Skip to content

Latest commit

 

History

History
237 lines (161 loc) · 10.8 KB

README.md

File metadata and controls

237 lines (161 loc) · 10.8 KB

Join us on Discord!

Make a RM2K(3)-like game with RMVXAce!

Screenshot


ChangeLog

  • v1.0.0 => 06/02/2018 First release
  • v1.0.1 => 08/02/2018 RME + Fullscreen++ compatibility
  • v1.0.3 => 09/02/2018 Change RME issue + clean TOGGLE_SCREEN_INPUT + add wrong version number \o/
  • v1.0.4 => 16/02/2018 Fix transitions + missing update for PIXELATE_SCREEN
  • v1.1.0 => 18/02/2018[Current]
    • Fix USE_OLD_RM_... (did not double the size when the HUE was changed)
    • Fix OLDSCHOOL_CHOICE_LIST (the box wasn't displayed when there were no message displayed before)
    • Add Orms.set(feature, state), Orms.activate and Orms.deactivate ingame methods for users
    • Change TOGGLE_SCREEN_INPUT to new TOGGLE_FULLSCREEN and TOGGLE_WINDOW_MODE features that allow to specify which shortcut you want to set
    • The shortcuts defined above now change also the Fullscreen++ shortcuts
    • Implement dynamic frame skipping for the PIXELATE_SCREEN feature!
    • Implement additional FPS displayer which takes into account the dynamic frame skipping! Display it with F2!
    • Add PIXELATION_SHORTCUT feature to set a shortcut that activate/deactivate the screen pixelation ingame!
    • Add BACKDROP_ALIGN_TOP feature to align Battlebacks to top instead of center (for RM2K backdrops)

Installation


Configuration

OLD_RM_STYLE is really versatile, see the first module ORMS_CONFIG to configure it.


Features

All the features are optional, just activate the features you want in ORMS_CONFIG and enjoy!

BITMAP_FONT

Use the bitmaps Font and Font_color to draw texts

Image name Example
Font.png Font.png
Font_color.png Font_color.png

BITMAP_FONT OPTIONS:

Option Description Default value
FONT_WIDTH
FONT HEIGHT
The character size of your font bitmap 6 x 14
DOUBLE_FONT_SIZE Double the size of the bitmap font/text true
LINE_HEIGHT Change the line height 32
PADDING Change the padding of the message and battle windows 16
SHADOW Draw text shadow using the last color in "Font_color.png" true
REWRITE_ALL_TEXTS Rewrite Bitmap.draw_text instead of Window_Base.draw_text true

BOX_FEATURES:

Feature Description Default value
OPAQUE_BOX Opaque text box if true false
STOP_CURSOR_BLINKING Stop cursor blinking if true true
OLDSCHOOL_CHOICE_LIST RM2K(3)-like choice list like if true true

SCREEN_FEATURES:

Feature Description Default value
OLD_RESOLUTION Just set game resolution to 640480 (to simulate RM2k(3)'s 320240) false
[NEW!] TOGGLE_FULLSCREEN The shortcut (:F3..:F11) to toggle the fullscreen mode like RM2k(3).

Set the shortcut to 0 if you want none.
:F4
[NEW!] TOGGLE_WINDOW_MODE The shortcut (:F3..:F11) to toggle to TINY 1x WINDOW MODE like RM2k(3).

Set the shortcut to 0 if you want none.
:F5
PIXELATE_SCREEN If you want fat pixels everywhere!

This feature is a bit greedy, but it tries to optimize itself with a custom frame skipping method.

This feature activate a custom FPS display (F2) that shows the real FPS, counting the frame skipping.
false
[NEW!] PIXELATION_SHORTCUT The shortcut (:F3..:F11) to activate/deactivate pixelation ingame.

Set the shortcut to 0 if you want none.

Don't forget to tell the player he can use this shortcut! An alternative is to use the Orms.set(:pixelate_screen, false) method.
:F6

NOTE:

TOGGLE_FULLSCREEN and TOGGLE_WINDOW_MODE re-define also the Fullscreen++ shortcuts if you use it too. If you use Fullscreen++, place Fullscreen++ right before orms!

Get Fullscreen++

RESSOURCES_FEATURES:

Use these features if you want to directly use RM2k(3) ressources!

