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> Kingdom Hearts style HUD, Completely configurable, use your own custom graphics
BigEd781
post Nov 4 2009, 10:24 AM
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KH HUD
By BigEd781
Graphics by Celianna


Introduction
This is a joint project between myself and Celianna (over at vx.net), who did all of the graphic designs. Without her I would not have been inspired to write this script, so big thanks to her.
This is a very nice looking hud that will be visible when on your maps. It plug'n'play, no setup required, but it is also customizable in almost every regard for those who want to make it their own. You can change the layout, all of the images, the fonts, colors, position, scroll style, and just about anything else that you can think of. I mention all of this because it was a pain in my ass, so you had better appreciate it wink.gif.

The screenshots speak for themselves, so I will just run over the basic features:


-> Plug'n'play, but also extremely customizable.
-> HUD parameters can all be changed in game at runtime.
-> Professional look and feel (thanks Celianna).
-> Fades in and out when walking (this can be disabled).
-> Auto-hide feature allows the player to hide the HUD by pressing a button. This is an animated sequence.
-> Will cause absolutely no lag in your games.
-> Great for ABS scripts.


Screenshots


Configuration/Use
Just paste the script into an empty slot in your "Materials" section. All of the directions are in the configuration section of the script. You will need to download the images below and unzip them into your Graphics\Pictures folder. I have also included the fonts that I use in case you want them as well. You will need to drop those into your \Windows\Fonts directory if you don't already have them (and make sure to distribute them with our game!).

Useful commands:
CODE
#--------------------------------------------------------------------
# * Basic Commands
#--------------------------------------------------------------------
# * You can force the HUD to hide by using the "Script..."
#   event command with this text:
#
#      $scene.hide_hud
#
#   You can show the hud once again by using this line:
#
#      $scene_show_hud
#--------------------------------------------------------------------


Attached File  HUD_Images_and_Fonts.zip ( 764.67K ) Number of downloads: 1701


Additional HUD Images and Configurations
Celianna has been making additional graphical sets for this script. So, I have put together some pre-configured configuration sections so that they are plug'n'play.

Modern HUD

Link to more HUDs by Celliana
New font: Attached File  RockwellExtraBold.zip ( 31.43K ) Number of downloads: 356

Config for Modern HUD
CODE
module HudConfig
  
  # The actor id of the main character in your game.
  # This will be the character in the main hud window.
  PLAYER_ID                  = 1
  
  # if this is set to 'true' the HUD will go opaque.
  # when the player is walking.
  TRANSPARENT_WHEN_MOVING    = true
  # this is the minimum opacity value reached while walking.
  # this should be a value between 0 and 255.
  TRANSPARENCY_WHEN_MOVING   = 64
  # this value determines how fast the HUD will fade out and in.
  # this is in incremenets per frame (60 frames per second).
  TRANSPARENCY_SWITCH_SPEED  = 2
  
  # If this switch is 'ON' the hud will not appear at all.
  # Set this to 'nil' to disable the feature completely
  NO_SHOW_SWITCH             = nil
  
  # If this text is found in a map name the hud will
  # be disabled for that map at all times.  This text
  # will be removed from the map name proper in case
  # you are using a map name script or somethin like that.
  NO_SHOW_TEXT               = 'hud no show'
  
  # Display an empty hud if there is no party leader?
  SHOW_IF_NO_LEADER          = false
  
  # Name of the player (main character) hud graphic
  PLAYER_HUD_IMAGE_NAME      = 'player_hud'
  # Use the gren and blue mp/hp gauges?
  # You may use your own graphics, but they must
  # adhere to the same format as the originals, i.e.,
  #
  #   hud_bar_hp_000.png
  #
  # Where the '000' part is a multiple of five, from 0-100.
  PLAYER_USE_CUSTOM_GAUGE    = true
  
  # The physical location of the hud sprite.
  # All of the other graphic locations are relative to this one.
  PLAYER_HUD_LOC             = Point.new(0, 0)
  # The relative location of the hud image to the hud sprite.
  PLAYER_HUD_IMAGE_LOCATION  = Point.new(0, 0)    
    
  # The starting location of each peice of the HP gauge.
  PLAYER_HP_GAUGE_LOCATION   = Point.new(0, 0)
  # the starting location of each peice of the MP gauge.
  PLAYER_MP_GAUGE_LOCATION   = Point.new(0, 0)
  
  SHOW_PLAYER_FACE_IMAGE     = false
  # The location of the face graphic.
  FACE_LOCATION              = Point.new(35, 0)
  
  # Show all party members? (THESE FEATURES ARE NOT YET IMPLEMENTED)
  USE_MEMBER_WINDOW          = true
  MEMBER_HUD_IMAGE_NAME      = 'member_hud'
  MEMBER_USE_CUSTOM_GAUGE    = false
  
