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  #1  
Antiguo 13-ago-2011, 18:06
Avatar de Adex.
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Predeterminado ¿Cómo hago que el Menú MOG_Scene_Menu sea transparente?

Verán estimados, un amigo me dice, que es con la última versión, pero no la he conseguido.

Simplemente, necesito que me expliquen, cómo hacer que la imagen "Mn_Back" sea transparente y se vea el mapa, lo que no consigo es hacer que eso suceda.

Esto es lo que hago:

Me explican que lo que tengo que hacer es lo siguiente:

Pongo en la linea de el script MOG Scene Menu...

Así venía:
Cita:
381 @mnback2.opacity = 60
Así lo puse:
Cita:
381 @mnback2.opacity = 0
Cabe decir que es la versión 1.5

Por favor, ayudenme xD

Saludos~


  #2  
Antiguo 14-ago-2011, 10:22
Avatar de Angie
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Predeterminado Re: ¿Cómo hago que el Menú MOG_Scene_Menu sea transparente?

Lo que tú estás modificando es el Mn_Back2, no el Mn_Back, creo.

Pásame el script, no puedo abrir la demo para sacarlo.
  #3  
Antiguo 14-ago-2011, 17:14
Avatar de Adex.
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Predeterminado Re: ¿Cómo hago que el Menú MOG_Scene_Menu sea transparente?

Cita:
Empezado por Aƞgιє~ Ver Mensaje
Lo que tú estás modificando es el Mn_Back2, no el Mn_Back, creo.

Pásame el script, no puedo abrir la demo para sacarlo.
Ok, un amigo acaba de encontrar la versión 2.0

Código:
#_______________________________________________________________________________
# MOG Main Menu V2.0           
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
  #Tipo de fundo.
  # 0 = Imagens em movimento.
  # 1 = Mapa de fundo.
  MENU_BACKGROUND = 0
  #Transition Time. 
  MNTT = 10
  #Transition Type (Name)
  MNTP = "006-Stripe02"
  #Velocidade do cursor
  CURSOR_SPEED = 15
end

#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# Now Exp
#--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
#--------------------------------------------------------------------------
# Next Exp
#--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
 attr_reader   :map_id  

#--------------------------------------------------------------------------
# Mpname
#--------------------------------------------------------------------------
  def mpname
    $mpname = load_data("Data/MapInfos.rxdata") 
    $mpname[@map_id].name
  end
end

#===============================================================================
# Window Base
#===============================================================================

class Window_Base < Window   
#--------------------------------------------------------------------------
# Nada
#--------------------------------------------------------------------------
def nada
  face = RPG::Cache.picture("")
end 
#--------------------------------------------------------------------------
# Drw_Face
#--------------------------------------------------------------------------
def drw_face(actor,x,y)
  face = RPG::Cache.picture(actor.name + "_fc") rescue nada
  cw = face.width 
  ch = face.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x , y - ch, face, src_rect)    
end   
#--------------------------------------------------------------------------
# Draw Maphp3
#--------------------------------------------------------------------------
def draw_maphp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")    
  cw = back.width  
  ch = back.height 
  src_rect = Rect.new(0, 0, cw, ch)    
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("HP_Bar")    
  cw = meter.width  * actor.hp / actor.maxhp
  ch = meter.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("HP_Tx")    
  cw = text.width  
  ch = text.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)    
end  
#--------------------------------------------------------------------------
# Draw Mapsp3
#--------------------------------------------------------------------------
def draw_mapsp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")    
  cw = back.width  
  ch = back.height 
  src_rect = Rect.new(0, 0, cw, ch)    
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar")    
  cw = meter.width  * actor.sp / actor.maxsp
  ch = meter.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("SP_Tx")    
  cw = text.width  
  ch = text.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)    
end  
#--------------------------------------------------------------------------
# draw_mexp2
#--------------------------------------------------------------------------
def draw_mexp2(actor, x, y)
  bitmap2 = RPG::Cache.picture("Exp_Back")
  cw = bitmap2.width 
  ch = bitmap2.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
  if actor.next_exp != 0
  rate = actor.now_exp.to_f / actor.next_exp
  else
  rate = 1
  end
  bitmap = RPG::Cache.picture("Exp_Meter")
  if actor.level < 99
  cw = bitmap.width * rate 
  else
  cw = bitmap.width
  end   
  ch = bitmap.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
  exp_tx = RPG::Cache.picture("Exp_tx")
  cw = exp_tx.width 
  ch = exp_tx.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
  lv_tx = RPG::Cache.picture("LV_tx")
  cw = lv_tx.width 
  ch = lv_tx.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# draw_actor_state2
#--------------------------------------------------------------------------
def draw_actor_state2(actor, x, y, width = 80)
  text = make_battler_state_text(actor, width, true)
  self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  self.contents.draw_text(x, y, width, 32, text,2)
end  
end

