BlueToo

Villager
Member
Joined
Jul 13, 2022
Messages
15
Reaction score
5
First Language
English
Primarily Uses
RMMZ
Since this plugin doesn't seem to be getting any support from the developer anymore...

Would anyone kindly let me know if this is normal behavior for HUD Maker Ultra?

t1.jpg

This is a brand new project - only the relevant plugins for HUD Maker Ultra installed.

Yet, as you can see in the image, when I create a new window and try to replace the default window frame with a custom one, it reverts back to the default window frame.

Is anyone else experiencing this? Is there a way to fix it?
 

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
6,321
Reaction score
2,467
First Language
Dutch
Primarily Uses
RMMV
did you start a new game?
as I only know it by name, you definitely miss something though,
it might be the order or a conflict with another plugin.

as the developer does fix things, he might not be really active in
social media, but he can also be busy in RL to check constantly.

how did you set up the window with what conditions etc?
 

BlueToo

Villager
Member
Joined
Jul 13, 2022
Messages
15
Reaction score
5
First Language
English
Primarily Uses
RMMZ
did you start a new game?
as I only know it by name, you definitely miss something though,
it might be the order or a conflict with another plugin.

as the developer does fix things, he might not be really active in
social media, but he can also be busy in RL to check constantly.

how did you set up the window with what conditions etc?
t1.jpg

Basic paramaters, nothing modified from default, except for selecting a different window style in "Window Properties". Project is completely empty, started from scratch just to prove a point, with only the 3 required plugins for HUD Maker Ultra installed as shown in previous post. No conflicts in plugins possible. I already tried swapping the order around but there's only one order that doesn't throw out errors, and that's the own shown in my first post.

Out of curiousity, I downloaded the free version of the app and used the plugins in that version on this project to see if the results would be any different - they weren't. Same issue with windows.

t2.png

Even if I replace the window with (none), it stills shows the default window, as seen above.

I tried deleting the default window image, just to see what that would do, and got the following error (as expected):

t3.png

It seems like the program can only reference "Window.png" and no other file in the system folder of RPGMZ.
 
Last edited:

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
6,321
Reaction score
2,467
First Language
Dutch
Primarily Uses
RMMV
can you make a screenshot of the following:

place default Window.png and a Window1.png or Window(1).png
and use Name Parameter to make both windows form both
Window.png and Window(1).png to see if it output the same?

if it does, than something is wrong with either the plugin or the editor.
which I cannot help you with, but to see if that change something.

maybe try a switch condition, just to test it if it change to narrow
down the cause.
 

BlueToo

Villager
Member
Joined
Jul 13, 2022
Messages
15
Reaction score
5
First Language
English
Primarily Uses
RMMZ
t1.png

No difference. I tried a variety of switches and conditions as well but none had any different effect.
 

BlueToo

Villager
Member
Joined
Jul 13, 2022
Messages
15
Reaction score
5
First Language
English
Primarily Uses
RMMZ
OK so I looked through the plugin code, including the json setup files and figured out that the element being called for windows appearance is WindowSkin. I'm not super familiar with js but is there anything wrong with the code from the plugin below that would cause the window to default to window.png even when another "windowskin" is selected?

t1.jpg
 

BlueToo

Villager
Member
Joined
Jul 13, 2022
Messages
15
Reaction score
5
First Language
English
Primarily Uses
RMMZ
I'm encountering a lot of bugs now, I've also noticed that the "Window" components are unable to be used with activation methods "on Hover/Unhover" or "on Click/Release". I will report back as I see more of them...

Update

Found a workaround for the Hover/Unhover and Click/Release bugs.

You'll have to add the windows to a custom component, then call up the Custom Component in your HUD. You may then use the Hover/Unhover and Click/Release activation methods with said Custom Component.

I find it VERY weird that this needs to be done.

Still doesn't solve the original WindowSkin issue though...
 
Last edited:

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
6,321
Reaction score
2,467
First Language
Dutch
Primarily Uses
RMMV
the windowSkin is not that part of the code as it is not "Window.png"
but the windowSkin YOU set.

there is a bug, unless the feature is only in UltraPro? which I cannot
confirmed.

setting a condition mostly works, but no condition is also mostly "true"
to start with.

but it looks like the skin isn't take from the 2 windows together which
is really weird.

someone that uses SRD_HUDMakerUltra can probably tell you whats
going on.
 

Latest Threads

Latest Posts

Latest Profile Posts

New sprites & animations for Mint and Beri are coming along!
Guh-Colorbound.gif
ScreenShot_10_5_2022_4_44_8.png
Mad O' Malley... a stick figure that's afraid of it's existence being erased. so they always start battle in an anxious state.
Before, I was drawing all the sprite work, super big and shrinking it down. Which was really time consuming if thing's changed. So instead I'm drawing the characters sketch, and then remaking it with pixel art instead.
Why are job interviews so terrifying. :kaodes:

Forum statistics

Threads
125,801
Messages
1,173,662
Members
164,964
Latest member
oliveleaf
Top