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Rpg maker map x vs screenx
Rpg maker map x vs screenx








  1. #RPG MAKER MAP X VS SCREENX FULL#
  2. #RPG MAKER MAP X VS SCREENX SERIES#
  3. #RPG MAKER MAP X VS SCREENX FREE#

* MapControls setButtonState btn visible enabled # Sets a specific button btn visibility to isVisible. * MapControls blockMapTouchInput isBlocked # If true, GUI is "greedy" and will block all map mouse and touch input while GUI is visible. * MapControls clearGui # Sets all Map Controls to disabled and invisible. Use to prevent players from moving at undesirable times, etc. * MapControls overrideDefaultTouch override # If true, blocks all default touch processing. * MapControls init # Initialize Map Controls, none are enabled or visible by default. * Use the following plugin commands to manipulate custom controls. * First created to replace static arrow pictures for BBS_WorldMap.js. Very flexible, can be used to create any mini-game of your choosing.

#RPG MAKER MAP X VS SCREENX SERIES#

* To be used with mini-games, this creates a series of sprite buttons on screen that will respond to * The Other Button image position on screen (in format x y). * The Menu Button image position on screen (in format x y). * The Cancel Button image position on screen (in format x y). * The Action Button image position on screen (in format x y). * The DPad Right Button image position on screen (in format x y). * The DPad Left Button image position on screen (in format x y). * The DPad Down Button image position on screen (in format x y). * The DPad Up Button image position on screen (in format x y). * Gap in pixels between player and the DPad pictures. * true to enable console variable logging. * Enable to activate console variable logging. * If true, MapControls is "greedy" and will block all default mouse and touch input processing while custom buttons are visible. * Name of command to show in options menu to enable/disable map controls.

rpg maker map x vs screenx

* How long, in frames (each frame 1/60th of a second), it should take to fade in or out a control. * How opaque to make all displayed controls. * Relative filepath for display image for the action (non DPad) buttons. * Relative filepath for display imageset for the DPad buttons.

#RPG MAKER MAP X VS SCREENX FREE#

* - Free for use in non-commercial projects with credits * Special Thanks to 'Ramza' Michael Sweeney and Lakaroth for helping so much with testing. * Special Thanks to Masked for MBS MobileDirPad on which the Map Buttons are based. * Special Thanks to Tsukihime for all the help. This script must be below BBS_MultiTouch.js in Plugin Manager. * and then new enhancements / reworkings were added on top of that. Original design was merged with elements of Masked's MBS MobileDirPad, * v1.10 Creates and displays key/mouse/touch responsive input buttons * If you enjoy my work, consider supporting me on *******! Buttons can be enabled/disabled/faded through plugin command. Multiple buttons can appear down at the same time. Buttons will only display once completely loaded and ready (no more flickers of bad positions / hidden buttons etc.). Plugin Commands to show/hide active GUI elements, and to disable all GUI elements through one call. Plugin Command can be used to completely block all default touch input processing. Button sprite sheet with support for separate graphics for hot, cold, and disabled frames. Faded out buttons are automatically disabled. Opacity fade-in/out buttons when dialogue boxes are open. Buttons will automatically follow player if centered. Each button can be set to a specific x, y, or set to center around the player (particularly for DPad buttons). New isPressed() will check for keyboard, gamepad, mouse, AND touch input on a given button, which means that map controls now only need to check one function to determine input. "If SceneManager._scene.isButtonEnabled('ok') " Simple script call can be made to check whether a button is enabled via standard conditionals: ie. "If SceneManager._scene.isPressed('ok') "

rpg maker map x vs screenx

Simple script call can be made to check whether a button has been pressed in standard conditionals: ie. Any combination of these eight controls can be used. Up to eight controls on screen - four DPad buttons and four action buttons (ok, cancel, menu, other). Swipe (up/down/left/right) gesture support.

#RPG MAKER MAP X VS SCREENX FULL#

Full (tested) multi-touch support! WARNING: This required me to redo most of TouchInput core, which may introduce some incompatibilities. First created to replace static arrow pictures for BBS_WorldMap.js. To be used with map interface elements or mini-games, this creates a series of sprite buttons on screen that will respond to keyboard, mouse, and touch. The last thing you want to bother with is making all the buttons and input methods work correctly. You've got your really cool mini-game ideas, and you can't wait to put them together.










Rpg maker map x vs screenx