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I think, you have multiple options here. If you want to do it without coding, you can use Create Message Area command to create a custom message area for NVL and just use Show Picture command to display the background.
If you want it through coding, checkout the Layouts > Templates > Template_MessageBox JSON layout. You will find a template there called ui.MessageBoxNVL which defines the NVL Message Box. There you can change the background and make it a transparent black rectangle. But you need to learn the JSON based UI layouts first, here you can find examples and information: https://asset.visualnovelmaker.com/help/index.htm#t=IGUI_Getting_Started.htm
If you want to do that without coding, you have to do:
- Make a scene for your custom menu using image-maps, etc. and put Load, Save, etc. there. You can use Switch to Layout command to switch to the built-in layout-based Save, Load & Settings menus so you don't need to recreate those with commands/scenes.
- Create a Common Event and set it to "Runs parallel" and set the Trigger to "Auto". In that common event, check for right mouse click and then use Change Scene with Save Previous set to Yes and change to your custom menu scene.
- For the key shortcuts, right now you can only access the keys: Shift, Enter, X, A, S, D, Q, W without scripting. We will improve that. However, the mechanic would be the same, in the Common Event you just check for the key-press using Input Data command and then save the game if S key has been pressed for example. For now, you could use the Script command to to access all keys of the keyboard. Let me know if you need help here.
If you want to use coding, go to Layouts > Layout_SettingsMenu in Script Editor. There you can see all the ui.Button definitions. You can just add own buttons there for Load, Save, etc.
Depends, is only one person speaking in one NVL page? Like do you only need one name display at the top-left or for each paragraph? VN Maker's NVL mode by default uses character's colors instead of names but that behavior could be customized.
1. I went with creating an opaque black rectangle and showing it with the image node. I followed your instructions to "Create Message Area command" https://i.imgur.com/HPwrdFC.png which I spread out to match the design. I don't know exactly what the purpose of that was though as text appears like this https://i.imgur.com/iqRpIBy.png not starting where I placed the box. To answer your question for number 3 yes Only one person's name would need to be at the top, sometimes I want it blank though for the narrator.
But as shown in the last picture, the characters name (jason) doesnt appear anywhere when selected so I would like to change it so that happens. Also will there be a dowside to using an image as the box instead of the original node?
2. The hotspot/create your own scene thing kinda goes over my head so I really dont want to finick with menus if I don't have to, especially If you guys allready made one built in that works fine. So, I was thinking if there are key shorcuts like you said, is it possible to show me how to bind
S:to bring up the built in save menu
D:to bring up the built in load menu
shift:to skip the message
and eventually as it's added in, scrollup:to show the back log
This way I can avoid changing menus. I tried doing the example you gave for save but I instantly got lost, I also think that would only save the game instead of bringing up the menu. If you could show how to each one with pictures that would be mad props.
3. The text codes worked fine, just wished there was one to clear text after input like
in tyro instead of having to dedicate a whole node space for it, i guess i could do {W:A} and then use the node
The text appears wrong because you have to make the new created message area the target message area. You can use Set Message Target to do that. After that , the text will be displayed correctly.
You have two options here. One options would be to just use Show Text command. The only problem with that is that it will not automatically show the name of the character you have selected in Show Message command. If you want, you have to create a Common Event which runs in the background and checks if the current character has been changed and then updates the text automatically. An example could look like this:
See picture: https://puu.sh/yukrz/93a826885c.png
The most important thing for you here is the Set Object Data command, the yellow one. Since that one refreshes the Teext Number 0 with the current character name. So make sure you put the right text number there. (Use Show Text to display the name where ever you want on screen).
No. That's the way how to do it with commands. If you want to do scripting, you need to change the JSON layouts but like I said, that is more complicated for a non-scripter.
The default key for skipping in almost all Visual Novels is CTRL, same in VN Maker so the shortcut is already there.
For the other shortcuts, you need Common Events as well which run in the background check for key presses. (if you want to do it without scripting/json). We try to simplify this process in the future, like an easy shortcut configuration. However, for now, an example could look like this:
I made two different versions for you, one uses Script command to allow the S and L key to show up Save/Load and the other uses S and A key to show up Save/Load without Script commands.
Version 1: (No Script):
https://puu.sh/yulTu/6d4517f7c2.png
Version 2: (Script with S and L key):
https://puu.sh/yulZi/18e551c740.png
The common events Open Save Menu and Open Load Menu look like this: (Don't forget to set Runs parallel):
https://puu.sh/yulUt/e403ab023f.png
https://puu.sh/yulV1/03d200a5b0.png
Also the shorcuts all worked except the scrollwhell backlog ones and if I pressed the load menu (a) button to fast after I exist out of the load menu screen it will open the regular menu instead. Dont know if thats a bug or not.
The last question I think I have is if there is anyway to make it so that the game pauses if you bring up those shorcuts that I made.
The commands I posted you are a common event, so you just set it up once. Is that what you mean?
Not a bug but a mistake by me, I forgot that the A button is already reserved for the settings menu. If you go with the scripted example it should be fine. (If you don't like scripted stuff, if you go to the beta branch 1037, Input Data can now handle all keys of the keyboard. So you can just select "Key - S" and "Key - L" there.)
(btw. with update 1037, if you switch to beta branch, new text codes are there too. See News:
http://steamcommunity.com/games/495480/announcements/detail/1460719316096463984)
You mean just a shortcut to pause the game and then to resume it?
for the first part I was more so talking about wether or not I had to set up the text settings, set message area, set message message target every time I wanted to switch to a new scene or is so that once I set the nodes I wont have to move everything again later on in novel.
Also do you know why the backlog ones didn't work? I followed the no script version for all of them.
Not a shortcut to pause the gme directly, just that when they press S to open up the save menu or L for the load that is pauses the game in the backround
You can put them into a common event like Show Message Box and Hide Message Box to easily to hide and show it up again. Or if you want you can also setup a parallel common event which automatically does the re-creation of the message box on scene change. Because right now, only pictures, texts and videos can be carried over to another scene directly. Hotspots and Message Areas cannot but we could improve that with an update.
What exactly does not work there?
Hm? What do you mean? With the example I gave you, if you hit S the save menu appears and if you hit L the load menu appears. Is that not what you want?
You mean the easiest option? Yeah that is just Show Text at the top-left. The problem with that is that the Name doesn't change automatically. You would need to do that manually which would be an extra step which I why I posted you another example which does that automatically.
At least if you use the Action-based UI. If you use Scripted-UI, then you just have to edit the Template_MessageBox and set other coordinates for the name-text.
Also with the backlog one scrolling with the mouse wheel won"t doing anything scrolling fowards and back. https://i.imgur.com/cToOOiV.png
on the pause thing, I went to check again and the backround game does pause when you hit the A and S keys, (as in messages stop and wait till you get back), but the music keeps going. I was wondering if throwing the pause music somewhere in the comon event than.