#===============================================================================
# Window MenuStatus2
#===============================================================================
class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 415, 280)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
  self.active = false
  self.index = -1
  end
  def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
  x = 20
  y = i * 62
  actor = $game_party.actors[i]
  self.contents.font.name = "Georgia"
  if $mog_rgss_TP_System != nil
    draw_actor_tp(actor ,x + 285, y - 5,4)  
    draw_actor_state2(actor ,x + 190, y - 5)
  else  
    draw_actor_state2(actor ,x + 220, y - 5)
  end
  drw_face(actor,x,y + 50)
  draw_maphp3(actor,x + 40, y - 5)
  draw_mapsp3(actor,x + 40, y + 20 )
  draw_mexp2(actor,x + 140, y + 15 )
  end
end
#--------------------------------------------------------------------------
# Update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
  end
end
end

#===============================================================================
# Window_Gold 2
#===============================================================================
class Window_Gold2 < Window_Base  
#--------------------------------------------------------------------------
# Initiazlize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  cx = contents.text_size($data_system.words.gold).width
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
  self.contents.font.color = system_color
  self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end

#===============================================================================
# Window_PlayTime 2
#===============================================================================
class Window_PlayTime2 < Window_Base
#--------------------------------------------------------------------------
# Initiazlize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @total_sec = Graphics.frame_count / Graphics.frame_rate
  hour = @total_sec / 60 / 60
  min = @total_sec / 60 % 60
  sec = @total_sec % 60
  text = sprintf("%02d:%02d:%02d", hour, min, sec)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
    refresh
  end
end
end

#===============================================================================
# Window_Steps2
#===============================================================================
class Window_Steps2 < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end

#===============================================================================
# Window_Map_Name
#===============================================================================
class Window_Map_Name < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
end
end

#===============================================================================
# Scene Menu
#===============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
   @menu_index = menu_index
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
  s1 = ""
  s2 = ""
  s3 = ""
  s4 = ""
  s5 = ""
  s6 = ""
  @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
  @command_window.index = @menu_index
  if $game_party.actors.size == 0
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  @command_window.visible = false
  @command_window.x = -640
  @mnlay = Sprite.new
  @mnlay.bitmap = RPG::Cache.picture("Mn_lay")
  @mnlay.z = 10
  @mnlay.opacity = 0
  @mnlay.x = -100
  if MOG::MENU_BACKGROUND == 0
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("Mn_back")
    @mnback.blend_type = 0
    @mnback.z = 5
    @mnback2 = Plane.new
    @mnback2.bitmap = RPG::Cache.picture("Mn_back")
    @mnback2.blend_type = 0
    @mnback2.z = 5
    @mnback2.opacity = 60
  else
    @spriteset = Spriteset_Map.new
  end
  @cursor_x = -100
  @cursor_y = 110
  @mnsel = Sprite.new
  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
  @mnsel.z = 20
  @mnsel.x = @cursor_x
  @mnsel.y = @cursor_y
  @mnop = 150
  if $game_system.save_disabled
    @command_window.disable_item(4)
  end
  @playtime_window = Window_PlayTime2.new
  @playtime_window.x = 30
  @playtime_window.y = 375
  @playtime_window.contents_opacity = 0
  @mapname_window = Window_Map_Name.new
  @mapname_window.x = 425
  @mapname_window.y = 25
  @mapname_window.contents_opacity = 0
  @steps_window = Window_Steps2.new
  @steps_window.x = 230
  @steps_window.y = 375
  @steps_window.contents_opacity = 0
  @gold_window = Window_Gold2.new
  @gold_window.x = 455
  @gold_window.y = 405
  @gold_window.contents_opacity = 0
  @status_window = Window_MenuStatus2.new
  @status_window.x = 295
  @status_window.y = 110
  @status_window.contents_opacity = 0  
  if MOG::MENU_BACKGROUND == 0
    Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
  else
    Graphics.transition  
  end
  loop do
  Graphics.update
  Input.update
  update
  if $scene != self
    break
  end
  end
  for i in 0..10  
    if MOG::MENU_BACKGROUND == 0
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1
    end
    @status_window.x += 20
    @status_window.contents_opacity -= 25
    @mnsel.opacity -= 25
    @mnsel.zoom_x += 0.03
    @mnlay.x -= 10
    @mnlay.opacity -= 25
    @mapname_window.x += 5
    @mapname_window.contents_opacity -= 20
    @steps_window.contents_opacity -= 25
    @gold_window.contents_opacity -= 25
    @playtime_window.contents_opacity -= 25
    Graphics.update   
  end
  Graphics.freeze
  @command_window.dispose
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose    
  @status_window.dispose
  @mnlay.dispose
  if MOG::MENU_BACKGROUND == 0
    @mnback.dispose
    @mnback2.dispose
  else
    @spriteset.dispose
  end
  @mnsel.dispose
  @mapname_window.dispose
  Graphics.update
end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update  
  cursor_update
  cursor_animation_update
  windows_slide_update
  @playtime_window.update 
  if @command_window.active
    @command_window.update
    update_command
    return
  end
  if @status_window.active
    @status_window.update
    update_status
    return
  end
end

