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RPGM MV Font help?

iblamevictoria

Towns Guard
I don't like the look of the standard formatting for the fonts in RPG Maker MV very much. The white with the black outline, if you don't know what I'm talking about. It kind of ruins the font I've chosen and was wondering if I could display it in a more standard way. Black with no sort of emboldening or anything like that would be nice. I'm confident with my coding ability so that's no problem if it's necessary, but I need a little guidance. I'm a long time user of RPG Maker (though never seriously until recently) and first time user of these forums, so if there is a more appropriate place to put this post then tell me! It's embarrassing to make newbie mistakes.
 

hbn

Towns Guard
Xy$
0.00
I'm still learning some of the new features of MV myself but in the font folder is a CSS file. Have you tried editing that and messing about with its CSS (obviously back up the file in the unlikely event of breaking it)?

I'm not at my computer so i can't really check anything with it.
 
You can use Window_Base to set most of the font settings, such as outlineColor, outlineWidth, etc., which will then apply to all drawn content in windows. It relies on the Bitmap class, which you can alias for more global effects, thus (as an example):

JavaScript:
var _alias_Bitmap_init = Bitmap.prototype.initialize;
    Bitmap.prototype.initialize = function(width, height) {
        _alias_Bitmap_init.call(this, width, height);
        this.outlineColor = 'rgba(255, 0, 0, 0.6';
        this.outlineWidth = 8;
    }
That'll render the outline red and outline width to double default. To completely disable the outline (if it works better) you can set the outlineWidth to 0 and/or the alpha setting in outlineColor to 0.0.
 

iblamevictoria

Towns Guard
You can use Window_Base to set most of the font settings, such as outlineColor, outlineWidth, etc., which will then apply to all drawn content in windows. It relies on the Bitmap class, which you can alias for more global effects, thus (as an example):

JavaScript:
var _alias_Bitmap_init = Bitmap.prototype.initialize;
    Bitmap.prototype.initialize = function(width, height) {
        _alias_Bitmap_init.call(this, width, height);
        this.outlineColor = 'rgba(255, 0, 0, 0.6';
        this.outlineWidth = 8;
    }
That'll render the outline red and outline width to double default. To completely disable the outline (if it works better) you can set the outlineWidth to 0 and/or the alpha setting in outlineColor to 0.0.
So I'm guessing this is in rpg_window.js? I did a quick search in there to see if I could find the code you're talking about but couldn't find anything. Maybe I'm looking in the wrong place or MAYBE I'm just doing everything a bit wrong. Thanks for the quick reply though.
 
Window_Base is the superclass for all windows in the game. Bitmap is called on for things like font settings. In Window_Base, there aren't any font settings per se. Instead, it creates a bitmap and then draws the contents. All of this is done in createContents, thus (for your purposes):

JavaScript:
var _alias_Window_Base_createContents = Window_Base.prototype.createContents;
    Window_Base.prototype.createContents = function() {
        _alias_Window_Base_createContents.call(this);
        this.contents.outlineColor = 'rgba(255, 0, 0, 0.3)';
        this.contents.outlineWidth = 2;
    }
This will set the outline color and width in all windows. Using the Bitmap method is a bit more global. But they do exactly the same thing in the end.
 
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