Rpg Maker Vx Ace: How to add a command to the title screen

Awesomeguy2561

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I am kind of new to the game making business and I was wondering how I could add a command to the title screen. So, after New Game and Continue, I want to be able to put Controls and then when you click

on it, it will take you to the list of controls. Is there a kind of script or something for this, or do I do something else?
 

TEETH

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By controls do you mean like an options setting? Or to change the hotkeys?

Here's a few I found for options:

[x]   [x]   [x]   [x]

Or to set the hotkeys:

[x]
 

Rikifive

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Hello!

Okay, I made a simple script, that will allow you to do that.

What this does?

- Adds a command to title screen with its own scene.

- draw text and icons anywhere you want, manually and safe.

- you can put an image instead of writing stuff manually. Just make an image, where you'll draw some things and name it "Background_Controls.png" (by default - it can be changed in script) and put into \Project\Graphics\Pictures.

# 1ST STEP - SETUP TITLE COMMAND.# EVERYTHING HERE IS PREPARED FOR YOU.# COMMAND NAME:CONTROLS_TITLE_COMMAND_VOCAB = "Controls"class Window_TitleCommand < Window_Command def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command(CONTROLS_TITLE_COMMAND_VOCAB, :controls) add_command(Vocab::shutdown, :shutdown) end end # classclass Scene_Title < Scene_Base def create_command_window @command_window = Window_TitleCommand.new @command_window.set_handler:)new_game, method:)command_new_game)) @command_window.set_handler:)continue, method:)command_continue)) @command_window.set_handler:)controls, method:)command_controls)) @command_window.set_handler:)shutdown, method:)command_shutdown)) end #----[ [Controls] Command ]--------------------------------------------------- def command_controls SceneManager.goto(Scene_Controls) endend # class#===============================================================================#===============================================================================#===============================================================================# 2ND STEP - CREATE A SCENE FOR CONTROLSclass Scene_Controls < Scene_MenuBase def start super create_controls_window end def create_controls_window @controls_window = Window_Controls.new @controls_window.viewport = @viewport @controls_window.set_handler:)cancel, method:)back_to_menu)) @controls_window.activate end def back_to_menu SceneManager.call(Scene_Title) end endclass Window_Controls < Window_Selectable# HERE YOU CAN CHANGE STUFF. def initialize # set (X, Y, WIDTH, HEIGHT) of the window. It's on full screen for now. # If you're going to use an image, then you can make that window tiny # for better performance - it'll be not visible if opacity is set to 0. super(-12, -12, 664, 504) # set opacity of the window self.opacity = 0 refresh end def refresh contents.clear # do your magic here # for example to draw text write this: # draw_text(X, Y, WIDTH, HEIGHT, "ENTER YOUR TEXT HERE") # or for icon: # draw_icon(ID, X, Y) # Change X, Y, WIDTH adn HEIGHT to numbers and set them to your liking. # EXAMPLE #change_color(text_color(6)) #draw_text(80, 20, 200, 24, "Action / Interact") #draw_icon(1, 50, 20) #Here put Z icon #draw_text(80, 60, 200, 24, "Back / Cancel") #draw_icon(2, 50, 60) #here put X icon # PUT STUFF BELOW end end # OR SIMPLY PUT A PICTURE INSTEAD OF MAKING STUFF MANUALLY # WHEN YOU'RE USING PICTURE - SET THE WINDOW OPACITY TO 0 FOR THE BEST RESULT. # /!\ IF YOU'RE NOT USING PICTURE, IT'S BETTER TO COMMENT (#) # EVERYTHING BELOW, BECAUSE IT'LL BE TOTALLY NOT NEEDED THEN. # ALSO WATCH OUT FOR SOME INCOMPATIBILITIES - IF THIS WILL CRASH YOUR GAME # UPON ENTERING/LEAVING ANY MENUS, # THEN COMMENT EVERYTHING BELOW AND DRAW STAFF MANUALLY.#=========[ CREATE BACKGROUND ]===============================================class Scene_MenuBase < Scene_Base def create_background if SceneManager.scene_is?(Scene_Controls) @menu_bg_image=Plane.new @menu_bg_image.bitmap=Cache.picture("Background_Controls") # HERE YOU CAN CHANGE FILE NAME @menu_bg_image.opacity=255 else @background_sprite = Sprite.new @background_sprite.bitmap = SceneManager.background_bitmap @background_sprite.color.set(16, 16, 16, 128) end # if end # def #=========[ DISPOSE BACKGROUNDS ]=============================================== def dispose_background if @menu_bg_image @menu_bg_image.dispose else @background_sprite.dispose end # if end # def end # class#===[ END ]=====================================================================
It may look kinda messy, but everything is explained. Make sure to check the whole script, as all the options are located all over the place.