Feature Description Default value
USE_OLD_RM_BACKDROP Battlebacks1/2 auto-resized by two false
USE_OLD_RM_MONSTER Battlers auto-resized by two false
USE_OLD_RM_PANORAMA Parallaxes auto-resized by two false
USE_OLD_RM_PICTURE Pictures auto-resized by two false
USE_OLD_RM_TITLE Titles1/2 auto-resized by two false
USE_OLD_RM_CHARSET Characters auto-resized by two false
[NEW!] BACKDROP_ALIGN_TOP Align Battlebacks to top instead of center (for RM2K backdrops) false
KILL_CHARSET_SHIFT_Y Does as if all "Characters" had "!" in their name false
OLD_CHARSET_DIRECTION In VXAce's ressources, directions are "DOWN, LEFT, RIGHT, UP" but in RM2k(3)'s ressources, it's "UP, RIGHT, DOWN, LEFT"

this fix allows you to use directly charsets from 2k(3)!
false

DESTROY_NEW_RM_FEATURE:

Feature Description Default value
DEACTIVATE_DASH No dash when you press shift if true false

[NEW!] Ingame methods for users

Method Description
Orms.set(feature, false) Change the features ingame! Example: Orms.set(:bitmap_font, false)
Orms.deactivate Deactivate all the features
Orms.activate Activate all the features

Examples

Screenshot Screenshot

Example of the OLDSCHOOL_CHOICE_LIST and TOGGLE_WINDOW_MODE features

Screenshot

Example of the DOUBLE_FONT_SIZE feature (false)

Screenshot

Example of the default menu displayed with the BITMAP_FONT feature

Screenshot Screenshot Screenshot

Examples of a game using orms and Luna Engine (by JosephSeraph)

Screenshot

Example of a beautiful customized bitmap font (by JosephSeraph)


HOW TO MAKE YOUR OWN AWESOME BITMAP FONT

The Font.png is generated by the awesome tool Fony

For example :

  1. load "Bilou2k3.fon" with Fony

Fony

  1. Use Edit > resize to make a smaller font in height

Fony

Fony

  1. Use Edit > Boldify... why not?

Fony

After that you need to have all the bottom line transparent for all the characters, to render the text shadow without trouble after

  1. Select all the characters in the right pannel

Fony

  1. Then press the "up" button

Fony

NOTE : You also need to have all the right column transparent for all the characters, to render the text shadow without trouble!

Use the same method as above, but with the "left" button!

  1. Save your new font, and do File > Export > Bitmap, save as "Font.png" in Graphics/System/

Then you get A SHINY PERFECT NEW "FONT.PNG" YOU CAN EDIT BACK WITH FONY ULTRA QUICKLY ANYTIME!!

Font

Instead of 6*14 like RM200(3), this one is 7*11 (just count the pixels in Fony), you can specify that in my script :

# BITMAP_FONT_FEATURE_OPTIONS:
  FONT_WIDTH            = 7     # See BMP Font character's width
  FONT_HEIGHT           = 11    # See BMP Font character's height

instead of :

# BITMAP_FONT_FEATURE_OPTIONS:
  FONT_WIDTH            = 6     # See BMP Font character's width
  FONT_HEIGHT           = 14    # See BMP Font character's height

And since the height is now smaller, you can also reduce the line height :

  LINE_HEIGHT           = 24    # Line height: VXAce: 24  2K(3): 32

CUSTOM FONT ISSUES WITH FONY

Of course you can edit the font you want with Fony, ".fon" or not. But there is some important things to verify before the bitmap exportation!

  • You must have a blank row at the bottom and a blank column at the right

    Screenshot

    If not, just select all the characters into the right pannel and use the arrows button.

  • In Edit > Properties (Ctrl + H), you must set the First char to 0, tue Last char to 255 and check Monospaced

    Screenshot


COMING SOON!

TODO LIST:

  • Verify/fix compatibility between PIXELATE_SCREEN and some nervous scripts
    • [-] RME (camera commands)
    • Luna Engine
    • Theo's Sideview battle system
    • MGC's mode 7
  • Add methods to set a start_transition and a end_transition in events for teleports and... reproduce all RM(2)K3 start/end transitions? :D
  • Change STOP_CURSOR_BLINKING to fancy new OLD_RM_CURSOR_BLINKING (use a new system picture to make oldschool blink like RM2k(3) (graphical switch blinking))
  • Add the feature ICONS_FOR_ALL_TEXTS to use \I[id] code like in dialogues, but for everything (name/description of objects, skills, etc) like RM2K(3) did with glyphs
  • Add the feature NO_MAP_SHADOWS to deactivate the VXA shadow display in maps ingame.
  • orms-converter
  • Sleep
  • Any suggestion? ...Bug report? Feel free to create an issue or contact me on Discord!