Author Topic: Control help screen  (Read 1336 times)

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Mr_Wiggles Male
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Control help screen
« on: December 02, 2009, 07:15:34 PM »

  • <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: [Select]
    =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.

    « Last Edit: December 06, 2009, 01:36:24 PM by Mr_Wiggles »
    Outbreak: First Blood

    Progress: [=                    ]  9%
    Demo:     [==                  ] 13%
    gameface101
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    less talk, more action
    Re: Control help screen
    « Reply #1 on: December 24, 2009, 12:40:49 AM »

  • @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 Male
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    It's human to misdo
    Re: Control help screen
    « Reply #2 on: December 24, 2009, 06:06:19 AM »

  • 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 Male
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    Re: Control help screen
    « Reply #3 on: December 24, 2009, 12:36:00 PM »

  • Well those where made for examples in the demo "they're being used in my curant project"
    Outbreak: First Blood

    Progress: [=                    ]  9%
    Demo:     [==                  ] 13%
    stripe103 Male
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    It's human to misdo
    Re: Control help screen
    « Reply #4 on: December 25, 2009, 05:50:18 AM »

  • Sorry for beeing stupid. Is that a "Yes" or a "No"? :-\
    Mr_Wiggles Male
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    Re: Control help screen
    « Reply #5 on: December 26, 2009, 01:45:37 AM »

  • 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

    Progress: [=                    ]  9%
    Demo:     [==                  ] 13%
    modern algebra Male
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    Re: Control help screen
    « Reply #6 on: January 02, 2010, 02:44:10 PM »

  • This looks good. Nice work

    Scalfittura Male
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    Re: Control help screen
    « Reply #7 on: January 15, 2010, 05:18:20 AM »

  • Really nice script, I think I'll use this one as another addition to my script.
    ?????? Male
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    ?????????????
    Re: Control help screen
    « Reply #8 on: April 17, 2010, 01:23:19 PM »

  • ;D ;D ;D GREAT SCRIPT...  ;D ;D ;D
    遠い銀河からのスーパー戦士。
    本は、セバスチャンです。
    これは強力で、手に負えない。
    彼の物理レベルのスキルは驚嘆です。[/b]
    Mr_Wiggles Male
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    Re: Control help screen
    « Reply #9 on: April 17, 2010, 01:25:39 PM »

  • Thanks but looking back at it, its mostly just a window that is set up for you, sorta a look at how to show text and images in scripts.
    Outbreak: First Blood

    Progress: [=                    ]  9%
    Demo:     [==                  ] 13%
    ?????? Male
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    Rep: +0/-2
    Offline Offline
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    ?????????????
    Re: Control help screen
    « Reply #10 on: April 17, 2010, 01:31:08 PM »

  • ;) IT ISN'T PROBLEM. ;)
    遠い銀河からのスーパー戦士。
    本は、セバスチャンです。
    これは強力で、手に負えない。
    彼の物理レベルのスキルは驚嘆です。[/b]
     

    hi

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