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Mr_Wiggles
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« on: December 02, 2009, 07:15:34 PM »
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<Game Help Window>
Version: 1.0
Author: Mr Wiggles (Creator)
Date: December 2, 2009

Version History


  • Version: 1.0  Originaly Created

Planned Future Versions

  • None as of now

Description

This script is for those who want to teach a player how to play his or her game with out the need for puting a .txt document in the game folder called "Controls" or teaching as you go along in the game.

It creates a "blank slate" so to speak in witch a user can add/edit the locations or text and pictures on multiple pages. I.E.
page 1: Controls
Page 2: Attacking
ect....

Features

  • Fully custamisable
  • Infinent number of pages
  • Farely easy to use

Screenshots





Instructions

Copy the script and paste above main as "Help Screen" or any thing that youd remember it by. To call it use
$scene = Scene_Gamehelp.new

Script


Code:
=begin
================================================================================
Game Play Help script
By: Mr Wiggles
12/2/09
================================================================================
****************
* Introduction *
****************
Small script I wrote to tie into Scene_Tittle if you want to help the player learn the
controls insted of putting them in a .txt document next to the game. Of course
you could always use means of teaching durnig actual game play, but im too lazy
to do that for all the fetures my game has.

call by useing
" $scene = Scene_Gamehelp.new " <--- NO Qoutes

=end
#-------------------------------------------------------------------------------
# Make Window
#-------------------------------------------------------------------------------
class Window_Gamehelp < Window_Base
  def initialize(menu)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Calibri"
    self.contents.font.size = 24
    @menu = menu
    refresh
  end
#-------------------------------------------------------------------------------
# Refresh
#-------------------------------------------------------------------------------
  def refresh
    menu_header
    menu_pics
    menu_pagenum
    menu_main
  end
#-------------------------------------------------------------------------------
# Draw Header - top of window
#-------------------------------------------------------------------------------
  def menu_header
    case(@menu.id)
    when 1
      self.contents.draw_text(65, 1, 140, 32, "Page One")
    when 3
      self.contents.draw_text(65, 1, 140, 32, "Page Two")
    when 5
      self.contents.draw_text(65, 1, 140, 32, "Page Three")
end
end
#-------------------------------------------------------------------------------
# Draw Pictures - as many as you'd like just copy bitmap and self. line and paste a new
#-------------------------------------------------------------------------------
  def menu_pics
    case(@menu.id)
when 1
    bitmap = RPG::Cache.picture("") # picture name
     self.contents.blt(110, 300, bitmap, Rect.new(0, 0, 140, 130))
#                      (  X, Y )                  ( X, Y, W, H)
when 3
    bitmap = RPG::Cache.picture("") # picture name
     self.contents.blt(110, 300, bitmap, Rect.new(0, 0, 140, 130))
#                      (  X, Y )                  ( X, Y, W, H)
when 5
    bitmap = RPG::Cache.picture("") # picture name
     self.contents.blt(110, 300, bitmap, Rect.new(0, 0, 140, 130))
#                      (  X, Y )                  ( X, Y, W, H)
end
end
#-------------------------------------------------------------------------------
# Draw Page number - upper right corner
#-------------------------------------------------------------------------------
  def menu_pagenum
    case(@menu.id)
    when 1
      self.contents.draw_text(0, 0, 64, 32, "1/3")
    when 3
      self.contents.draw_text(0, 0, 64, 32, "2/3")
    when 5
      self.contents.draw_text(0, 0, 64, 32, "3/3")
end
end
#-------------------------------------------------------------------------------
# Draw main text - top to midle of screen or edited any place by editing:
# self.contents.draw_text(X,  Y, W, H, "your text here")
#-------------------------------------------------------------------------------
def menu_main
  case(@menu.id)
#-------------------------------------------------------------------------------
#  Don't go past these  ----------->   >|<                                                                                  >|<
#-------------------------------------------------------------------------------
when 1
self.contents.draw_text(10,  32, 600, 32, "")
self.contents.draw_text(10,  64, 600, 32, "")
self.contents.draw_text(10,  96, 600, 32, "")
self.contents.draw_text(10, 128, 600, 32, "")
self.contents.draw_text(10, 160, 600, 32, "")
self.contents.draw_text(10, 192, 600, 32, "")
self.contents.draw_text(10, 224, 600, 32, "")
self.contents.draw_text(10, 256, 600, 32, "")
#                                      >|<                                                                                  >|<                                  
when 3
self.contents.draw_text(10,  32, 600, 32, "")
self.contents.draw_text(10,  64, 600, 32, "")
self.contents.draw_text(10,  96, 600, 32, "")
self.contents.draw_text(10, 128, 600, 32, "")
self.contents.draw_text(10, 160, 600, 32, "")
self.contents.draw_text(10, 192, 600, 32, "")
self.contents.draw_text(10, 224, 600, 32, "")
self.contents.draw_text(10, 256, 600, 32, "")
#                                      >|<                                                                                  >|<      
when 5
self.contents.draw_text(10,  32, 600, 32, "")
self.contents.draw_text(10,  64, 600, 32, "")
self.contents.draw_text(10,  96, 600, 32, "")
self.contents.draw_text(10, 128, 600, 32, "")
self.contents.draw_text(10, 160, 600, 32, "")
self.contents.draw_text(10, 192, 600, 32, "")
self.contents.draw_text(10, 224, 600, 32, "")
self.contents.draw_text(10, 256, 600, 32, "")
#                                      >|<                                                                                  >|<  
end
end
#-------------------------------------------------------------------------------
# End edit area
#-------------------------------------------------------------------------------
end
#-------------------------------------------------------------------------------
# DONT EDIT BELOW THIS LINE  - Unless you think you know what your doing. >.<
#-------------------------------------------------------------------------------
class Scene_Gamehelp
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    @menu = @menu_index
    @max_menu = 3
    @help_window = Window_Gamehelp.new(@menu)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
  end
  def update
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Title.new
      return
    end
    