@Everybody - I'm still a noob at this, so if there is something wrong, or it can be improved - feel free to correct me.
 
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KockaAdmiralac

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@Rikifive : You have some mistakes in your code...

1. mistake: No config module.
Maybe somebody is having the variable with the same name in the same context?
There are two scenarios what would happen then :
1. Dynamic Constant Assignment Error
2. Silent overwrite.
If you see the first, it's clear where is the problem.
But second will be very difficult to solve, so...

2. mistake: No compatibility warning.
What if he/she also uses modern algebra's Website script?
You forgot to note that this script should be put below ANY title-related script.
Why?
Logically, because it overwrites make_command_list!
Also, you overwrote create_command_window, but there is no rational reason to
do so. You could do exactly the same with aliasing.

3. mistake: SceneManager.goto
I'm not sure about this one.
I think that SceneManager.goto changes the scene to some other scene, and
SceneManager.call stacks is upon the scene stack.
What's the difference?
Well, if you call return_scene, the game will exit, because the scene stack will
be empty.
In the SceneManager.call case stack will be left with one more element,
Scene_Title, and that should cause the normal effect.
I see you didn't call return_scene, though, you called your own method, but what
if he wants to be able to call the same scene from Scene_Title and Scene_Map?

4. mistake: Window_Selectable usage
You are threatening Window_Selectable the same as Window_Base, that means, you
overwrote it's refresh method.
If he wants to add something selectable, he would overwrite draw_item method
But if he just wants to draw things, he would use Window_Base.

