RMMZ [Need Feedback] EST - Phone Menu Engine

estriole

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currently i'm writing a Menu Engine plugin... it's actually port rewrite + improvement of my script from ACE here

the plugin basically is like a menu manager (sorta like yanfly does in his menu engine) where we customize the command we want... the difference is this plugin also heavily Image based... and i use the Phone as the theme of the menu engine
it sorta look like this in action
phonemenu dev01.jpg

(of course the image could be customized... it doesn't have to be phone. some example is like this:
phonemenu dev03.jpg

feature already made:
- Customizeable background & command image.
- Custom Script when choosing a command.
- Ability to change image when hovered (see the red colored inventory above)
- Rescue image when not found... so you can slowly add your command / background image and did not have to use 'dummy' image. (multiple image with same picture). see Status command image above.
- Ability to run interpreter inside the scene. so we can execute common event to show text, show choice, etc (limited though. not all event command work... especially the one who need on Real Scene_Map to work).
- When Phone menu open... the map updates...other event still move...

the menu engine itself is already done... but currently i'm writing some extra basic scene included before releasing the plugin... i decide to finish all the basic scene before releasing it because back in ACE i did not finish all the scene >.<.
ex: item, skill, equip, status etc... basically what we have at default menu scene... but the scene will fit inside the 'phone'... this will take quite some time because i'm still new at touching the custom scenes and custom windows in MZ (back in MV i never touch custom scene/window and only modify what already exist)... also the scene might not function 100% like default menu scene because of the size limitation (must fit inside phone). so there's might be layout change from default menu...

this is status scene for example.
1602415824267.png
it doesn't have actor equipment because of the lack of space...
and in my opinion if we want to see the actor equipment... we open equip scene instead :D.
btw the actor states will be located below the class... i forgot giving the actor states before screenshot. :D

there's some feedback i need though... it would be helpful.
currently to set a menu command... i have 4 separate plugin parameter...
1. Command Title (string[])
1602416287920.png
2. Command Include (struct[]) ~ command & includeCondition
1602416357921.png1602416374930.png
3. Command Enable (struct[]) ~ command & enableCondition
the same concept like no 2.
4. Command Script (struct[]) ~ command & script
the same concept like no 2.

i kinda have another option to make a single plugin parameter for that though.
(need some plugin modification though)
so it have all command title, include condition, enabled condition, and script
something like this:
1602416618707.png1602416631966.png

which one is better in your opinion? and what the reason? thanks in advance for any input.
 
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Knightmare

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I actually remember using your VX Ace plugin for a detective noir game I was working on.

Either option works I think, I'm not a programmer though so maybe there are some methods that require less. All in all whichever option requires less footwork would probably be the best bet.
 

Eliaquim

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Hi there!
I think it's better if you stick with the last option, and put everything in one struct parameter.
I don't know if I get it, but "Command Title" is referring to the scene name?
 

41728280

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I want to be honest. The application range is too low, maybe only suitable for single-role games.
Moreover, now everyone is thinking that through fewer operations, you can learn more about the needs of information.
Under normal conditions, you only need to press a key to open the main menu, and the game time, HP, status and other information are clear at a glance. The premise is whether the layout is comfortable
Now it takes more actions to know this information, open the main menu, move the cursor, select the corresponding menu, open the information menu, etc., more tedious operations.
Just to show a few pictures, not very practical
 

estriole

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I actually remember using your VX Ace plugin for a detective noir game I was working on.

Either option works I think, I'm not a programmer though so maybe there are some methods that require less. All in all whichever option requires less footwork would probably be the best bet.
thanks for the feedback. the current system is using the first one... (just like ACE version) but changing to the second one might not too hard either.

Hi there!
I think it's better if you stick with the last option, and put everything in one struct parameter.
I don't know if I get it, but "Command Title" is referring to the scene name?
thank for the feedback...
"Command Title" is acting as two...
first the name of image file in the phone folder... and in some case that you need to draw the title like how the phone look (icon +text)... it will use that. because including text in the small image using photoshop sometimes not looking good. (unless you're using vector based program).
this draw title can be disabled in plugin parameter if your command image already clear enough what they do like the second example "Inventory" above.

what happen when we choose that command is put on the "script" (plugin parameter)... so when we click on the command... we can jump straight to the scene... OR do anything before going to the scene... OR just call common event and let it run in the phone scene (limited though)... so the menu engine is quite flexible if you want to lots of things when clicking the command...

I want to be honest. The application range is too low, maybe only suitable for single-role games.
Moreover, now everyone is thinking that through fewer operations, you can learn more about the needs of information.
Under normal conditions, you only need to press a key to open the main menu, and the game time, HP, status and other information are clear at a glance. The premise is whether the layout is comfortable
Now it takes more actions to know this information, open the main menu, move the cursor, select the corresponding menu, open the information menu, etc., more tedious operations.
Just to show a few pictures, not very practical
thanks for honest feedback...
that is the downside of this menu engine...
it might not be able to look like "traditional" JRPG that cram lots of information in one single first screen... this menu engine will require to navigate before gaining the info you want... and why most JRPG use that traditional method... cause it works... .

