) rect.width -= 4 # Draw Default Partiture Icon draw_icon(song[:icon], rect.x, rect.y) # Draw Song Name draw_text_ex(rect.x + 26, rect.y, song[:name]) end #-------------------------------------------------------------------------- # * Update Help #-------------------------------------------------------------------------- def update_help # Update Song Info @help_window.update_song(song) endend#==============================================================================# ** Scene_SongList#==============================================================================class Scene_SongList < Scene_MenuBase #-------------------------------------------------------------------------- # * Start #-------------------------------------------------------------------------- def start super # Create Song Info create_songinfo_window # Create Song List create_song_list end #-------------------------------------------------------------------------- # * Create Song Info Window #-------------------------------------------------------------------------- def create_songinfo_window @song_info_window = Window_SongInfo.new @song_info_window.x = (Graphics.width - @song_info_window.width) / 2 @song_info_window.y = (Graphics.height - 144) / 2 end #-------------------------------------------------------------------------- # * Create Song List #-------------------------------------------------------------------------- def create_song_list @song_list_window = Window_SongList.new @song_list_window.x = @song_info_window.x @song_list_window.y = @song_info_window.y + @song_info_window.height @song_list_window.set_handler:)cancel, method:)return_scene)) @song_list_window.help_window = @song_info_window endend
_______________________________________

When using in a new project (Not using Yanfly's Core/Ace Message Engine) works well... somehow.

_______________________________________

EDIT: Here's Roboto Condensed (GoogleFonts, used in Android 4.x.x) www.google.com/fonts/specimen/Roboto+Condensed
 
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Shaz

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So it's one of your added scripts that's causing the problem.


Can you do a global search (control+shift+f) in your scripts for the following text, and let us know what results you get?

Code:
Window_NameInput
 
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GlitchyPSIX

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'Zis is what I get,
(Windows Classic for perfomance... not Win2000)
 

Zis.png
 

Shaz

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mmm ... can you search for Scene_Name?


and NameEdit
 
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GlitchyPSIX

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Zis is what i get, again.
Seems like no script I'm using uses the NameInput class...
Would you like the full (litemode) package with all script for debugging?

Again Zis.png

AgainGainZis.png
 

Shaz

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Yeah, I think so. I don't really see anything in that script list that would affect this.


If you change the font back to the default, does it fix itself up again?
 

GlitchyPSIX

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Yes it does, and that's what made me see the problem.
Roboto Condensed doesn't have Japanese bitmaps, they are rendered as []'s, Name Input's method there has it's font control based on the japanese letters.

By setting " japanese? " to false, it stopped using the Actual Font's Japanese Character Width (In Roboto C, []) and it used A Letter one.

I am getting better in my programming, thanks for your time :3
 

Shaz

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Isn't Japanese? set to false by default in the English version? Or is it there at all? I'm at work so I can't check mine.
 

GlitchyPSIX

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Isn't Japanese? set to false by default in the English version? Or is it there at all? I'm at work so I can't check mine.
Seems like when i made my project for first time... I used the other version of my Ace that had a "Japanese Edited" database, that includes scripts.

Forgot to make the game think that it was actually using Latin Letters instead of Japanese xD
 

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Quite the versatile cast so far :p

chars.PNG

Edit: Sprites are made by Alexdraws and TheMightyPalm. I just edited them.
Degica Games Turn Komodo | RPG Maker News #77

Well, rats. Was really looking forward to trying out FPS Creator, but trying to install and set it up was pretty much impossible for my tiny brain to comprehend. So much for that, then.
Ah, home once more! I think I can safely work on my games now.
Let's hope power remains on for the day

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