5. mistake: Overwriting create_background
Noooooooooo!
That would ruin all Scenes, and they will all have black background except
this one. Or at least I think so.
You can use create_background from Scene_Controls, and not from Scene_MenuBase
Look at the code I provided (or at least edited your code).
On the other note, why are you using Plane?
I don't even know what Plane does, but for backgrounds Sprite is definitely more
used than Plane. It's like you used a Tilemap for custom background :)
@Awesomeguy : Edited @Rikifive's script, so it looks like this now :
#==============================================================================## AWESOMEGUY-TITLE ##==============================================================================## Authors : Rikifive (original author), ## KockaAdmiralac (bug fixer) ## Sixth (bug fixer) ## Date : 12/09/15 (12. September 2015.) ## Version : 1.0 ## Support : https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-vx-ace-how-to-add-a-command-to-the-title-screen.44522/ ##------------------------------------------------------------------------------## ▼ Description ▼ ##------------------------------------------------------------------------------## ## This script is for adding the "Controls" command to the title screen that ## calls the make-it-yourself scene. ## ##------------------------------------------------------------------------------## ▼ Installation ▼ ##------------------------------------------------------------------------------## ## Put this script below Materials, but above "▼ Main" ## ## If you want to edit the make-it-yourself scene and window, do as following : ## 1) Open the Script Editor (F11) ## 2) Enter the AWESOMEGUY-TITLE script. ## 3) Click CTRL+F ## 4) Search for "EDIT-S-01" or "EDIT-S-02" (without quotes) ## - EDIT-S-01 is for changing the on-click handle ## - EDIT-S-02 is for changing the window display ## 5) Follow the instructions given at those lines. ## ##------------------------------------------------------------------------------## ▼ Requirements ▼ ##------------------------------------------------------------------------------## ## It is specifically made for RPG Maker VX Ace (RGSS3), ## and it is unlikely it will work on any other engine. ## ##------------------------------------------------------------------------------## ▼ Version History ▼ ##------------------------------------------------------------------------------## Version | Date | Description ##_________|__________|_________________________________________________________## 1.0 | 12/09/15 | Initial release. ##------------------------------------------------------------------------------## ▼ Examples ▼ ##------------------------------------------------------------------------------## ## If you need some examples, I'll put them here. ## ##------------------------------------------------------------------------------## ▼ Compatibility ▼ ##------------------------------------------------------------------------------## ## This script ALIASES the following methods : ## - Window_TitleCommand ## - make_command_list ## - Scene_Title ## - create_command_window ## ## This script does not OVERRIDE any mathods. ## ## Compatibility note : ## What does this mean? ## When a script is ALIASING a method, that means, that script is ment to ## be put BELOW a script that OVERWRITES that method. ## If there are two scripts that OVERWRITE the same method, only one of ## them will work, and that may cause bugs and crashes. ## ## This script has no known compatibility bugs. ## ##==============================================================================#module AWESOMEGUY # DO NOT REMOVE module TITLE # DO NOT REMOVE#==============================================================================## ▼ CONFIGURATION OPTIONS ▼ ##------------------------------------------------------------------------------## You can edit between lines with ▼ and lines with ▲, and above SCRIPT ##==============================================================================## COMMAND - Hash for editing the "Controls" commandCOMMAND = { :name => "Controls", # This is the text that will be displayed on the command. :index => 3, # This is the place where command will be shown, if it's 3, it will show in the 3rd place}# The setting of the window# [x, y, width, height, opacity]WINDOW = [0, 0, 100, 100, 0]# The picture that should be used as a custom background.# Set to nil to disable.CUSTOM_BACKGROUND = "Your custom background"# Number of items.ITEMS = 3# Number of columns.COLUMNS = 1#==============================================================================## ▼ SCRIPT ▼ ##------------------------------------------------------------------------------## Editing stuff below this point is not recommended unless noted otherwise. ##==============================================================================# endend#==============================================================================# ** Window_TitleCommand#------------------------------------------------------------------------------# This window is for selecting New Game/Continue on the title screen.#==============================================================================class Window_TitleCommand < Window_Command include AWESOMEGUY::TITLE #-------------------------------------------------------------------------- # * Aliases #-------------------------------------------------------------------------- alias :add_control_command8632 :make_command_list #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list # By : Sixth add_control_command8632 controlcomm = { :name => COMMAND[:name], # The name of the command button. :symbol=> :controls, # The symbol used for the handler. :enabled => true, # Enable check, can be any method that return true/false. :ext => nil # Extra data, can be anything, literally. } @list.insert(COMMAND[:index] - 1, controlcomm) endend#==============================================================================# ** Scene_Title#------------------------------------------------------------------------------# This class performs the title screen processing.#==============================================================================class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Aliases #-------------------------------------------------------------------------- alias :awesomeguy_random_alias_create_command_window_eB2z :create_command_window #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window awesomeguy_random_alias_create_command_window_eB2z @command_window.set_handler:)controls, method:)command_controls)) end #-------------------------------------------------------------------------- # * [Controls] Command #-------------------------------------------------------------------------- def command_controls SceneManager.call(Scene_Controls) endend#==============================================================================# ** Scene_Title#------------------------------------------------------------------------------# This class is your make-it-yourself scene.#==============================================================================class Scene_Controls < Scene_MenuBase include AWESOMEGUY::TITLE #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_controls_window end #-------------------------------------------------------------------------- # * Create Controls Window #-------------------------------------------------------------------------- def create_controls_window @controls_window = Window_Controls.new @controls_window.set_handler:)cancel, method:)return_scene)) @controls_window.set_handler:)ok, method:)on_control_ok)) @controls_window.activate.select(0) end #-------------------------------------------------------------------------- # * Control [OK] #-------------------------------------------------------------------------- def on_control_ok#==============================================================================## EDITABLE PART (EDIT-S-01) ##==============================================================================# # This part will handle when you click on an item in your window. # You must enter your Ruby code here, but if you don't know what, # feel free to ask.#==============================================================================## STOP EDITING HERE ##==============================================================================# end #-------------------------------------------------------------------------- # * Create Background #-------------------------------------------------------------------------- def create_background if(CUSTOM_BACKGROUND) @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture(CUSTOM_BACKGROUND) else super end end # And yeah, @Rikifive, don't worry about the disposal. # It's automatical. # Of course, not all Sprites are disposed automatically, but since this scene is # inheriting from Scene_MenuBase, there is a method that disposes # @background_sprite. And note it MUST be named @background_sprite.end#==============================================================================# ** Window_Controls#------------------------------------------------------------------------------# This class is your make-it-yourself window.#==============================================================================class Window_Controls < Window_Selectable include AWESOMEGUY::TITLE #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(WINDOW[0], WINDOW[1], WINDOW[2], WINDOW[3]) self.opacity = WINDOW[4] refresh end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max; ITEMS; end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max; COLUMNS; end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index)#==============================================================================## EDITABLE PART (EDIT-S-02) ##==============================================================================# # do your magic here # for example to draw text write this: # draw_text(X, Y, WIDTH, HEIGHT, "ENTER YOUR TEXT HERE") # or for icon: # draw_icon(ID, X, Y) # Change X, Y, WIDTH adn HEIGHT to numbers and set them to your liking. # EXAMPLE #change_color(text_color(6)) #draw_text(80, 20, 200, 24, "Action / Interact") #draw_icon(1, 50, 20) #Here put Z icon #draw_text(80, 60, 200, 24, "Back / Cancel") #draw_icon(2, 50, 60) #here put X icon # PUT STUFF BELOW # NOTE (from KockaAdmiralac): When using those commands, don't use X and Y like # direct numbers. Use rect.x and rect.y like this : # draw_icon(123, rect.x, rect.y) # draw_text_ex(rect.x, rect.y, "Some text") #==============================================================================## NO MORE EDITING FOR TODAY! ##==============================================================================# endend#==============================================================================## ■ END OF SCRIPT ■ ##==============================================================================#
It SHOULD work.
 