The user base of this plugin probably mostly the one that make non traditional JRPG games... such as detective game, puzzle game, visual novel game, survival horor game, dating sim game, modern life sim.

some JRPG could also use this but of course sacrificing the traditional feel of the first screen... and have to trade that with the beautiful graphics. (or ugly graphic if you like ugly graphic more )

i also have some dillema though... i'm okay with no playtime... it's mostly useless anyway... lots of game did not show them beside the save screen anyway... i also think navigating for some basic info like status or equip still on acceptable term...

but how about money the party have... it would be weird to have that in the first screen of the phone... and having to navigate to see the party money might not be a good design like you said...
any suggestion of the design to put money info on first phone screen without it being awkward... i'm planning to add
signal, battery at the top right of the phone (will be optional). so maybe adding money at the bottom (will be optional too)? will it awkward ?

or maybe optional window gold (with optional transparent or not) that can placed anywhere (plugin parameter for x and y)?
 
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Do you know what? I like it, I think it could also fit on a portrait view videogame, it can even shine there much better because you don't see the wide empty spaces on each side of the screen, it can be even more interesting to use if you mix it with MV/Z 3D plugin from @Dread_Nyanak where you actually see zoomed characters, you can also set a first-person view.

Essentially, now that I mentioned this, I think that the best place to use your plugin is on MV/Z 3D plugin-based videogames, just think about it, you're playing in first view, then you press esc or touch an UI Button, and an animation of the phone sliding up happens, opening there your menu where you can even select a camera to take screenshots (if you don't have this feature, please add it, all mobiles has camera right now anyways!).

It CAN be used in MODERN JRPG, or futuristic ones, think about it, a classic window-style menu? Why don't make for example than your smartphone can change your dressing? And what about photos? If the skin of the smartphone can be changed, it can turn your Sheikah Tablet for your fan-made Zelda game.

Sometimes, people doesn't put enough imagination and critiquize what they see right away without double-thinking on it, but me, instead, I'm the kind the person that while continues writting, Still thinks about the potentials, and I can guarantee that your plugin HAS a lot of potential.

You're going to the good way, just make sure to let us change also the icons and pick the image files right on the Plugin Manager, even the smartphone skin, and upload examples of it, add few variations.

- Default look (like now).
- "Zelda" themed look (a vertical menu which instead of a smartphone, just shows a full centered menu image rather than a smartphone, where all the icons goes).
- Classic themed look (something FF-like?)

Also, if you can achieve it, do that the game developer may from the Plugin Manager change the "screen size", so if they want a "full tablet look", instead of a smartphone, or even fill the entire screen with the "tablet/smartphone" screen, they can do it, and also, zoom for the icons and automatically sort them, so for example if in a row, by default five icons are there, and the user decreases its screen size, instead of hide two icons (or break the design), all them are merged properly into new rows.

Also a function to center the rest of icons or not, or for example, have two... how call it... on the sides of screen have "widgets", or shortcuts (call it how you want), so when you press a shortcut, a submenu (status, etc) is shown in the center.

For a "simple" smartphone plugin, with this feedback if you take it, you can make a much more worked menu system overall, which best use is mobile-games or MV/Z 3D videogames, and thanks to wide user customization right on the Plugin Parameters, doesn't matter the genre of the game.

Fan FF game? Use this with a classic theme.
Fan Zelda game? Now you can have your "Sheikah tablet".
Detective/horror game? Go for it!

Oh, also talking about Horror game, let us add a superior layer, so we can add the broken screen effect on it.

And also provide plugin parameters for change anything with events!
Good luck!!! Loved it.

PS: Yes, please sort the plugin parameters better to avoid confusion :)
 

estriole

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Do you know what? I like it, I think it could also fit on a portrait view videogame, it can even shine there much better because you don't see the wide empty spaces on each side of the screen, it can be even more interesting to use if you mix it with MV/Z 3D plugin from @Dread_Nyanak where you actually see zoomed characters, you can also set a first-person view.

Essentially, now that I mentioned this, I think that the best place to use your plugin is on MV/Z 3D plugin-based videogames, just think about it, you're playing in first view, then you press esc or touch an UI Button, and an animation of the phone sliding up happens, opening there your menu where you can even select a camera to take screenshots (if you don't have this feature, please add it, all mobiles has camera right now anyways!).

It CAN be used in MODERN JRPG, or futuristic ones, think about it, a classic window-style menu? Why don't make for example than your smartphone can change your dressing? And what about photos? If the skin of the smartphone can be changed, it can turn your Sheikah Tablet for your fan-made Zelda game.

Sometimes, people doesn't put enough imagination and critiquize what they see right away without double-thinking on it, but me, instead, I'm the kind the person that while continues writting, Still thinks about the potentials, and I can guarantee that your plugin HAS a lot of potential.

You're going to the good way, just make sure to let us change also the icons and pick the image files right on the Plugin Manager, even the smartphone skin, and upload examples of it, add few variations.

- Default look (like now).
- "Zelda" themed look (a vertical menu which instead of a smartphone, just shows a full centered menu image rather than a smartphone, where all the icons goes).
- Classic themed look (something FF-like?)