  # Allow the player to hide the HUD by pressing a button?
  ALLOW_HUD_HIDE             = true
  # The button which will trigger a hud move.
  HIDE_HUD_INPUT             = Input::X
  # The speed at which to move the hud.
  HUD_HIDE_SPEED             = 7
  # replace "Left" with "Right" below to change the scroll direction
  HUD_SCROLL_DIRECTION       = ScrollDirection::Left
  
  # Global values which are convenient for setting
  # multiple values to the same thing.
  GLOBAL_FONT_NAME           = ['Magneto', 'Consolas', 'Verdana', 'Ariel', 'Courier New']
  GLOBAL_PLAYER_FONT_SIZE    = 22
  GLOBAL_MEMBER_FONT_SIZE    = 22  
  
  SHOW_PLAYER_NAME            = true
  # The rest of the settings deal with setting the
  # location and style of the text displayed in the HDU
  PLAYER_NAME_FONT           = GLOBAL_FONT_NAME  
  PLAYER_NAME_COLOR          = Colors::Silver
  PLAYER_NAME_USE_ITALICS    = false
  PLAYER_NAME_USE_BOLD       = false
  PLAYER_NAME_USE_SHADOW     = true
  PLAYER_NAME_FONT_SIZE      = 20
  PLAYER_NAME_LOCATION       = Point.new(10,5)
  PLAYER_NAME_WIDTH          = 90
  PLAYER_NAME_HEIGHT         = 22
  
  MEMBER_NAME_FONT           = GLOBAL_FONT_NAME
  MEMBER_NAME_COLOR          = Colors::White
  MEMBER_NAME_FONT_SIZE      = GLOBAL_MEMBER_FONT_SIZE
  MEMBER_NAME_LOCATION       = Point.new(0,0)
  
  USE_HP_TEXT_DISPLAY        = false
  PLAYER_HP_FONT             = ['Consolas', 'Verdana', 'Ariel', 'Courier New']
  PLAYER_FULL_HP_COLOR       = Colors::GaugeGreen
  PLAYER_HP_FONT_USE_ITALICS = false
  PLAYER_HP_FONT_USE_BOLD    = true
  PLAYER_HP_FONT_USE_SHADOW  = true
  PLAYER_HP_FONT_SIZE        = 14
  PLAYER_HP_LOCATION         = Point.new(130,66)
  PLAYER_HP_WIDTH            = 76
  PLAYER_HP_HEIGHT           = 11
  
  MEMBER_HP_FONT             = GLOBAL_FONT_NAME  
  MEMBER_HP_FONT_SIZE        = GLOBAL_MEMBER_FONT_SIZE
  MEMBER_HP_LOCATION         = Point.new(0,0)
  
  USE_MP_TEXT_DISPLAY        = USE_HP_TEXT_DISPLAY
  PLAYER_MP_FONT             = PLAYER_HP_FONT
  PLAYER_FULL_MP_COLOR       = Colors::GaugeBlue
  PLAYER_MP_FONT_USE_ITALICS = PLAYER_HP_FONT_USE_ITALICS
  PLAYER_MP_FONT_USE_BOLD    = PLAYER_HP_FONT_USE_BOLD
  PLAYER_MP_FONT_USE_SHADOW  = PLAYER_HP_FONT_USE_SHADOW
  PLAYER_MP_FONT_SIZE        = PLAYER_HP_FONT_SIZE
  PLAYER_MP_LOCATION         = Point.new(PLAYER_HP_LOCATION.x, PLAYER_HP_LOCATION.y + PLAYER_HP_HEIGHT + 1)
  PLAYER_MP_WIDTH            = PLAYER_HP_WIDTH
  PLAYER_MP_HEIGHT           = PLAYER_HP_HEIGHT
  
  MEMBER_MP_FONT             = GLOBAL_FONT_NAME  
  MEMBER_MP_FONT_SIZE        = GLOBAL_MEMBER_FONT_SIZE
  MEMBER_MP_LOCATION         = Point.new(0,0)
  
  SHOW_PLAYER_LEVEL          = true
  PLAYER_LEVEL_FONT          = 'Rockwell Extra Bold'
  PLAYER_LEVEL_COLOR         = Colors::WhiteSmoke
  PLAYER_LEVEL_USE_ITALICS   = false
  PLAYER_LEVEL_USE_BOLD      = true
  PLAYER_LEVEL_USE_SHADOW    = true
  PLAYER_LEVEL_FONT_SIZE     = 16
  PLAYER_LEVEL_LOCATION      = Point.new(115,1)
  PLAYER_LEVEL_WIDTH         = 36
  PLAYER_LEVEL_HEIGHT        = 35
  
  MEMBER_LEVEL_FONT          = GLOBAL_FONT_NAME
  MEMBER_LEVEL_COLOR         = PLAYER_LEVEL_COLOR
  MEMBER_LEVEL_FONT_SIZE     = 10
  MEMBER_LEVEL_LOCATION      = Point.new(0,0)
  
  #-------
  # don't change the values below unless you know what you are doing.
  
