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Merge pull request #1 from RMEx/v1.1.0
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V1.1.0:
- 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)
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BilouMaster authored Feb 18, 2018
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[Join us on Discord!](https://discord.gg/yRUZcdQ)

# [![RMEx](http://rmex.github.io/images/rmex-shortcut.png)](http://rmex.github.io) [ORMS : Old RPG Maker Style](https://github.com/RMEx/orms/blob/master/orms.rb)
# [![RMEx](http://rmex.github.io/images/rmex-shortcut.png)](http://rmex.github.io) [ORMS : Old RPG Maker Style](https://github.com/RMEx/orms/blob/master/orms.rb) v1.1.0
> Make a RM2K(3)-like game with RMVXAce!
---
![Screenshot](http://image.noelshack.com/fichiers/2018/08/1/1518997135-rm-fucking-vx-ace.gif)

***

# 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
***

# Installation

- Add [the script](https://raw.githubusercontent.com/RMEx/orms/master/orms.rb) in your project
- Place [Font.png](https://raw.githubusercontent.com/RMEx/orms/master/Font.png) and [Font_color.png](https://raw.githubusercontent.com/RMEx/orms/master/Font_color.png) in the `Graphics/System/` folder

---

## CONFIGURATION
# Configuration

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

---

## FEATURES

- Can use **"Graphics/System/Font.png"** and **"Graphics/System/Font_color.png"** to write awesome OldSchool texts
- Can make the window box opaque (like RM2K) and/or stop the cursor blinking
- Can display the choice list inside the dialogue like RM2K(3)
- Can set shortcuts **F4**: toggle fullscreen, **F5**: toggle AWESOME TINY WINDOW MODE

Example of tiny windows mode:
# 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.png)
Font_color.png | ![Font_color.png](Font_color.png)

## BITMAP_FONT OPTIONS:
Option | Description | Default value
--- | --- | ---
**FONT_WIDTH<br>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 640*480 (to simulate RM2k(3)'s 320*240) | false
**[NEW!] TOGGLE_FULLSCREEN** | The shortcut (:F3..:F11) to toggle the fullscreen mode like RM2k(3).<br><br>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).<br><br>Set the shortcut to 0 if you want none. | :F5
**PIXELATE_SCREEN** | If you want fat pixels everywhere!<br><br>This feature is a bit greedy, but it tries to optimize itself with a custom frame skipping method.<br><br>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.<br><br>Set the shortcut to 0 if you want none.<br><br>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++](https://forums.rpgmakerweb.com/index.php?threads/fullscreen.14081/)

## 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"<br><br>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

![Screenshot](https://cdn.discordapp.com/attachments/166299388799483904/409985784473583616/unknown.png)

- Can pixelate the screen display (for the care of the detail)
- Can set the resolution to 640*480 (okay, it's just one line BUT YES IT CAN)
- Can use RM2K(3) graphics directly (set all RESSOURCES_FEATURES to "true")
- Can deactivate the dash (shift)
---

All texts will be rendered using the two pictures below if `ORMS_CONFIG::BMP_FONT` is `true`:
# [NEW!] Ingame methods for users

![Font.png](Font.png)
![Font_color.png](Font_color.png)
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
# Examples

![Screenshot](https://cdn.discordapp.com/attachments/410124292244766741/410207355993849867/unknown.png)
![Screenshot](https://cdn.discordapp.com/attachments/410124292244766741/410206525961797644/unknown.png)

> Example of the **OLDSCHOOL_CHOICE_LIST** and **TOGGLE_WINDOW_MODE** features
![Screenshot](https://cdn.discordapp.com/attachments/166299388799483904/409870616691212289/unknown.png)

> Example of the **DOUBLE_FONT_SIZE** feature (false)
![Screenshot](https://cdn.discordapp.com/attachments/166299388799483904/409871176681127936/unknown.png)

