Showing posts with label ACMS. Show all posts
Showing posts with label ACMS. Show all posts

May 10, 2012

Single-Character Main Menu For ACMS

Hello to all of ACMS fans. Today, here's a special preview of ACMS's upcoming features. It's a small tweak which makes the main menu character-oriented - that is, instead of selecting an option, then selecting an actor, you select an actor using L and R buttons and all options will apply to them. I thought of that when looking at some people's feedback, saying they wouldn't use ACMS because their game only featured a single character. So, now, no matter how many characters your game has, you may choose between both interfaces.

Donwload and put in your project's Script/MP Animated Custom Menu System folder (create it if needed). This also serve as a demonstration of how a shared script can be expanded/modified locally, without altering the shared copy.



May 8, 2012

Animated CMS update complete (at last)!

As my faithful followers already know, it's been a while since I wrote the v2.00 for the Animated CMS. Back then I said it would take a while for me to update all themes to match this new version's specifications. Well I was damn right, it has taken a while. :p But now everything's up and working, and ready to work with my latest contribution, the Script Manager. Also, I made four different demos for each theme, since they don't include the script anymore, but rather read it from the Script Manager, and thus work with the exact same copy. Guess they will serve as demos for the Script Manager as well. ;)

Happy downloading and customizing... ACMS's true followers shall notice the few improvements I added to each theme...

Mar 12, 2012

Animated Custom Menu System updated! (again, v2.00)

Rejoice, ye ACMS lovers, for a brand new version has been born!

I've been asked for new features here and there, and since I also had my own plans for it, I thought it was about time I did something. I first came up with a draft for a v1.12, then thought of further improvement for an hypothetical v1.13. Then, I thought to myself, since I'm there, why not do everything I have in mind at the same time. It took me long enough, but here's the result, and I doubt you'll be disappointed with it.

So, here comes v2.00, with TONS of new features and fixes, and also a forth theme - the three older ones still need to be updated to work with v2.00, so please be a little patient. See the main post for more information. Ane please leave a nice comment if you like what you see. :)


Feb 11, 2012

Yet A New Theme For ACMS

As to further test the customization possibilites of my Animated Custom Menu System, I made a third theme. It took me little more than one hour to fully complete it. I also corrected some minor issues in the script, so please download v1.11 before trying and install it. Only the Constants, Common and Scene_Menu entries were modified.

Here is how the newcomer looks:


Animated CMS Frequently Asked Questions


IMPORTANT

This  FAQ only covers issues specific to the Animated Custom Menu System. For more general issues, please refer to the general FAQ.



Customization issues


Can I develop my own theme for ACMS? How difficult is it?

Abolutely, that's its very purpose - I didn't make it so that so many customization options are available for nothing. Making your own custom theme is as difficult as making your own graphics and putting them in the appropriate folders instead of the ones that come with the download package. You might also want to edit the Animations using the database editor - so there's nothing out of the ordinary there. Finally, you'd have to edit a few constants in the script editor, but it's nothing too big, besides all options are documented individually so you know exactly what you're doing.


Need my custom pictures be the exact same size as the original ones to be positioned properly?
Absolutely not. The script takes in account the size of your pictures to determine where to place them on the screen. Possible limites are purely aesthetical (for example, if you make pictures too big, the sprites may overlap/not fit in the screen). Also, if changing a picture's size makes things funny, check whether there's an option set for this very purpose (for example actor portraits' left padding on status sprites).


I don't like the windows layout/party member's info layout/type of info displayed at the bottom of the main menu, can this be changed?
Of course. This only requires basic scripting skills, so I won't cover those issues personally. If you really can't do it by yourself, there are many communities around with member who will be glad to help you on this. Please understand that I can't keep on rewriting my scripts to fit everyone's whims, especially provided I'm always working very hard to maximize the customization options.



Functional issues

About the Party selection feature - can I disable the menu to restrict the player from choosing unavailable actors?
You cannot disable the Party menu as such, however you can make actors unavailable for selection by simply using the "Remove actor from party" event command. Likewise, adding a party member this way also makes it available for selection, even if the party is full at the moment.


About the Biography feature - can I display other information than the basic age/sex/race?
Absolutely. Try and edit the bio setup, it's like a blank sheet of paper. Actors need event not have the exact same features, or they may be listed in a different order.



Compatibility issues


I use my own custom title screen. Can I use ACMS's menus, but not its title screen, to retain mine?
Yes. Just ignore ACMS's Scene_Title entry while copying the script to your project. Same goes for any other unwanted scenes, by the way, since they're all independant from each other.


