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I have seen this somewhere, but with the Menu screen. I Just need a script that makes in when you have a certain Choice Selected It will display a picture.
For example. When the 'Yes' is highlightd, a picture of a smiley face will be displayed. and when 'No' is highlighted, and picture of a frowney face will be displayed. This will help extreemly on my project.
With most message scripts, you can make the face an icon then simply insert a code into each choice... but I don't know if they'd disappear when the other choice was selected or if they'd just stay there.
are you talking about a message or a custom script?
i mean...if you want it into a message, then i don't know but if you're selecting yes and no from a script, then you should use Bitmap.new
what are you trying to do?
Ok maybe Screenis Might Help me better explain. (I'm talking about a Custom script. but needs to be compatible with ccoa's UMS...hope that isn't an issue.)
use
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture('Image_yes')
and then under update,
use
if @command_window.index == 0
@sprite.bitmap = RPG::Cache.picture('Image_Yes')
else if @command_window.index == 1
@sprite.bitmap = RPG::Cache.picture('Image_No')
end
end
no, inside you scene, when you set the background, put @sprite = Sprite.new
and @sprite.bitmap....etc.
and under update, maybe you should use
while @command_window.index == 0
@sprite.bitmap ....
else
@sprite.bitmap...
end
and it should work =)
aww...2 pages and you still don't understand, i must suck at explanaitions...
well...i did this script, to make it easier
#==============================================================================
# ** Scene_AreoX
#------------------------------------------------------------------------------
# This Scene was made for AreoX
#==============================================================================
class Scene_AreoX
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.picture('Image_yes')
s1 = "Yes"
s2 = "No"
@command_window = Window_Command.new(150, [s1, s2])
@command_window.x = 400
@command_window.y = 240 - @command_window.height / 2
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame Update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of window
@command_window.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# Evaluates and change the image depending on what index is the cursor over
if @command_window.index == 0
@sprite.bitmap = RPG::Cache.picture('Image_yes')
else if @command_window.index == 1
@sprite.bitmap = RPG::Cache.picture('Image_no')
end
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to Map Screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # to map
command_yes
when 1 # to map
command_no
end
return
end
end
#--------------------------------------------------------------------------
# * Process When Choosing [yes] Command
#--------------------------------------------------------------------------
def command_yes
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
# Switch to title screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Process When Choosing [no] Command
#--------------------------------------------------------------------------
def command_no
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
# Shutdown
$scene = Scene_Map.new
#--------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
you must have 2 images, inside "Pictures" folder, and one must be called Image_yes (when you are over yes) and one called Image_no (when over no XD)
hope it helps.
how to call it?
paste above main.
then make a new event, go to third page, select call script, and put $scene = Scene_AreoX.new
then start game and test it =)