Time/Date Formats

In yesterday’s entry, System Time/Date Script, I showed how to use the built-in Time function to display the current (system) time and date. To change format, the strftime method has a number of options available. Its basic format is strftime(format) where format is the format string to be used, which may be specified with the following: %A – Full day of the week (Sunday, Monday, etc.) %a – Abbreviated day of the week (Sun, Mon, etc.) %B – Full month (January, February, etc.) %b – Abbreviated month (Jan, Feb, etc.) %c – Current Date and Time (system clock format) %d – Day of the month (01-31) %H – Time of…

System Time/Date Script

RMXP and RMVX has a built-in Time function that allows the display of the current date and time (based on the system clock). I found this by accident while sifting through the Help file – actually while searching for Bitmap and Sprite management – and after some experimentation discovered how to place it in windows. To use it, there are two functions to be aware of: Time.now This reads the current time and date from the system clock. strftime(“%I:%M:%S %p”) This converts the time into a string, using the time of day (in 12-hour format), minutes and seconds, as well as showing AM/PM. So to add the time and date,…

Miscellaneous Utilities

A number of useful utilities to aid in game-making with RM2K3 have been produced, aside from the Character Creators. The following utilities are designed for "hacking" resources: ResHack (RM2K/3) – Short for Resource Hack, this great utility allows the hacking of games or RM2K. With it, game icons, text, etc. can be modified to suit individual needs. RM Reck (RM2K/3) – Similar to ResHack (above), it allows game icon, glyphs, and even logo screens to be changed. This is compatible with both RM2K and RM2K3.

Window & Scene Wizard

If you’re like me and *hate* making windows and their accompanying scenes – at least when it comes to positioning onscreen – there is a useful utility called the Window & Scene Wizard (WSW). Actually it’s compiled using RGSS and runs standalone or from with RMXP itself. You can find a demo, along with instructions and downloads, at Creation Asylum. Note: The first download site no longer hosts the files, so be sure to use the second download site instead. The WSW works very well, using the mouse and keyboard fluently to create windows. You can create ordinary windows as well as menus, add text, icons and pictures, as well…

System Graphics – Part 2

System 2 is the "Battle Menu Set", used in battles to determine the cursor for targeting enemies and allies. It also displays the ATB bar and the numbers for HP and MP display in gauge type battles (set in the Battle Layout options of the Database). Gold System Set 2 A gold themed System Set 2 reminiscent of royalty, this was the first I ever created (or re-created would be more accurate). The numbers on the gauge aren’t really that clear, but I kept it as is for posterity. The tutorial on how to create your own System Sets is viewable here.

Adding Window Text Effects

Using the built-in RGSS/2 script, we can add some cool effects for enhancing or beautifying text, if used properly. These include a shadow effect and outlined text. Both of these scripts should work in both RMXP and RMVX, although I think there’s an added font feature in RMVX for creating shadow effects without script.) Shadow Effect Add the following to Window_Base: #—————————————————# * Draw Shadow# x : draw spot x-coordinate# y : draw spot y-coordinate# w : width# h : height# text : text to display#—————————————————-def draw_shadow(x, y, w, h, text) # Display shadow/shadow color self.contents.font.color = Color.new(200, 200, 200, 205) self.contents.draw_text(x + 4, y + 4, w, h, text,…

Simple Font Draw

As the title suggests, this is a simple routine for redefining fonts, such as name, size, bold, italic, etc. Although this was written in RMXP, it should also work in RMVX and RMVXA. The default format for manipulating fonts in windows is: self.contents.font.name = "font name" self.contents.font.size = 22 and so on. The reason that self.contents is used first is because this refers to the bitmap (Bitmap) used for the window’s contents. Whenever fonts need to be "drawn" into a window, the font and draw methods will be called from Bitmap and written into the window contents area.

System Set – Tutorial Part 1 (RM2K3)

System graphics, in the System folder, are used for the Main and Battle menus. These are some I created (modified) a while ago. They are free to use for any RM2K3 game. System Sets Here are two basic system sets I created using the System Set template. Gold Frame This system set sports a gold frame on a black background that gives it a royalty feel. Parchment This system set has a parchment background to give games an archaic look and feel. The tutorial on how to create your own System Sets is viewable here.

RPG Maker XP vs VX

Having experimented with both RMVX and RMXP for a while now, I have to say that ultimately I still prefer RMXP. There are a number of reasons for this and most of these are because many features available in RMXP were omitted in RMVX. This doesn’t really detract from the game-making capability of the program, it’s more of an annoyance and inconvenience. Omissions in RMVX Following is the list of some of the event commands removed from RMVX. Most (if not all) of these can be reproduced via scripts. Change Text Options – This one has been integrated in the Show Text command in RMVX, along with another option, “Batch…

Windowskins #1

While playing around with the Windowskin Generator I mentioned in a previous entry, I’ve created some cool Windowskins for use in games. Old Leather Windowskin Oceanic Windowskin Grassy Windowskin For a more in-depth look at changing windowskins, you might like the How To Change Windowskins Using RGSS Tutorial.