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> Step Counter Window?
Jens of Zanicuud
post Jan 27 2012, 01:42 AM
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Is there someone who found the default-step-counting-RMXP-window useful?
I think it was an autogoal from midfield displaying it into main menu...
I cannot find it useful and I like to replace it with... something.
The major problem is... what this something could be.

Any ideas or suggestions?

If someone is for Step Window, I'd like to know their point of view.
For the ones against, same thing.
Every comment will be well recevied.

Jens


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Titanhex
post Jan 27 2012, 02:02 AM
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This actually belongs in the RMXP General.

I know, I know, you're looking for general ideas, and so this is kinda the right place for that. But it's specific to the RMXP engine, which has different values for data it can display.

See if this was a thread about what kind of data could be displayed in any ole menu instead of steps, you'd be fine in the Theory and Design board.

Personally I'd go with a neat graphic or the area name.


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Jens of Zanicuud
post Jan 27 2012, 02:18 AM
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Well, actually it was.
I'm curious about what other members think about that topic and what kind of info it's better to display in place of the steps window.
I thought RMXP Discussion was only meant for help and support, too.

Jens


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Titanhex
post Jan 27 2012, 02:45 AM
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It is, but it's also a place to find scripts and ideas specific to your engine.

What you can display in the steps corner and how to display it is a little different than VX and plenty different than a custom RM2K menu.

I feel you're gonna get far more specific help here than in Theory and Design with the original post worded as is. People may look at the fact that it's RMXPcentric, and because they only have RMVX skip over it, especially since they don't know where the steps window is.

I'm not opposed to you posting another thread in Theory and Design that simply talks about menu layouts and what information is useful for RPGs. Or the use of steps in games. Just remember to word it for any and all engines.

I wanted to point out that steps walked can be useful if there is a goal involved. Maybe a skill uses it. Maybe a minigame requires it. Maybe there's a prize tied to it for walking few steps up to a point in the game. All these are useful ways of using steps if you don't want to change it to something like Area Name. Though, a lot of people do change out the Steps Window for area names.


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Jens of Zanicuud
post Jan 27 2012, 02:59 AM
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Well, thanks smile.gif
If I post another topic in Theory&Design I'll be more generic...

Area name, you suggested...
Well, it could actually be a good idea...

Jens


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Feoden
post Jan 27 2012, 09:15 AM
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I agree with Titanhex, if you don't have a specific idea the best should be the Map Name. Another idea could be just add some commands to the window command in the menu (3 to be exact) like a new load feature, or some option or tutorial screen. This would cover what now is a useless window called window_steps. Since you can write the number of steps anywhere in the game and is actually nonnecessary in the main menu window.
This is what I used to do in my projects.


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Resource Dragon
post Jan 27 2012, 09:19 AM
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Or you could always just remove the step window...



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theamity9
post Jan 28 2012, 02:24 AM
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There are more problems with the default menu than just the step counter. But if I were to suggest anything it would be to merge it into the main part and replace the empty space with a load button.

@Resource Dragon That won't be a good idea. I gathered that the OP is using the default menu. Since that takes up all the screen it'll be stupid having a hole in the side of it.

This post has been edited by theamity9: Jan 28 2012, 02:26 AM


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Jens of Zanicuud
post Jan 28 2012, 04:32 AM
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@theamity9
What are these "problems" in your opinion?

I found annoying the lack of a Load command and that useless step window (which I'm planning to replace), but I've not many other complaints to make...

Jens


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Games I'm working on:
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official website: TryAdIne eFfeCt

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Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


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theamity9
post Jan 28 2012, 06:48 AM
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Mind you this is my opinion, feel free to disagree.
1. Lots of empty space
2. I feel as if menus that take up the whole screen "take you out of the atmosphere"
3. Lack of organization with items.
4. Lack of picture representation
5. Hate the fact that you can't see basic info such as gold and playtime from any submenus
6. Submenus. I hate the fact that you transmission to separate menu. (Personally I'm a all in 1 CMS fan)
7. And most importantly, I think it's just ugly. Regardless of window screen.

I'm more of a fan, of say; LegACy's all in 1 CMS. Everything flows so well and is beautiful


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Jens of Zanicuud
post Jan 28 2012, 08:42 AM
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Well, I'm a submenus supporter, so I can't agree with you on everything...

I agree with these three points:

QUOTE
1. Lots of empty space
3. Lack of organization with items.
4. Lack of picture representation


These are the first features I customize everytime I make a new project.

QUOTE
5. Hate the fact that you can't see basic info such as gold and playtime from any submenus


Well, if I have to be honest, it's pointless to see them elsewhere...
In skills window or item window, I don't need to have playtime or gold displayed...

QUOTE
2. I feel as if menus that take up the whole screen "take you out of the atmosphere"


I have different ideas on this point. I feel a menu is something that has to pause action for a moment, and take a long breath.
Something that let you reason without having visual contact with what is happening, with a sort of detachement.
I'm not for CMS, I found it quite... officious.

Thanks for having expressed your ideas, however smile.gif

Jens


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"Thorns are the rose's sweetest essence..."
-Jens of Zanicuud


Games I'm working on:
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official website: TryAdIne eFfeCt

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Games I worked on (mainly as a scripter):
>
(Warning: it's a 3rr3's project and it's in Italian!)


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superafroboy
post Jan 29 2012, 05:28 AM
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I don't have it configured yet, but I plan on showing the current in-game date instead of the step counter.


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