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Rikifive

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lol so many mistakes is such a small script. *NOOB level increased!*

Well, I don't know how to use aliases and modules properly...

...But thank you for correcting this garbage dump and giving some tips, I'll look into that.

It totally worked for me, so I thought it'll not be that bad. =P
 

Sixth

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In case you don't want to overwrite the 'make_command_list' method (like ever again):

class Window_TitleCommand < Window_Command include AWESOMEGUY::TITLE alias add_control_command8632 make_command_list def make_command_list add_control_command8632 controlcomm = { :name => COMMAND, # The name of the command button. :symbol=> :controls, # The symbol used for the handler. :enabled => true, # Enable check, can be any method that return true/false. :ext => nil # Extra data, can be anything, literally. } @list.insert(2,controlcomm) # 2 means it will be the 3rd command on the list! endend
Plus, you get the added bonus of making another setting for the users, which can control the placement of the new command button on the list.
 

Awesomeguy2561

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I tried Kocka's script and I put a picture in the folder, but then it said there was an error on line 106 for the cache?
 
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Sixth

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Line 106 is an empty line by default. You should always post the whole line from the script giving the error too, not just the line number, since it might differ due to edits to the script.


Also, writing that "there was an error" isn't really helpful. Write down the whole error message here, so that we know exactly what went wrong.


