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Animated Custom Menu System Version: 2.00 Author: Moonpearl Date: March 12th, 2012
Version History
Version 2.00 - 2012.03.12
Features
Graphical improvements
Scenes overlap (i.e. when switching from menu A to menu B, A's elements are being swept away while B's fit into place)
Animations (as defined in the project database) may be played upon various events (selecting/deselecting items, decision button...)
Background is now composed with any number of layers, each of which can exhibit one or more effects (scrolling, flickering, waving...)
Images replacing text now respond to alignment like regular text
New scenes
Title scene
Shop scene
Save/load scene
Code improvements
Scenes now inherit code from their base version - placing a modified version of Scene_<menutype> before the ACMS script will in turn modify ACMS's Scene_<menutype>, while it shall retain its ACMS appearance
Menu items are now subclasses of Window_Base - they can now use any of Window_Base's methods, typically displaying methods
Movements now work with Functions
For windows used outside the menu (like Window_Item or Window_Help), a copy named Window_ACMS_<windowtype> will automatically replace its general equivalent in the menus only
Other improvements
Added LOTS of options
Changed folder structure and naming convention
Version 1.11
Features
Broke Constants entry into 3 for easier theme modification
Added constants to set the movement of the background
Added gold symbol display in the main menu
Added a new graphical theme - "Data Vortex"
Version 1.10
Features
Made the code structure more modular using a common root (Scene_Menu_Base) for all menus
Changed handling for graphical digits (a single picture with all of them instead of separate ones)
Added constants to make customization easier
Added a new menu for actors' biographies
Added dynamic adaptation of HP and SP bars' size
Added portrait change when HP is low / status is altered
Added a new graphical theme - "Summer Breeze"
Version 1.00 - Original release to RPGRevolution.com
Description
You know custom menu systems are not always easy to customize. Or they aren't really visually appealing. Or they can't include new custom menus you need for your project.
Your ideal CMS would feature all that at the same time. And, to your greatest fortune, it's right here.
Video
Features & Screenshots
Compose your own background with any number of layers, each of which can exhibit one or several special effects
Screenshots
Show Animations (as defined in the project's database) upons various events (selecting item, making decision, cancelling...)
Screenshots
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)
Screenshots
Special menus
Screenshots
Title screen
Party selection menu
Biography menu
Modified load/save menu
Several themes to choose from as starters
Screenshots
Standard theme
Summer Breeze theme
Data Vortex theme
Moon Pearl theme
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 features 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
Known Compatibility Issues
May clash with scripts which deal with menu scenes, even though every metaprogramming skills I possess were gathered in order to avoid such a dramatic event
Download
Download links and all other information (including terms of use, instructions and FAQ) can be found on my blog.
Author's Notes
I put a great deal of effort into this project. Please provide feedback if you like what you see!
Also, I'm interested into seeing ACMS at work in your own project. With your permission, I might want to display screenshots of it on my blog as an illustration of how extensively it can be customized. Also, if you wish to share your own theme for ACMS, I'd be more than happy to provide a link to it in my gallery.</version>
This post has been edited by Moonpearl: May 8 2012, 08:19 AM
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It's a really beautiful menu you've put together
Inside the skills screen, there's a small bug that the Sprite_Status doesn't update when you press Q & W to scroll a new actor, I'm not sure if you were looking for a way to have the cards cycle, like you have when selecting an actor for items (which looks amazing, by the way).
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Thank you Night Runner. I know about that bg but there were so many issues to fix with v1.10 that I overlooked that one. I'll give it a quick look for the next release.
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This is great script Moonpearl. Have been looking for a new animated menu system for a while, and will certainly find a use for this in the future. The only thing I see needs looking at is in the skills menu. If I switch to say Lancer, his face stays as Aluxes. Love that rolling fog effect background btw.
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Haven't been around for a while, thanks to all of you for your positive feedback.
QUOTE
The only thing I see needs looking at is in the skills menu. If I switch to say Lancer, his face stays as Aluxes.
I wonder why everyone keeps thinking it's a bug. The widgets displayed at the bottom of the screen are targets for skills. It has nothing to do with the currently selected actor, and that's the reason why changing actors does not change targets as well.
This post has been edited by Moonpearl: Feb 29 2012, 08:55 AM
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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.
Moonpearl, you excelled thyself! I loved it before and I do so even more now. I have not yet read the instructions or any information in the scripts as to find out how you accomplished certain things or how hard it would be to disable certain others (such as the battle system still beeing involved. That will surly start conflicts with some custom Battle Scripts) but I am highly impresse wirth what you did here. The sparkling curser is just one of many things that amaze me. Thank you for spending so much time to create this and even more for sharing it.
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QUOTE (yamina-chan @ Mar 12 2012, 06:04 AM)
Moonpearl, you excelled thyself! I loved it before and I do so even more now.
Thanks! I was hoping for that sort of compliment.
QUOTE
I have not yet read the instructions or any information in the scripts as to find out how you accomplished certain things or how hard it would be to disable certain others (such as the battle system still beeing involved. That will surly start conflicts with some custom Battle Scripts)
The only feature used both by battle systems and ACMS is the HP/SP bars' display. As things are now, you basically have to choose between ACMS's bars and your custom battle system's bars, then put whichever system you wish to keep bars from after the other, so that it is the last to override the draw_actor_hp and draw_actor_sp methods. I have not considered the possibility to use different bars simultaneously, but ayways I have the feeling that it would only make a project look heterogeneous.
