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General Game Dev Help and Requests

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Erm, you must have pressed "F12" by accident. I think, that returns you to the title screen
 
Oh, on my keyboard "print" is right above. Just a sec... ... ...
How do I know if I did it?
 
Print screen? It woudl have "Print Screen written on it"

F12? It would have "F12" on it, basically...
 
3 Questions:
1.Where Can i find the "message box"?
2. Where can i find the pokemon font, and how do i change the RTP font?
3. How Do u make a name making system like where u input ur own name?
 
1. Message Box? you mean windowskins?

2. Resource thread.

3. Teeres a command in the event editor.
 
Okay I have an entirely new region I want to make come to life in a game. But, this is sad, I have no clue as to how to make it! My region is the Saurin Region and every pokemon is done by me. There are no old ones. Just new ones. And when you start you can choose a carrer for yourself and all that stuff. So please someone help me. This will be one big game. Many side quests and every single region so far will be in it! (even Orange. Once I get enough info on it). So please will someone help make my dream game come to life? Thankyou.
 
Ummm it's not as easy as someone telling you what to do, a game that size would take alot of effort, time and hard work. I think you'll have to do what most people do when they want to make a game . . . . read every bit of info avaliable to them, follow lots of tutorials, start with smaller games to help you learn, and then maybe you'll know half of the stuff you'll need to know to create a cbs :) lol just some advice start small. I'm making a game at the moment and im not even going to bother with mapping until i've got a cms done with all option working (bag,pokedex,pokegear etc. . ) and my cbs. Mapping a game is a waste of time if you don't have the systems to make the game work :) With that said you can always jump straight into a big game like pokemon, go with trial and error and hope for the best ! (lol like me :) )

Anyways getting back to my question: My window skin is the pokemon one (black/grey border with the white inside) but i want my messages when i talk to people to use the blue/white one like in fr/lg. Is there a way to load another window skin for use just with my message box ? e.g self.contents.windowskin = RPG::Cache.windowskins("name") (something like that ?) or should i modify the Window_message script and make the window skin opacity 0 and then load my picture of the message window in place so the text shows on top of it ? lol a very long post i know so thanks to anyone who has the patience to read through it :)
 
Change Windowskin option :)
then select the graphic you want

you must insert it before the text etc.
 
I have the sign one but I havent made the text one :P
 
self.contents.windowskin = RPG::Cache.windowskins("name") is that the exact code ?

##EDIT###

because it gives me the error "Undefined method: windowskin="

##Edit . . . again###

This is my window_message code

Code:
 #==============================================================================
# ■ Window_Message
#------------------------------------------------------------------------------
#  文章表示に使うメッセージウィンドウです。
#==============================================================================

class Window_Message < Window_Selectable
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #--------------------------------------------------------------------------
 def initialize
   super(72, 372, 496, 94)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.visible = false
   self.z = 9998
   @fade_in = false
   @fade_out = false
   @contents_showing = false
   @cursor_width = 0
   self.active = false
   self.index = -1

 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
   terminate_message
   $game_temp.message_window_showing = false
   if @input_number_window != nil
     @input_number_window.dispose
 
   end
   super
 end
 #--------------------------------------------------------------------------
 # ● メッセージ終了処理
 #--------------------------------------------------------------------------
 def terminate_message
   self.active = false
   self.pause = false
   self.index = -1
   self.contents.clear
   # 表示中フラグをクリア
   @contents_showing = false
   # メッセージ コールバックを呼ぶ
   if $game_temp.message_proc != nil
     $game_temp.message_proc.call
   end
   # 文章、選択肢、数値入力に関する変数をクリア
   $game_temp.message_text = nil
   $game_temp.message_proc = nil
   $game_temp.choice_start = 99
   $game_temp.choice_max = 0
   $game_temp.choice_cancel_type = 0
   $game_temp.choice_proc = nil
   $game_temp.num_input_start = 99
   $game_temp.num_input_variable_id = 0
   $game_temp.num_input_digits_max = 0
   # ゴールドウィンドウを開放
   if @gold_window != nil
     @gold_window.dispose
     @gold_window = nil
 
   end
 end
 #--------------------------------------------------------------------------
 # ● リフレッシュ
 #--------------------------------------------------------------------------
 def refresh
   self.contents.windowskin = RPG::Cache.windowskin("001-Blue01")
   self.contents.clear
   self.contents.font.color = black
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   x = y = 0
   @cursor_width = 0
   # 選択肢なら字下げを行う
   if $game_temp.choice_start == 0
     x = 8
   end
   # 表示待ちのメッセージがある場合
   if $game_temp.message_text != nil
     text = $game_temp.message_text
     # 制御文字処理
     begin
       last_text = text.clone
       text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
     end until text == last_text
     text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
       $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
     end
     # 便宜上、"\\\\" を "\000" に変換
     text.gsub!(/\\\\/) { "\000" }
     # "\\C" を "\001" に、"\\G" を "\002" に変換
     text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
     text.gsub!(/\\[Gg]/) { "\002" }
     # c に 1 文字を取得 (文字が取得できなくなるまでループ)
     while ((c = text.slice!(/./m)) != nil)
       # \\ の場合
       if c == "\000"
         # 本来の文字に戻す
         c = "\\"
       end
       # \C[n] の場合
       if c == "\001"
         # 文字色を変更
         text.sub!(/\[([0-9]+)\]/, "")
         color = $1.to_i
         if color >= 0 and color <= 7
           self.contents.font.color = black(color)
         end
         # 次の文字へ
         next
       end
       # \G の場合
       if c == "\002"
         # ゴールドウィンドウを作成
         if @gold_window == nil
           @gold_window = Window_Gold.new
           @gold_window.x = 560 - @gold_window.width