  # Shows above the map and below the message window by default
  PLAYER_HUD_Z               = 199
  
  # The text format used for gauage images.    
  HEALTH_GAUGE_FORMAT        = 'hud_bar_%s_%.3d'
  
  # the name of the image file used as a mask for the face graphic
  PLAYER_FACE_MASK_NAME      = 'player_face_mask'
  
end


Script
Attached File  HUD.txt ( 30.05K ) Number of downloads: 1345


Please let me know of any issues that you encounter. This is especially true for any conflicts with ABS systems, I want it to work as smoothly as possible with them.


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Fawlcon
post Nov 4 2009, 02:46 PM
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Wow, that is so awesome. I like the modern hud one better thou, it takes less space. But im goin to test it out later and get back on you...
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BizarreMonkey
post Nov 4 2009, 02:49 PM
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This looks superb, I can see many RPG Makers out there finding a use for this, This is actually the first KH HUD script fr VX i've seen.

Though I am nt into Kingdom Hearts alot of people are, this will greatly help the community, thanks you BigEd and Celennia, you have truly made a wonderful script, even though I have yet to look at it.

Your screenshots lead me to believe there is a demo, Though I can only see links to Graphics and stuff, can you not upload the demo in the screenshot? Or is there one on the original place you posted this?

Edit: ah, someone beat me to first post!

This post has been edited by BizarreMonkey: Nov 4 2009, 02:50 PM


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BigEd781
post Nov 4 2009, 02:49 PM
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QUOTE (Fawlcon @ Nov 4 2009, 02:46 PM) *
Wow, that is so awesome. I like the modern hud one better thou, it takes less space. But im goin to test it out later and get back on you...


Thanks wink.gif. There is a link there to a page with many more HUDs as well. I tried to make this script as customizable as possible so that you can use any graphics, turn any part of the HUD on or off, etc.

Also, if space is a concern (the default HUD is rather large), the HUD will turn semi-transparent by default when you are moving.

QUOTE (BizarreMonkey @ Nov 4 2009, 02:49 PM) *
This looks superb, I can see many RPG Makers out there finding a use for this, This is actually the first KH HUD script fr VX i've seen.

Though I am nt into Kingdom Hearts alot of people are, this will greatly help the community, thanks you BigEd and Celennia, you have truly made a wonderful script, even though I have yet to look at it.

Your screenshots lead me to believe there is a demo, Though I can only see links to Graphics and stuff, can you not upload the demo in the screenshot? Or is there one on the original place you posted this?


Thank you too.

Perhaps I should change the title of this thread. I call it a Kingdom Hearts HUD because the default graphics that I provide were modeled after KH, but this HUD is capable of looking any way you want it to.

I used to have a demo, but since I made it I have updated the script and it fell behind. Eventually I will update the demo and post it again.


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BizarreMonkey
post Nov 4 2009, 02:57 PM
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Yay! Looking forward to it!

Edit: Wait, would it be possible to make a Zelda HUD? I'm not into Zelda, I'm just throwing the possibility out there, I'm tempted to have a look at this even without the demo, it looks very promising!

This post has been edited by BizarreMonkey: Nov 4 2009, 02:59 PM


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BigEd781
post Nov 4 2009, 02:58 PM
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QUOTE (BizarreMonkey @ Nov 4 2009, 02:57 PM) *
Yay! Looking forward to it!


If you wanted to just try it out though all that you would need to do is copy in the script and unzip the images into your Pictures folder. Do that and it will all just work.


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Kuma-san
post Nov 4 2009, 03:06 PM
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Wow, this HUD is smexy. My thanks to you BigEd and Celianna. I'm going to try this out with an ABS later to get a full effect.


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BigEd781
post Nov 4 2009, 03:11 PM
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QUOTE (Kuma-san @ Nov 4 2009, 03:06 PM) *
Wow, this HUD is smexy. My thanks to you BigEd and Celianna. I'm going to try this out with an ABS later to get a full effect.


Yes, please do. I have not yet had any reports from people who use ABS scripts and this needs to work with them. If you find any issues let me know and I will get them fixed.


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BizarreMonkey
post Nov 4 2009, 03:34 PM
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Okay I've tried it out and I do like it, but it's time for some bug reports!