Now if you're talking about the item/skill/help windows being overriden bv ACMS and thus clashing with battle systems, this issue is now cleared.
QUOTE
he sparkling curser is just one of many things that amaze me.
Sadly, the features that took me the most time to code are the least impressive to the novice's eye. Including cursor animations took me about 10 minutes.
QUOTE
Thank you for spending so much time to create this and even more for sharing it.
You're welcome. It's a great personal achievement, I'm very glad I could do it.
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Can't download and test it out with my current location right now, so I'm hoping I can get these answered before I get home, but a few quick questions.
Can I use commands from Universal Message System such as " \v[4] " to display variable on biography? As well as changing things like: "Class" or "Race" to something else like Clan?
Can I not use the title main but only the menus?
Is the animated background an GIF image?
Can I make the party menu unaccessible when needed?
For the character's images when you enter status and etc. Is there's a limit to how big I can make my images?
Would you be able to keep being cool and buy me a penguin on Friday?
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: Member
Posts: 73
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RM Skill: Advanced
QUOTE (Yuu-Mon Musuedo @ Mar 12 2012, 09:20 AM)
Can I use commands from Universal Message System such as " \v[4] " to display variable on biography?
No. Why would you do such a thing by the way?
QUOTE
As well as changing things like: "Class" or "Race" to something else like Clan?
Of course, you'll see it in the bio setup, you can put any sort of text in there, just consider it like a blank sheet of paper.
QUOTE
Can I not use the title main but only the menus?
Yes, simply delete the Scene_Title entry from the ACMS script. Same goes for any other scene, by the way.
QUOTE
Is the animated background an GIF image?
No! There are several images (you'll see it when browsing the image files) that are layered, and the effects are entirely computed by the script, which means you can put any effects on any layers, as see fit.
QUOTE
Can I make the party menu unaccessible when needed?
Not right now, however you can make characters unavailable for selection in the party menu by simple using the command "remove actor from party". Thus, you can ensure that the player can't access particular characters when needed.
QUOTE
For the character's images when you enter status and etc. Is there's a limit to how big I can make my images?
No, as you can see the battlers themselves have different sizes and the script's just fine with it. You might just want to keep them at a size that fits on the screen.
QUOTE
Would you be able to keep being cool and buy me a penguin on Friday?
Sadly, the features that took me the most time to code are the least impressive to the novice's eye. Including cursor animations took me about 10 minutes.
I'll freely admit to being a novice at scripting since it is simply beyond my abilities. Sure, I learn due trial and error and can tinker with scripts to a degree but that's about it and thus I can only guess as to how hard it is to achieve certain things in script form. Which is also a reason why I admire people who are capable of creating new things like this. =)
As for the Battle System being influenced, that was a general thought. Including the bars and the help window as well as the fact that it will override certain 'action' words such as "Skills" in your Demo. And as of yet there is (I believe) no way to remove this or change the other commands to the same style.
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QUOTE
I'll freely admit to being a novice at scripting since it is simply beyond my abilities. Sure, I learn due trial and error and can tinker with scripts to a degree but that's about it and thus I can only guess as to how hard it is to achieve certain things in script form.
Well, playing an animation would be fairly difficult to script if RGSS didn't already do it by itself. I just re-used core features (in a hopefully smart way). The most difficult thing to do is completely invisible though: maximizing compatibility with other scripts. The rest was not that hard, mostly time-consuming because there was a lot to be done (or redone).
QUOTE (yamina-chan @ Mar 12 2012, 10:26 AM)
As for the Battle System being influenced, that was a general thought. Including the bars and the help window as well as the fact that it will override certain 'action' words such as "Skills" in your Demo. And as of yet there is (I believe) no way to remove this or change the other commands to the same style.
Yes there is. Just make pictures called "Attack", "Guard", "Escape" and so on, put them into the Graphics/ACMS/Texts folder, and see for yourself.
This post has been edited by Moonpearl: Mar 12 2012, 01:41 PM
I stand corrected then. In this case, my opinion has just improved once again XD
I will give this a trough-out test either tomorrow or the day after, seeing if I can find anything that might be worth mentioning but I trust that the time was well spent =)
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QUOTE (Moonpearl @ Mar 12 2012, 08:53 AM)
No. Why would you do such a thing by the way?
Thought I could cheat and change that part to: "Smarts: \v[4]" A second mini-status related to my game's variable. XD
And yeah, I checked it out. I'm amazed you can make a wave effect like that. Thanks for answering.
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: Member
Posts: 73
Type: Developer
RM Skill: Advanced
QUOTE (Yuu-Mon Musuedo @ Mar 12 2012, 05:40 PM)
Thought I could cheat and change that part to: "Smarts: \v[4]" A second mini-status related to my game's variable. XD
Well, use the status scene then. (which makes me think, what about a customizable status screen for future versions?) The bio is intended to display static info only (though it does so in a particularily flexible way).
QUOTE
And yeah, I checked it out. I'm amazed you can make a wave effect like that. Thanks for answering.
Actually, programmging a wave effect is not a big deal, math just does wonder. What's amazing is that it does not slow down the game, considering how flawed the RGSS graphic engine is - and that's what makes my wave effect script different.