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Making menus appear over the map and other menus

Ok now I have been trying to do a menu that is basically like diablos where it appears over the map and just when you open more menus such as status and stuff those are over that menu. However I cant get it to be over the actual $scene_map it just seems to replace the $scene_map :( help please ^^;;
 
vgvgf;143416 said:
Post the scripts.

well right now I was testing your method on the orginal menu i just changed the scene_map line 217 too
$scene_menu = Scene_Menu.new

is that right?
for some reason it doesnt appear like that though. while I created a custom menu I want to make a new one where you open new windows on top and I'm not starting that until I fix this ^^;;
 
Do you want that the menu can be used at the same time the events in the map are runing, or you want that the events not run and the background of menu be the map?

If you want the second, use
Code:
@spriteset = Spriteset_Map.new
in the Scene_Menu over the main loop, and:
Code:
@spriteset.dispose
below the main loop. This must be placed in the Scene_Item, Scene_Equip, Scene_Skill...
Remember to make the windows transparent.

If you want to do the first, give me time, and I will show you how to doing that.
 
vgvgf;143453 said:
Do you want that the menu can be used at the same time the events in the map are runing, or you want that the events not run and the background of menu be the map?

If you want the second, use
Code:
@spriteset = Spriteset_Map.new
in the Scene_Menu over the main loop, and:
Code:
@spriteset.dispose
below the main loop. This must be placed in the Scene_Item, Scene_Equip, Scene_Skill...
Remember to make the windows transparent.

If you want to do the first, give me time, and I will show you how to doing that.

number two if its not too much work, number one if its easier for us ...
and i get this error. i dont think you specified good enough, or its probally caus im a noob at scripting ^^;;

"script 'spriteset_map' line 117: rgssserror occured

disposed tilemap

maybe you can give a small example ^^;;
eventually I'm going to make the windows in the menu smaller or course and rearanged but for now I took out the steps window so I could see if the map is behind ':|
 
number two if its not too much work, number one if its easier for us ...
Number two is easier, number one is harder, but I can make it.
What do you want?

For number two:
The main definition of the Scene_Menu must be like this: (I have removed the steps window here, you must remove it in the update method, too)
Code:
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Equipment"
    s5 = "Save"
    s6 = "Exit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @spriteset = Spriteset_Map.new # Added
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @spriteset.dispose # Added
  end
 
vgvgf;143502 said:
Number two is easier, number one is harder, but I can make it.
What do you want?

For number two:
The main definition of the Scene_Menu must be like this:(I have removed the steps window here, you must remove it in the update method, too)
Code:
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Equipment"
    s5 = "Save"
    s6 = "Exit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @spriteset = Spriteset_Map.new # Added
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @spriteset.dispose # Added
  end

thanks :)
 

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