@@SLEEPERER Unfortunately no, you might need a plugin for that which is why I recommend using this method for non-action games, sorry I'm also still a noobie at this 😅
I did something similar with an rpg maker xp game a while back. There is a lot you can do in this engine that doesn’t require coding, though you’d probably have an easier time accomplishing it with the latter.
Thx a lot! Just used this to make a character selection at the beging of the game and the same idea for a Class selection with the pictures of the class skills and passives! No plugins is the way to go! ty again!
You can use "Control variable" and make the operand "Game data" to "Party member", and when the actor is in the party make a conditional branch with the Actor's ID (To check if they're in the party) and you can draw in the portrait wherever you like!
I created a new project to try this tutorial out on a blank project. For some reason, the menu functions SUPER SLOW. For instance, it will pop up and dismiss quickly enough (1:42), but if I try to go between buttons, it can take up to 7+ seconds of trying before it changes over to the next button (if it does at all), and another 7-10 seconds of pushing "ok" for it to select it. I made sure to put the "wait 1 frame" in the 4th common event 3:39, but it's struggling. And (since I started with a blank project) there aren't any plugins or events or anything that should be slowing it down. Not sure what I did wrong.
thank you very much for this tutorial. i have one question tho. how did you make it so, that the custom menu is disabled during the times, when people are talking? just manually disable the menu in every text screen? now, if a person is speaking, the menu pops up in the background, when pressing cancel button. is there a way to make a text box trigger some switch that would disable the menu? it's going to be pain to go through my 6 hr long game and manually disable custom menu every time someone speaks, and then activate it again after :D
You can just turn off "Menu is on" switch, or create a parallel event to check if the text box is busy (You might have to search for the script) and trigger the switch off
So if you wanted to have multiple buttons, and have things stacked vertically instead of horizontally, would you only need to change the Menu Controller common event by duplicating the process? If so how would you do that? Thanks. Edit: I found the solution to my question. Now I just need to figure out how how to make it go back into the menu once I'm in another one like equipment, without it closing the whole thing and having to open it back up again.
You can use the same code for exiting the menu, but instead of erasing everything you can just replace whatever you had from the menu with the variables
Is there a way to replace the default item, formation etc. menus and add a smooth transition when entering and closing them? I want to make menu transitions like the ones in Persona 5.
You can just turn off "Menu is on" switch, or create a parallel event to check if the text box is busy (You might have to search for the script) and trigger the switch off
@@SingelxMV doesn’t have the “Triggered” function by default in the menu. Press won’t work. I just tested it out since I was trying to get my menu to work and I was using your video as a tutorial. What you can do instead is put Input.isTriggered(‘cancel’) as a script. You’d do this for ok, right, etc. That will make it work. There was another video I watched but their tutorial sucked, but found the answer in that video. Then I went back to your video to try it out and it worked. Paying it forward since you helped me by telling other people how to do it.
YO! that menu screen in DATA looks so clean dude.
Best custom menu tutorial without plugin I've seen here on TH-cam
Congratulations 👍
eu quando o exercito esta brasileiro:
Play my game!: singelx.itch.io/data
Script Calls (Only MZ & MV): docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7OHs/edit#gid=1186334695
Hi there, I want to know what is the difference between MV ans MZ in terms of code or script? Since I use MV for my current project. Thanks
New sub btw
@@SLEEPERER I dont know much about MV unfortunately but I think the codes are different but the functions are still similar at least
@@Singelx I understand. Btw does your method pause the game when opening the item scene?
@@SLEEPERER Unfortunately no, you might need a plugin for that which is why I recommend using this method for non-action games, sorry I'm also still a noobie at this 😅
I did something similar with an rpg maker xp game a while back. There is a lot you can do in this engine that doesn’t require coding, though you’d probably have an easier time accomplishing it with the latter.
Amazing tutorial! Thank you so much! Ive been struggling to understand how to even attempt this. lol
Thanks A LOT for your help!! This is so useful! I am subscribing now 😊
Thx a lot! Just used this to make a character selection at the beging of the game and the same idea for a Class selection with the pictures of the class skills and passives! No plugins is the way to go! ty again!