I've tried to use another script which modified the behavior of a menu scene along with ACMS - the scene works fine, but there's a black screen fade-in/out, and the background graphics don't appear. How can I fix that?
First off, you have to convert your scene to a Scene_Base subclass if it isn't already the case (see there). Then, you have to make your scene recognized as a specific ACMS-menu. In order to do this, just write the following line right after the declaration of the class (class Your_Scene < Scene_Base):
  Scene_Base.type_menu << self
Right after, put that another line to include ACMS specific commands to your scene:
  include Scene_Menu_Base
Then you have to call Scene_Menu_Base's menubase_setup from your scene's setup method, right before anything else:
  def setup
    super
    menubase_setup
    ... (original code)
  end
As a final edit, call Scene_Menu_Base's menubase_update from your scene's update methode, also at the beginning. The "return unless" part makes your scene wait for fade-in/fade-out to terminate before doing anything else.
  def update
    super
    return unless menubase_update
    ... (original code)
  end
Then, you might want to read the following topic.


I've tried to use another script which modified the behavior of a menu scene along with ACMS - the scene works fine, but it appears bluntly without windows moving in. How can I fix that?
First, you need to convert your scene to ACMS's specific architecture using the previous topic. Once this is done, you have to set each window's movement. At the end of the scene's setup method, write a line like the following for each of window:
  @window_variable.set_move_from(start_x, start_y)
Replace @window_variable with the appropriate variable name, and start_x/start_y with the window's desired postion before transition.



Graphical issues

Battle-specific options (Attack/Defend) are still written in plain font, while Items/Skills have a picture. Can I also make a picture for those options?
Of course. You can do a picture for virtually any text, wherever it may appear in the game. Just make a picture you name "Attack.png" and put it in the Graphics/ACMS/Texts folder.


There are no numbers beside HP/SP bars in battle scenes, can this be modified?
Yes. Numbers display was disabled by default for mere space issues. If you want number display enabled by default, search the script's Window_Base entry for the following (line 52):
  def draw_actor_hp(actor, x, y, width = 144, text = false)
Replace text = false with text = true. Do the same with (line 83):
  def draw_actor_sp(actor, x, y, width = 144, text = false)
And you're all set.

Jan 12, 2012

Animated Custom Menu System Updated! (v1.10)

I guess the most famous script of mine so far deserved some clean-up, especially since I realized there were a lot of tiny issues to fix when trying to fully customize the graphical aspect. So I went all the way through, designing a whole new theme, with pictures of which sizes differ from the ones in the standard theme and stuff. To make a long story short, here's an overview of the result:




Those two renders were obtained using the exact same script. Only the graphics were changed, and a few options adjusted, which gives you an idea of just how easy it can be to design your very own theme. You can download both themes for a try, and change from one to the other to see for yourself how easy it can be.



New features




  • HP and SP bars may be drawn at any arbitrary size, the script automatically stretches the graphics accordingly.
  • Actors make faces when injured or suffering alteration status.
  • New graphical theme - "Summer Breeze", installed by default.
  • New menu - Biography.
  • Easier scriptwise customization and lots of code clean-up.





Screenshots & Download



Refer to the main post

Jan 4, 2012

Animated CMS

Customizable menu systems are often pretty plain.

Gorgeous menu systems are often hardly customizable.

If you came here looking for a powerful, flexible, highly and easily customizable, nicely animated menu system, then look no further.


IMPORTANT - Please see the FAQ before you post any questions, it might save you the trouble of posting a comment for nothing, or give you useful information regarding how to post.



Features



Fully animated

  • Compose your own background with any number of layers, each of which can exhibit one or several special effects
  • Show Animations (as defined in the project's database) upons various events (selecting item, making decision, cancelling...)
  • Windows and buttons are moved in/out when switching scenes, and scenes overlap (elements from the next scene are brought in while elements from the previous scene are being swept away)


Special menus

  • Title screen

  • Party selection menu
  • Biography menu
  • Modified save/load menu


Highly & easily customizable
  • Change pictures at will
  • Each window type can have its own particular windowskin
  • Customize party max size, main menu options, transition speed between scenes, and much more
  • Minimal to no script edits required - only adjust a few constants, everything else is managed automatically


Easily expandable
  • ACMS only feature code that modifies scenes' appearance, they still work using the base code
  • Thus, external custom scenes should be fairly compatible with ACMS - if you're in luck, they'll fit perfectly as is, if not, just minimal tweaking should do the trick
  • Scripters will find ACMS's architecture extremely powerful and reliable to write their own scenes



Videos




Older versions

v1.10

v1.11



Downloads



The following link provides a script bundle meant to be used along with the Script Manager. Terms of use and instructions are provided within. Please credit me if you use it in your own project. A nice comment is always appreciated.


The following links provide demos for said script. Please install the script bundle beforehand to have it run properly. Those demos also require the Improved File Menus bundle.

IMPORTANT - If you intend to develop your own theme, or have already done so, and wish to share it, you are more than welcome to e-mail me your work and I'll have it added to this section along with credits, as well as a link to your website or project page.

featuring Moon Pearl theme by Moonpearl




featuring Standard Revisited theme by Moonpearl




featuring Summer Breeze theme by Moonpearl




featuring Data Vortex theme by Moonpearl





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