Without knowing what that line is exactly or what the error message was, my guess would be one of these:


1. You did not rename the 'CUSTOM_BACKGROUND' setting in the module to the name of your picture.


2. You did not copy your image into the right folder. It should be in the Graphics/Pictures folder.


3. The name of the picture is not the same as the name you set up for the 'CUSTOM_BACKGROUND' setting in the module.


If none of the above is the cause, than you will need to post the whole error message, so we can help you.
 

KockaAdmiralac

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Updated the script with @Sixth's code, and put it in code tags (I still can't believe I forgot them).

If continue_enabled was making the problem, it's now replaced with DataManager.save_file_exists?

Now you can specify on which place will the command be shown, if COMMAND -> :index is 3, it'll be shown on 3rd place

And yes, please paste the whole error message, including the line where the error is thrown
 
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Awesomeguy2561

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It says Script 'Cache' line 106: RGSSError Ocurred.

failed to create bitmap.
 

KockaAdmiralac

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I don't know if it's an error with my script or your configuration of it.

Try setting the CUSTOM_BACKGROUND option to nil, and if it works, maybe you didn't paste the picture in the correct folder.
 

Awesomeguy2561

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I tried setting it to nil, and it just went to a kind of blurry title screen. Does that mean it worked? And also, I am pretty sure I put my picture in the graphics/pictures folder of my game.
 

Awesomeguy2561

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I just noticed that when I clicked my picture it was blank and it wasn't in my folder when I clicked import, but it is in my folder when I just open my folder separately, not through Rpg Maker Vx Ace
 

Sixth

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What is the name of your picture?


Is it the same as your 'CUSTOM_BACKGROUND' setting? If not, make sure to set this setting to be the name of your picture.


If everything is set up right, I don't see any reason for it to not work, thou I did not test the script itself, so maybe I am missing something.


Edit:


What file type are you using for your picture? It should be png or jpeg (but png is better for transparency).
 
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KockaAdmiralac

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@Awesomeguy : Please, don't double-post. Somebody may warn you about that.

Yes, that means all the rest of the script works, and that only picture isn't properly imported.

Make sure there is the custom background in the Graphics/Pictures folder, and then change the CUSTOM_BACKGROUND to the name of that picture.

Example:

You have a picture called bk0.png

Now put it in Graphics/Pictures folder, so you'll see through Resource Manager (F10) when you click on Pictures that bk0 is imported

Now set the CUSTOM_BACKGROUND to bk0, like this :

Code:
CUSTOM_BACKGROUND = "bk0"
That should be it.
 
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Awesomeguy2561

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Ok so I set the file to a png and then it all worked. Thanks for helping me through this process. :)
 

Awesomeguy2561

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module AWESOMEGUY
module TITLE
#==============================================================================#
# CONFIGURATION - EDIT HERE #
#==============================================================================#

COMMAND = {
:name => "Controls", # This is the text that will be displayed on the command.
:index => 3, # This is the place where command will be shown, if it's 3, it will show in the 3rd place
}

# The setting of the window
# [x, y, width, height, opacity]
WINDOW = [0, 0, 100, 100, 0 ]

# The picture that should be used as a custom background.
# Set to nil to disable.
CUSTOM_BACKGROUND = "Controls"

#==============================================================================#
# DO NOT EDIT FROM HERE UNLESS I TELL YOU SO (OR YOU KNOW HOW) #
#==============================================================================#
end
end



class Window_TitleCommand < Window_Command
include AWESOMEGUY::TITLE

# By : Sixth
alias add_control_command8632 make_command_list
def make_command_list
add_control_command8632
controlcomm = {
:name => COMMAND[:name], # The name of the command button.
:symbol=> :controls, # The symbol used for the handler.
:enabled => true, # Enable check, can be any method that return true/false.
:ext => nil # Extra data, can be anything, literally.
}
@list.insert(COMMAND[:index] - 1, controlcomm)
end

end



class Scene_Title < Scene_Base

alias :awesomeguy_random_alias_create_command_window_eB2z :create_command_window
def create_command_window
awesomeguy_random_alias_create_command_window_eB2z
@command_window.set_handler:)controls, method:)command_controls))
end

def command_controls
SceneManager.call(Scene_Controls)
end

end



class Scene_Controls < Scene_MenuBase
include AWESOMEGUY::TITLE

def start
super
create_controls_window
end

def create_controls_window
@controls_window = Window_Controls.new
@controls_window.set_handler:)cancel, method:)return_scene))
@controls_window.set_handler:)ok, method:)on_control_ok))
@controls_window.activate
end

def on_control_ok

#==============================================================================#
# CONFIGURATION - READ THE INSTRUCTIONS CAREFULLY #
#==============================================================================#