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @menu_index += 1
      @menu_index %= @max_menu
      $scene = Scene_Gamehelp.new(@menu_index)
    end
    
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @menu_index += @max_menu - 1
      @menu_index %= @max_menu
      $scene = Scene_Gamehelp.new(@menu_index)
      return
    end
  end
end


Credit


  • Mr Wiggles

Thanks

  • Any one who uses this and gives me credit.

Support


I usualy check in to this site once a day. So if you have any questions PM me.

Known Compatibility Issues

None as of now

Demo


"See Attached"

Author's Notes


This is my first script that I wrote, and decided to share it and see what others may think of it, and posibly a few tips...

Restrictions
Don't post this on any other sites.


* Help Window.exe (469.27 KB - downloaded 42 times.)
« Last Edit: December 06, 2009, 01:36:24 PM by Mr_Wiggles »

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gameface101
 
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« Reply #1 on: December 24, 2009, 12:40:49 AM »
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@mr_wiggles - this will come in handy for any project...
but most helpful for someone crazy enough to make a game with
multiple battle systems and various button/ key combinations.

the extra option in the title screen along with the
sliding pictures was a nice touch! thanks for sharing ^,^
good stuff!


~=[G101]=~

stripe103
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« Reply #2 on: December 24, 2009, 06:06:19 AM »
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Downloading...DONE
Testing...DONE
CommentsVery Handy

EDIT: Just have to ask. Is the Lock Picking and Computer Hacking systems available for download
         or is that just something you made up for the demo?
         I would really want to use those
« Last Edit: December 24, 2009, 06:12:09 AM by stripe103 »

Mr_Wiggles
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« Reply #3 on: December 24, 2009, 12:36:00 PM »
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Well those where made for examples in the demo "they're being used in my curant project"

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stripe103
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« Reply #4 on: December 25, 2009, 05:50:18 AM »
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Sorry for beeing stupid. Is that a "Yes" or a "No"? Undecided

Mr_Wiggles
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« Reply #5 on: December 26, 2009, 01:45:37 AM »
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Well, i think that i should've said it in my previous post so I'm the stupid one.

right now no, but when the game is completed then yes, i was planing on uploading the event systems into the data base here.

Outbreak: First Blood

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modern algebra
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« Reply #6 on: January 02, 2010, 02:44:10 PM »
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This looks good. Nice work


Scalfittura
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« Reply #7 on: January 15, 2010, 05:18:20 AM »
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Really nice script, I think I'll use this one as another addition to my script.
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