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Hey I have a question, how can I make separate build menus like a furniture page on a map thats inside and a house building page for being on an outside tileset? i made a new source map and changed the tileset and it keeps trying to combine them and bugging out a bit, im alil stuck currently lol

You can use "categories". In the Plugin Manager, where you define the blueprints, you assign each blueprint a category, e.g. "house", "furniture", ...

Then, when you open the build menu, you can pass a "category" and the menu only shows blueprints that match the given category.

Thank you for the reply^^ when you say you can "pass a category" what do you mean by that exactly so the build menu will know to only pull from that category? also will that work too if the soucemap has a different tileset assigned to it? thanks!

At some point in your game (usually inside a Common Event), you open the build menu with a plugin command (MZ)  or a script call (MV) like this:

MK.Sandbox.openBuildMenu('houses')

Now, only blueprints with the category "houses" are shown.

For the other question: Unfortunately, the source map must have the same tileset as the current map. RPG Maker doesn't support mixing tilesets well.

(2 edits)

Ahh okay, thank you, I sort of understand, The on open build menu in common events would be the common event youre referring too right? i set a variable "inside = 1" when you walk inside, and to 0 when outdoors, im trying to pull the parameters to use the source map and category I set for "furniture" items when indoors, and your default source map of "houses" (outdoor building materials) when outdoors with an if/then statement using the script call you mentioned, is this doable? it still keeps trying to pull the all the "houses" category and source maps regardless of when I'm indoors or out sadly

There are numerous ways to handle it, I kept it open by design to keep it more flexible to the game dev's preferences.

Here are 2 best practices:

Method 1 (requires the hotbar plugin that comes with the sandbox bundle):

  • Make 2 Common Events: One to open the menu for "houses", one for "furniture"
  • Using eventing, you can anytime replace a Common Event from the hotbar with the one that you want to use

Method 2:

  • Inside the Common Event to open the menu, add a Variable OP and store the Map ID into a new Variable "Map ID"
  • Next, make a Conditional Branch and check whether the Variable matches the ID of your outside map
  • If yes, open the menu for houses, otherwise, for furniture
  • You can have as many Conditional Branches as you need
Variable OP: current Map
If Variable current Map == 1
    MK.Sandbox.openMenu('houses')
If Variable current Map == 2
    MK.Sandbox.openMenu('furniture')
(1 edit)

Thank you so much! sorry to keep asking questions, i've been figuring more out slowly, I was wondering if your sandbox plugin was only designed for 1 layer on top of another, or if you can add more, as in im trying to make a sourcemap for say a window on a wall, and then maybe some flowers or vines you can then place over top of that window on the wall with 3 layers total? This is an amazing plugin to anyone on the fence about it btw^^

Don't worry asking questions, I really appreciate them! They tell me that you guys like my stuff :)

My plugin does not add a "new" layer, that would be too complicated. Instead, I designed it to follow RPG Maker's 6 layers world (i.e. A lower, A upper, B lower, B upper, shadows, region tiles).

I briefly tested this pattern, and it worked for me. I was able to first build the window (line 6), and then the flowers (line 7) on top.


Tell me whether this fits your needs!

Thank you!! when you did that, were the walls layer 1, the window layer 2, and the flowered window the 3rd layer?