Windowskin Tutorial

This tutorial will introduce how the shapes and colours in a windowskin works and how it is displayed in game. It may also serve as a guide to create your own windowskins!


First we must know what the functions of each parts in a windowskin are, there are a total of 6 sections.

A. Message BG

As the name implies, this section will be the message background. From my own personal experience it is recommended to avoid using images that can break when it is streched. Using solid colours, patterns and gradients are suitable.

B. Message Border and Arrow

The border of the message box can be modified here, as well as arrows that is used in some scripts. I never really notice what the arrows are used for but you can always leave it as it is.

C. Additional effect

By default, this leaves a scanline effect over the message window which can be modified as well. Think of it as another layer in a map.

D. Selection Border

Notice the flashing border that hovers above what you’re selecting? This part IS the border. You can change it into anything you want, but deleting it is not a very good idea.

E. Idle Message Animation Frames

Everytime the message prompts for player input, there’s a small arrow that moves up and down at the bottom part of the window. You can edit these 4 frames into any idle icon you want and animate it to your liking. Remember to align it well or it’ll be choppy.

F. System Colors

These 36 colors are the system colors in your game. Unlike RMXP, RMVX uses the windowskin to adjust the system colurs used in the game. The first color (in this case white) is the colour of the font. I’ll let you find out what the rest of the colours mean.



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