# This part will handle when you click on an item in your window.
# You must enter your Ruby code here, but if you don't know what,
# feel free to ask.

#==============================================================================#
# STOP EDITING HERE #
#==============================================================================#

end

def create_background
if(CUSTOM_BACKGROUND)
@background_sprite = Sprite.new
@background_sprite.bitmap = Cache.picture(CUSTOM_BACKGROUND)
else super
end
end

# And yeah, @Rikifive, don't worry about the disposal.
# It's automatical.
# Of course, not all Sprites are disposed automatically, but since this scene is
# inheriting from Scene_MenuBase, there is a method that disposes
# @background_sprite. And note it MUST be named @background_sprite.

end

class Window_Controls < Window_Selectable
include AWESOMEGUY::TITLE

def initialize
super(WINDOW[0], WINDOW[1], WINDOW[2], WINDOW[3])
self.opacity = WINDOW[4]
refresh
end

def draw_item(index)
rect = item_rect(index)

#==============================================================================#
# EDITABLE PART - PLEASE FOLLOW THE INSTRUCTIONS GIVEN BELOW #
#==============================================================================#

# do your magic here
# for example to draw text write this:
# draw_text(X, Y, WIDTH, HEIGHT, "ENTER YOUR TEXT HERE")
# or for icon:
# draw_icon(ID, X, Y)
# Change X, Y, WIDTH adn HEIGHT to numbers and set them to your liking.

# EXAMPLE
#change_color(text_color(6))
#draw_text(80, 20, 200, 24, "Action / Interact")
#draw_icon(1, 50, 20) #Here put Z icon
#draw_text(80, 60, 200, 24, "Back / Cancel")
#draw_icon(2, 50, 60) #here put X icon

# PUT STUFF BELOW

# NOTE (from KockaAdmiralac): When using those commands, don't use X and Y like
# direct numbers. Use rect.x and rect.y like this :
# draw_icon(123, rect.x, rect.y)
# draw_text_ex(rect.x, rect.y, "Some text")

#==============================================================================#
# NO MORE EDITING FOR TODAY! #
#==============================================================================#

end
 
end
Ok so I had some people help me make this "Controls" command for the title screen, and everything works except that once you click "Controls", it won't let you go back to the title screen. 
Here is the code that I have, can you make it so you can go back to the title screen if you press escape?
 
 

Shaz

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Merged. I don't know why you didn't just say that it had a problem in this thread. No need to create a new one.


@KockaAdmiralac, please don't mini-mod.
 
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KockaAdmiralac

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@Shaz : Sorry for mini-modding.

@Awesomeguy

For me it worked, I'm not sure why it does not for you.

But did you fill in the window with some things?

I'm going to update the script now to include some more config options.

And it would be nice to tell us what you exactly want, because we made the make-it-yourself Scene, and if you already have existing Scene we could easily change the script to open it.

EDIT : Updated.
 
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DalaiLhama

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Hey guys!


I'm new to the forum, I have the same question as Awesomeguy2561, I've been looking everywhere for something like that (inserting a "Controls" option in my game's title screen menu) but haven't found any solutions.


I tried using the script that KockaAdmiralac posted, the updated one, but it gives me some error on the WINDOW = [0, 0, 100, 100, 0] line, I don't know if this is happening because I may not dividing the code properly or what's the matter.


Is the code working for everyone else? Would anyone out there happen to have a working, formatted version of the code?


Thanks! :)
 

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