Also, if you can achieve it, do that the game developer may from the Plugin Manager change the "screen size", so if they want a "full tablet look", instead of a smartphone, or even fill the entire screen with the "tablet/smartphone" screen, they can do it, and also, zoom for the icons and automatically sort them, so for example if in a row, by default five icons are there, and the user decreases its screen size, instead of hide two icons (or break the design), all them are merged properly into new rows.

Also a function to center the rest of icons or not, or for example, have two... how call it... on the sides of screen have "widgets", or shortcuts (call it how you want), so when you press a shortcut, a submenu (status, etc) is shown in the center.

For a "simple" smartphone plugin, with this feedback if you take it, you can make a much more worked menu system overall, which best use is mobile-games or MV/Z 3D videogames, and thanks to wide user customization right on the Plugin Parameters, doesn't matter the genre of the game.

Fan FF game? Use this with a classic theme.
Fan Zelda game? Now you can have your "Sheikah tablet".
Detective/horror game? Go for it!

Oh, also talking about Horror game, let us add a superior layer, so we can add the broken screen effect on it.

And also provide plugin parameters for change anything with events!
Good luck!!! Loved it.

PS: Yes, please sort the plugin parameters better to avoid confusion :)
wow... thanks for nice and detailed feedback...
as for now the phone still 'pop' on the screen... i still haven't made it slide from left / right animation yet... maybe later i will add it in my to do list... it might be possible by adding starting position and then move it to the right coordinate... but it might get messy when moving lots of image at the same time though... (if you have lots of phone commands)... so i still don't know how to approach that yet...

about MV/Z 3D... do you mean:
if yes too bad i cannot guarantee this could be compatible with that plugin... because maybe it change how the spriteset map drawn and this have potential to crash when i update spritesetmap in my plugin.... but i could add a patch to not update the spritesetmap if using that plugin... but i have to try it first though... maybe it work as it is without needing to do anything :D.
but that plugin also still listed as MV... does it have MZ version... if yes i could try it combined with my plugin and try to make it compatible.

in my plugin... all command icon image is customizeable... you could also change the background image on the go with event (not yet made as plugin command though... still script call... but i will make the plugin command later)... FYI... actually the phone image itself have two layers... the background behind all the content... and on top of the content is the phone frame...(phone frame + camera image at the center :D) so if you want to make some 'cracked' phone screen... just add it on the 'phone' frame image as transparent layer with cracks... so the final result will be like this:
1602914192401.png

for support with different resolution game... i still working on that... so far it works fine with multiple resolution... but haven't test it extensively...

for row and column... this plugin currently can be customized to have how many column the menu has... it can be set at plugin parameter... but currently changing it on the go still not possible... but i will add it on my todo list... and it should not too hard too...

also my design is when for example you have 4x6 command means 24 command on the screen... if you have more than 24 command... it will be put on 'next page'... you can go to that page by either pressing page down, mouse scroll down, or press down at command 21-24.

about sorting plugin parameter... this also one of the minor problem i encounter... if i want the menu engine to be super customizeable... then it will need lots of plugin parameter :D... and i'm afraid no matter how i sort the parameter... because there's lots of it... it will still confuse the user...

the current plugin parameter btw:
1602916281910.png

once again thanks for the feedback...
 
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but that plugin also still listed as MV... does it have MZ version... if yes i could try it combined with my plugin and try to make it compatible.
:D
Yes it is available for MZ, but it's for patron only right now since everything that was on MV is still being ported to MZ.

And you welcome!! :D
 

41728280

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I did ignore certain game types. Maybe add some functions that can customize the picture. For example, when selecting the command, different character images will be displayed according to the command. These types of games pay more attention to the character image and parallax. Might be better
 

estriole

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Yes it is available for MZ, but it's for patron only right now since everything that was on MV is still being ported to MZ.

And you welcome!! :D
I guess i will wait for the plugin to be available for MZ for non patron then >.<.
when it do release for non patron... i will try my best to make it compatible... hopefully i can manage that though... :D...
 

estriole

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I did ignore certain game types. Maybe add some functions that can customize the picture. For example, when selecting the command, different character images will be displayed according to the command. These types of games pay more attention to the character image and parallax. Might be better
i need a little info about when selecting command different character images displayed according to command... do you mean when choosing the actor status / skill / equip ? if it's yes currently the status menu addon i already made... can have different actor background for each actor. (planning to do the same for equip, skill)
ex:
1602931499955.png
1602931513097.png

the whole phone scene itself also currently support common event executing on the scene (now already almost every event command works)...
so in status menu addon... i can make it execute common event that simulate the character talking like this:
1602931579716.png
i can even bind common event to the menu command itself and make it execute like this:
1602931797048.png
and the common event itself can be chained with another common event. for example when choosing
test001 above i will call common event 3, map teleport common event 4, test 003 common event 5...

hopefully this also helpful for all the eventing master out there :D.
 

estriole

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this plugin is released...

still haven't work for solution for missing gold window though... i will try something and then update the plugin with it later.
 

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