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[Solved] Getting images to appear below windows

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: [Solved] Getting images to appear below windows
  • Original author: mjshi
  • Original date: January 11, 2017
  • Source thread: https://forums.rpgmakerweb.com/threads/solved-getting-images-to-appear-below-windows.73484/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Learning Javascript

Summary

[Solved] Thanks for the pointers, Dreadshadow! Hi there! I don't usually ask questions, but then again I don't usually work with too much with graphics, so... I'm trying to figure out how to show Sprite images below windows in a scene. Attached are the image and plugin file. Place the image in img/pictures/, and call the demo scene with

Archived First Post

[Solved] Thanks for the pointers, Dreadshadow!


Hi there! I don't usually ask questions, but then again I don't usually work with too much with graphics, so...


I'm trying to figure out how to show Sprite images below windows in a scene.


Attached are the image and plugin file. Place the image in img/pictures/, and call the demo scene with


SceneManager.push(Scene_Demo);


... but I'm sure you already knew that.


Scroll down some more for the code.


Thanks in advance for your help!


Protected download


function Scene_Demo() {
this.initialize.apply(this, arguments);
}

Scene_Demo.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Demo.prototype.constructor = Scene_Demo;

Scene_Demo.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
}

Scene_Demo.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);

this.createCommandWindow();

var img = ImageManager.loadBitmap("img/pictures/", "annoyance");
this._image = new Sprite(img);
this._image.x = 400;
this._image.y = 300;
this.addChild(this._image);
}

Scene_Demo.prototype.createCommandWindow = function() {
this._choiceWindow = new Window_ChooseOne(0, 0);
this._choiceWindow.x = (Graphics.width - this._choiceWindow.width) / 2;
this._choiceWindow.y = (Graphics.height - this._choiceWindow.height) / 2;
this._choiceWindow.setHandler('yes', this.yesCommand.bind(this));
this._choiceWindow.setHandler('no', this.cancelCommand.bind(this));
this._choiceWindow.setHandler('cancel', this.cancelCommand.bind(this));
this.addWindow(this._choiceWindow);
}

Scene_Demo.prototype.yesCommand = function () {}

Scene_Demo.prototype.cancelCommand = function () {
this.popScene();
}


function Window_ChooseOne() {
this.initialize.apply(this, arguments);
}

Window_ChooseOne.prototype = Object.create(Window_Command.prototype);
Window_ChooseOne.prototype.constructor = Window_ChooseOne;

Window_ChooseOne.prototype.makeCommandList = function () {
this.addCommand("yes", 'yes');
this.addCommand("no", 'no');
};




Attachments


View attachment Demo.js


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Referenced Images / Attachments

Screenshot_1.png
Screenshot_1.png
annoyance.png
annoyance.png
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#039#rpg-maker-archive#js-learning

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