However, if you want to, it simply involves swapping out the top icon for the next one and making in-between animations. That is, MainMenu does main menu processes! -I decided against rotating the ring itself, instead shifting the arrows, because the latter would involve animation to a point I wasn't comfortable with using this method. Then KeyPress tests if the enter button is pressed, and checks it against the name. ![]() Then I made a KeyPress submenu, changing the processes of pushing left and right (it basically renames MainMenu to whatever the current selection is). ![]() Next, I started with a simple menu based on the hero MainMenu being named MainMenu, and hit enter after making a label and a picture. But the main thing is that it shuts off the menu, and opens a custom one, then uses the MenuWait switch to keep the menu from cycling (a glitch that commonly happens to me because menu and cancel are the same button). I made a KeyPress event, which in turn has a lot of extra stuff. The template, because it has garbage cruft from my game, may need explaining on how it works, so here goes. And the only reason it took so many common events was because I wanted to clearly manage the processes. VisuStella SHABBY COTTAGE (beta) 8 A collection of original cottagecore-themed tiles optimized for use in RPG Maker MV and MZ. ![]() It took exactly ZERO variables to make this (aside from like key press to control buttons, maybe). It's kinda because of this that I decided to try something different, making this event without any variables (aside from Key Press, which I resumed), and with only two switches (RingMenu and Menu Wait). I dont know about MZ, but in RPG Maker MV you just put that template in as is and it automatically divides the file into 8 (4x2) character sprite sheets. This template was basically imported from Oracle of Tao as I made it, so it has roughly 20x the common events and loads more variables around than needed.
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