Thanks you for this!!
I am now learning on RPG MZ and learning music, design, art and writing. I wish I could create my own team...
I don't own a team and I did all of the music, design blah blah blah on my own. So if I can do it you can too :))
Wow cant believe ur still commenting on this! How would i put the actor's faces in the custom menu like you did yours? Thanks!!!
You can use "Control variable" and make the operand "Game data" to "Party member", and when the actor is in the party make a conditional branch with the Actor's ID (To check if they're in the party) and you can draw in the portrait wherever you like!
My actor don't move when I activated the Autorun (4th event), what should I do?
I'm using MZ.
fr kel lil jit
I tried this it works well but the menu is in low opacity. Idk why. I'm using HUD maker for this instead of pictures. Please help!
I created a new project to try this tutorial out on a blank project. For some reason, the menu functions SUPER SLOW. For instance, it will pop up and dismiss quickly enough (1:42), but if I try to go between buttons, it can take up to 7+ seconds of trying before it changes over to the next button (if it does at all), and another 7-10 seconds of pushing "ok" for it to select it.
I made sure to put the "wait 1 frame" in the 4th common event 3:39, but it's struggling. And (since I started with a blank project) there aren't any plugins or events or anything that should be slowing it down. Not sure what I did wrong.
try getting an image preloader? Visutella Core engine plugins allows it.
Quick Question:How To Make The Menu Animated Like That?
make the picture of the button move up a bit when you select/use it
Is this possible in rpg maker MV ?
THANK YOU
thank you very much for this tutorial. i have one question tho. how did you make it so, that the custom menu is disabled during the times, when people are talking? just manually disable the menu in every text screen? now, if a person is speaking, the menu pops up in the background, when pressing cancel button. is there a way to make a text box trigger some switch that would disable the menu? it's going to be pain to go through my 6 hr long game and manually disable custom menu every time someone speaks, and then activate it again after :D
You can just turn off "Menu is on" switch, or create a parallel event to check if the text box is busy (You might have to search for the script) and trigger the switch off
Can i ask how you managed to get the menu to have a animation on opening?
So if you wanted to have multiple buttons, and have things stacked vertically instead of horizontally, would you only need to change the Menu Controller common event by duplicating the process? If so how would you do that? Thanks.
Edit: I found the solution to my question. Now I just need to figure out how how to make it go back into the menu once I'm in another one like equipment, without it closing the whole thing and having to open it back up again.
You can use the same code for exiting the menu, but instead of erasing everything you can just replace whatever you had from the menu with the variables
@@Singelx Awesome. Thanks!
Is there a way to replace the default item, formation etc. menus and add a smooth transition when entering and closing them? I want to make menu transitions like the ones in Persona 5.
You could but at that point I would use a plugin because you have to give every item a variable which would take forever
@@Singelx That makes sense! ^^ I think SRDude's HUD Maker Pro could work out. Thanks!
By the way, how can I disable the custom menu so it doesn't appear while I'm talking to an NPC or something similar?
You can just turn off "Menu is on" switch, or create a parallel event to check if the text box is busy (You might have to search for the script) and trigger the switch off
@@Singelx Hmm understood, thank you very much, also, the ''Data'' game you made is really cool, nice work.
How to animate it?
Menu and text box
How do I set it to trigger? It only says to press down
Just select "is being pressed" and two other options should show up, if not then idk unfortunately
@@SingelxMV doesn’t have the “Triggered” function by default in the menu. Press won’t work. I just tested it out since I was trying to get my menu to work and I was using your video as a tutorial.
What you can do instead is put Input.isTriggered(‘cancel’) as a script. You’d do this for ok, right, etc. That will make it work.
There was another video I watched but their tutorial sucked, but found the answer in that video. Then I went back to your video to try it out and it worked.
Paying it forward since you helped me by telling other people how to do it.
@@Natzawa Thank you🥲
@@Natzawa When I used Input.isTriggered(‘cancel’) it made my game crash but then it worked when instead of ’ I put '. Hope this helps someone
@@Clearly-i7r Hi! Mine doesn't work still if I put in the script. Do you have any idea why or where I can ask for help?
i want you