With Vlad's ABS 8, when i go to save, I get this error

[attachment=3348:Error.png]

It might be a compatibility issue with another script, but asides from Vlad's ABS I only have Modern Algebra's Advanced Message System and OriginalWIJ's Re-size and scale, both can be found on this site... i think.

None of those have any connections to save files so far as I can see, well there's your bug report smile.gif

I don't mind if you don't fix it, other people will though smile.gif



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BigEd781
post Nov 4 2009, 03:40 PM
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QUOTE (BizarreMonkey @ Nov 4 2009, 03:34 PM) *
Okay I've tried it out and I do like it, but it's time for some bug reports!

With Vlad's ABS 8, when i go to save, I get this error

It might be a compatibility issue with another script, but asides from Vlad's ABS I only have Modern Algebra's Advanced Message System and OriginalWIJ's Re-size and scale, both can be found on this site... i think.

None of those have any connections to save files so far as I can see, well there's your bug report smile.gif

I don't mind if you don't fix it, other people will though smile.gif


OK, I think I know what the problem is. I added a couple of event handlers last night and I don't think that I am deleting the references. Will fix that tonight.


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BizarreMonkey
post Nov 4 2009, 03:46 PM
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Cool, Glad I could help you make this awesome script more bug free!


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MetalnosX
post Nov 5 2009, 12:17 AM
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This script looks good! So i downloaded it .......... I extract pictures and put them in my graphics, put the script in and here's the problem:

Please click at the attached the file.

Can anyone fix this?

This post has been edited by MetalnosX: Nov 5 2009, 12:18 AM
Attached File(s)
Attached File  Prob.bmp ( 117.62K ) Number of downloads: 76
 


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BigEd781
post Nov 5 2009, 09:43 AM
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QUOTE (MetalnosX @ Nov 5 2009, 12:17 AM) *
This script looks good! So i downloaded it .......... I extract pictures and put them in my graphics, put the script in and here's the problem:

Please click at the attached the file.

Can anyone fix this?

You didn't copy the script in correctly. Try again and make sure that you get everything in the text file.


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wltr3565
post Nov 7 2009, 07:37 AM
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At last you've posted in here, BigEd... Better than not known. Thanks!


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BigEd781
post Nov 8 2009, 12:36 PM
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QUOTE (wltr3565 @ Nov 7 2009, 07:37 AM) *
At last you've posted in here, BigEd... Better than not known. Thanks!


Yeah, I haven't been active in this forum for some time now, I used to be though.

Update

Fixed a bug introduced in the last update that caused a crash when you attempted to save your game. Make sure to get the new version if you are using this script.


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Max
post Nov 10 2009, 03:49 AM
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Wow, I have to put this in my game!
Looking forward for a demo wink.gif


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zeke_xlaws
post Nov 10 2009, 05:10 AM
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Woah!! Thanks!!
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guzzleboy478
post Nov 11 2009, 04:47 PM
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This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?
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BigEd781
post Nov 11 2009, 05:04 PM
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QUOTE (guzzleboy478 @ Nov 11 2009, 04:47 PM) *
This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?


I thought about it, tried a few things, but I couldn't fit it into the display. I could always add the option, but a ton of icons going across the screen is a bit ugly. I also considered allowing the user to specify different face images for different states, but that gets a little messy to configure and most people will not be able to get the different images anyway. One thing I like about this script is that you do not have to make a circular face image, I do that part in code and it works really well. I suppose that I could just change the hue of the face image, i.e., if the player was poisoned I could show it tinged green, but there are states that don't really correspond to a color.

QUOTE (BizarreMonkey @ Nov 4 2009, 02:57 PM) *
Yay! Looking forward to it!

Edit: Wait, would it be possible to make a Zelda HUD? I'm not into Zelda, I'm just throwing the possibility out there, I'm tempted to have a look at this even without the demo, it looks very promising!



Sorry, missed this one.

If you take that link to the gallery of different HUD images you will find a Zelda themed HUD wink.gif


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guzzleboy478
post Nov 11 2009, 05:41 PM
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QUOTE (BigEd781 @ Nov 11 2009, 06:04 PM) *
QUOTE (guzzleboy478 @ Nov 11 2009, 04:47 PM) *
This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?


I thought about it, tried a few things, but I couldn't fit it into the display. I could always add the option, but a ton of icons going across the screen is a bit ugly. I also considered allowing the user to specify different face images for different states, but that gets a little messy to configure and most people will not be able to get the different images anyway. One thing I like about this script is that you do not have to make a circular face image, I do that part in code and it works really well. I suppose that I could just change the hue of the face image, i.e., if the player was poisoned I could show it tinged green, but there are states that don't really correspond to a color.


The face hue is a nice idea. I was thinking that you could limit the states to a small number, like 3. Couldn't you make it so that you can change the position of the sates just like you can do with the hp/mp text?
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