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It appears to be in Portuguese, but its pretty easy to use. Sadly the old one appears to be down ever since Rpgmakervx.net was taken down.
It's not an ad, it is a direct link to a steam DLC, that shows a thumbnail with add to cart.
Never intended to be shown, just popped up though.
As for the "random" ad, just before you asked, I had a chat with the OP about what needed and ended up that he really needs a menu tweaking.
Thanks.
Oh! forgot to mention that I have NOTHING to do with this product, I just own it and it happens to be what I use to make my custom menus. Just saying.
Whne Juggernaut says " the window graphic" he means the whole menu layout.
BTW? Any ways to work on the graphics of this BEFORE learning to script or encode it the right way?
There are some ready setted up demo games to build upon them.
Now look... if you just change the graphics, this can be modified easily.
Let's say that in a demo there are picture files (as always) and there is a picture file used as background for the menu, named back1.png
You make a copy of this demo game somewhere else.
Now you make your own back1.png elsewhere, then overwrite the existing one, of the copy of the demo you made.
You do this for all graphics, and you got a ready demo game working and perfectly set up, but with YOUR graphics.
Meanwhile, Luna Engine doesn't need to understand a script to configure it.
It has this set up:
Configuration script for Core Script
Core Script
Configuration script for Core Script is EASY to understand, FULLY documented and you can easily just change some numbers to do stuff.
Core Script will never be needed to be tweaked. This is what Configuration script does in the first place.
Thus, you get FOR EXAMPLE, something LIKE:
width = 100
height = 200
How hard is it to change that into:
width = 250
height = 100
So you see Luna Engine is a COLLECTION OF SCRIPTS IN RUBY,
written having in mind people that know almost nothing on programming.
It isn't a piece of cake.
It needs some effort.
But learning how to work this, makes you able to do super complex stuff EASILY.
Even programmers who know Ruby use that I bet!
Super easy and powerful.
I mean as long as I don't think about all rescrambling the 3 bars system, or putting the stats of the characters at each corners of the screen with their pictures, I am allright. Right?!
(Altought in my case... Once I get into Ruby deep there won't be a SINGLE inventory and character menu and/or window left alone :P ... But at least closer, now, I might again doodle another system graphics in Photoshop. :3 Might not be complicated if the resolution stays the same XD )
Look, a menu is based on the system graphics by default.
Luna Engine changes how RPG Maker creates menus.
Luna Engine can show a window picture in bacground, instead of a window.
You must of course make it the RIGHT size. (that's why demo's pictures are)
Let's say that a demo used a menu picture for the menu that is 100 x 500.
Luna Engine is SET to show a menu at THAT size on the demo.
If you wanna show a different picture, with different size, you can do that,
but you have to also configure the Luna configuration script accordingly.
If you get Luna Engine one day, I might show you a few stuff.
Luna engine shows layered pictures.
Example of use:
Picture 1: Background picture
Picture 2: A fixed set of areas with solid color (Picture 1 is shown behind this)
Pictures 3x: where x is 1 to 9 let's say, are pictures with words, like "Item", "Save", blah blah...
Shown in front of Picture 2 of course.
Three layers so far.
What about the fourth?
Well you must have a selector. Right?
Something that indicates you are selecting "Item" or "Save".
This let's say it is called Picture 4 and it is a semi transparent colored square, that moves, as you choose by pressing up and down.
Now Luna Engine does not know where "Item" is and where "Save" is.
But you place them using coordinates (X,Y)
Then you set an absolutely invisible selectable object at (X,Y) that is a menu item for "Item"
Then you set an absolutely invisible selectable object at (X,Y+z) that is a menu item for "Save"
z is extra space needed so the Save feature will show under Item and not ON it. :P
Thus THESE objects are selectable, and that's how Luna Engine works, but what the player can see, is fancy pictures working together on fancy menus.
I can not explain it better at the moment.
I try to be as simple as I can.
An RPG full menu, involves integration with the engine and stuff, so it is SUPER complex to make a custom menu. That's why Luan Engie simplifies this in easy steps.
Set up Background picture.
Set up Dialog box graphics.
Set up Menu enviroment fixed graphics.
Set up Menu text item graphics.
Set up selector graphics.
Set up selectable objects.
Set up potential extras you wanna do with Luna.
What you are explaining seems to be like old camera in USAnimation. Something to do with background, underlays, layers and overlays... All that is missing is movement ;)
Check one of the demos and the pictures with it.
You will get it instantly. :)
Weird; I tought someone would had played with the Animation folder for thoses menus! Is it possible to add it as a layer?