> Example of the default menu displayed with the **BITMAP_FONT** feature
![Screenshot](https://cdn.discordapp.com/attachments/410183660520865793/413601725966974976/unknown.png)
![Screenshot](https://cdn.discordapp.com/attachments/410183660520865793/413601891281272832/unknown.png)
![Screenshot](https://cdn.discordapp.com/attachments/410183660520865793/413601963465375744/unknown.png)

> Examples of a game using orms and Luna Engine (by **JosephSeraph**)
![Screenshot](https://cdn.discordapp.com/attachments/410183660520865793/410261416956657675/unknown.png)

> Example of a **beautiful customized** bitmap font (by **JosephSeraph**)
---

## HOW TO MAKE YOUR OWN AWESOME BITMAP FONT
# HOW TO MAKE YOUR OWN AWESOME BITMAP FONT

The **Font.png** is generated by the awesome tool [Fony](https://fony.en.softonic.com/#app-softonic-review)

Expand Down Expand Up @@ -82,6 +172,10 @@ After that you need to have **all the bottom line transparent** for all the char

![Fony](https://cdn.discordapp.com/attachments/166299388799483904/410159035229405195/unknown.png)

**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!

6. 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!!
Expand Down Expand Up @@ -109,33 +203,35 @@ And since the height is now smaller, you can also reduce the line height :

---

## ChangeLog
# 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!

- `1.0.0 => 06/02/2018` First release
- `1.0.1 => 08/02/2018` RME + Fullscreen++ compatibility
- `1.0.3 => 09/02/2018` Change RME issue + clean `toggle_screen_input` + add wrong version number \o/
- `1.0.4 => 16/02/2018` Fix transitions + missing update for `pixelate_screen`
* You **must** have a **blank row** at the bottom and a **blank column** at the right

![Screenshot](http://image.noelshack.com/fichiers/2018/07/7/1518994050-fony-blank-row-column.png)

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](http://image.noelshack.com/fichiers/2018/07/7/1518993684-fony-properties.png)

---

## COMING SOON!
# COMING SOON!

**TODO LIST:**

- [ ] **Fix** `OLDSCHOOL_CHOICE_LIST` (no box when no message is displayed before the choice list)
- [x] **Verify/fix** compatibility between `PIXELATE_SCREEN` and some nervous scripts
- [ ] RME (camera commands)
- [-] RME (camera commands)
- [x] 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
- [ ] **Add** methods to deactivate/activate the features ingame... like `Orms.switch(:pixelate_screen, false)`
- [ ] **Implement** dynamic frame skipping for `PIXELATE_SCREEN`
- [ ] **Add** the parameter `TOGGLE_SHORTCUT` to `PIXELATE_SCREEN` to add a shortcut (for instance F7) for the player to toggle pixelation ON/OFF (pop a tiny discrete message like "pixelation OFF")
- [ ] **Add** the parameters `FULLSCREEN_SHORTCUT` and `CHANGE_MODE_SHORTCUT` to `TOGGLE_SCREEN_INPUT`to change the default shortcuts (F4/F5), change Fulscreen++ shortcuts as well. (And find a better name for `toogle_screen_input`)
- [ ] **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 `BACKDROP_ALIGN_TOP` to use RM2K backdrops that are cut at the bottom (actually the backdrop is centered in RMVXA)
- [ ] **Change** the scope of `PADDING` to change the main battle box padding too (to fit the previous feature)
- [ ] **Add** the feature `NO_MAP_SHADOWS` to deactivate the VXA shadow display in maps ingame.
- [ ] [orms-converter](https://github.com/RMEx/orms-converter)
- [ ] Sleep
- [ ] Any suggestion? ...Bug report? Feel free to [create an issue](https://github.com/RMEx/orms-converter/issues) or contact me [on Discord!](https://discord.gg/yRUZcdQ)
- [ ] Any suggestion? ...Bug report? Feel free to [create an issue](https://github.com/RMEx/orms-converter/issues) or contact me [on Discord!](https://discord.gg/yRUZcdQ)
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