           
           if $game_temp.in_battle
             @gold_window.y = 192
           else
             @gold_window.y = self.y >= 128 ? 32 : 384
           end
           @gold_window.opacity = self.opacity
           @gold_window.back_opacity = self.back_opacity
         end
         # 次の文字へ
         next
       end
       # 改行文字の場合
       if c == "\n"
         # 選択肢ならカーソルの幅を更新
         if y >= $game_temp.choice_start
           @cursor_width = [@cursor_width, x].max
         end
         # y に 1 を加算
         y += 1
         x = 0
         # 選択肢なら字下げを行う
         if y >= $game_temp.choice_start
           x = 8
         end
         # 次の文字へ
         next
       end
       # 文字を描画
      self.contents.font.color = black
      self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
       # x に描画した文字の幅を加算
       x += self.contents.text_size(c).width
     end
   end
   # 選択肢の場合
   if $game_temp.choice_max > 0
     @item_max = $game_temp.choice_max
     self.active = true
     self.index = 0
   end
   # 数値入力の場合
   if $game_temp.num_input_variable_id > 0
     digits_max = $game_temp.num_input_digits_max
     number = $game_variables[$game_temp.num_input_variable_id]
     @input_number_window = Window_InputNumber.new(digits_max)
     @input_number_window.number = number
     @input_number_window.x = self.x + 8
     @input_number_window.y = self.y + $game_temp.num_input_start * 32
   end
 end
 #--------------------------------------------------------------------------
 # ● ウィンドウの位置と不透明度の設定
 #--------------------------------------------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
    case $game_system.message_position
      when 0  # 上
        self.y = 16
      when 1  # 中
        self.y = 160
      when 2  # 下
        self.y = 304
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 255
    end
    self.back_opacity = 255
  end
 #--------------------------------------------------------------------------
 # ● フレーム更新
 #--------------------------------------------------------------------------
 def update
   super
   # フェードインの場合
   if @fade_in
     self.contents_opacity += 24
     if @input_number_window != nil
       @input_number_window.contents_opacity += 24
     end
     if self.contents_opacity == 255
       @fade_in = false
     end
     return
   end
   # 数値入力中の場合
   if @input_number_window != nil
     @input_number_window.update
     # 決定
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.decision_se)
       $game_variables[$game_temp.num_input_variable_id] =
        @input_number_window.number
       $game_map.need_refresh = true
       # 数値入力ウィンドウを解放
       @input_number_window.dispose
       @input_number_window = nil
       terminate_message
     end
     return
   end
   # メッセージ表示中の場合
   if @contents_showing
     # 選択肢の表示中でなければポーズサインを表示
     if $game_temp.choice_max == 0
       self.pause = true
     end
     # キャンセル
     if Input.trigger?(Input::B)
       if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
         $game_system.se_play($data_system.cancel_se)
         $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
         terminate_message      
       end
     end
     # 決定
     if Input.trigger?(Input::C)
       if $game_temp.choice_max > 0
         $game_system.se_play($data_system.decision_se)
         $game_temp.choice_proc.call(self.index)
       end
       terminate_message
     end
     return
   end
   # フェードアウト中以外で表示待ちのメッセージか選択肢がある場合
   if @fade_out == false and $game_temp.message_text != nil
     @contents_showing = true
     $game_temp.message_window_showing = true
     reset_window
     refresh
     Graphics.frame_reset
     self.visible = true
     self.contents_opacity = 0
     if @input_number_window != nil
       @input_number_window.contents_opacity = 0
     end
     @fade_in = true
     return
   end
   # 表示すべきメッセージがないが、ウィンドウが可視状態の場合
   if self.visible
     @fade_out = true
     self.opacity -= 48
     if self.opacity == 0
       self.visible = false
       @fade_out = false
       $game_temp.message_window_showing = false
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # ● カーソルの矩形更新
 #--------------------------------------------------------------------------
 def update_cursor_rect
   if @index >= 0
     n = $game_temp.choice_start + @index
     self.cursor_rect.set(8, n * 32, @cursor_width, 32)
   else
     self.cursor_rect.empty
   end
 end
end
 
Last edited:
I think you didnt put the windowskin in the resources database?
 
:( I can't figure it out, the window skin is definatly in there because its the default skin and i had a different error b4 when i had spelt its name wrong. this time it says "undefined method: windowskin=" referring to self.contents.**windowskin =**RPG::Cache.windowskin("001-Blue01")
 
Does someone have emerald midis? Espescially the one where you wake up Kyogre and theres a thunderstorm with that cool music.
 
Right and DOES ANYONE HAVE EMERALD MIDIS? PLEASE!!!!!!!!!!!!!!!!!!!!!!!!
 
There are pokemon cries ripped from Pokemon emerald in the Resources thread.
 
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