#--------------------------------------------------------------------------
# Windows_slide_update
#--------------------------------------------------------------------------
def windows_slide_update
  if MOG::MENU_BACKGROUND == 0
     @mnback.oy += 1
     @mnback.ox += 1
     @mnback2.oy += 1
     @mnback2.ox -= 1
  end
  @mapname_window.contents_opacity += 15
  @playtime_window.contents_opacity += 15
  @gold_window.contents_opacity += 15
  @playtime_window.contents_opacity += 15
  @steps_window.contents_opacity += 15
  if @status_window.x > 195
     @status_window.x -= 10
     @status_window.contents_opacity += 10
  elsif @status_window.x <= 195
     @status_window.x = 195
     @status_window.contents_opacity = 255
  end
end  
#--------------------------------------------------------------------------
# Cursor_update
#--------------------------------------------------------------------------
def cursor_update
 if @mnsel.x > @cursor_x
    @mnsel.x -= MOG::CURSOR_SPEED
    if @mnsel.x <= @cursor_x   
      @mnsel.x = @cursor_x      
    end
 elsif @mnsel.x < @cursor_x   
    @mnsel.x += MOG::CURSOR_SPEED   
    if @mnsel.x >= @cursor_x   
      @mnsel.x = @cursor_x    
    end
 end
 if @mnsel.y > @cursor_y
    @mnsel.y -= MOG::CURSOR_SPEED
    if @mnsel.y <= @cursor_y   
      @mnsel.y = @cursor_y 
    end
 elsif @mnsel.y < @cursor_y   
    @mnsel.y += MOG::CURSOR_SPEED  
    if @mnsel.y >= @cursor_y   
      @mnsel.y = @cursor_y    
    end
 end   
end  
#--------------------------------------------------------------------------
# Cursor_Animation
#--------------------------------------------------------------------------
def cursor_animation_update
  if @mnsel.zoom_x <= 1.6
    @mnsel.zoom_x += 0.03
    @mnsel.opacity -= 10
  elsif @mnsel.zoom_x > 1.6
    @mnsel.zoom_x = 1.0
    @mnsel.opacity = 255
  end     
  if @mnlay.x < 0
    @mnlay.opacity += 25
    @mnlay.x += 10
  elsif @mnlay.x >= 0  
    @mnlay.opacity = 255
    @mnlay.x = 0
  end  
    @mnop += 5
    @mnop = 120 if @mnop >= 255
end

#--------------------------------------------------------------------------
# Update Command
#--------------------------------------------------------------------------
def update_command
  cursor_position_update
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
  end
  if Input.trigger?(Input::C)
    if $game_party.actors.size == 0 and @command_window.index < 4
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    case @command_window.index
    when 0 
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1 
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 2 
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 3 
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 4 
      if $game_system.save_disabled
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Save.new
    when 5 
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
  return
  end
end
#--------------------------------------------------------------------------
# cursor_position_update
#--------------------------------------------------------------------------
def cursor_position_update
    case @command_window.index 
    when 0  
      @cursor_x = 0
      @cursor_y = 110
    when 1
      @cursor_x = 25
      @cursor_y = 155
    when 2
      @cursor_x = 40
      @cursor_y = 197
    when 3
      @cursor_x = 45
      @cursor_y = 242
    when 4
      @cursor_x = 25
      @cursor_y = 285
    when 5
      @cursor_x = 0
      @cursor_y = 325
  end    
end  
#--------------------------------------------------------------------------
# Cursor_st_postion_update 
#--------------------------------------------------------------------------
def cursor_st_postion_update 
  case @status_window.index 
    when 0  
      @cursor_x = 180
      @cursor_y = 130
    when 1
      @cursor_x = 180
      @cursor_y = 195
    when 2
      @cursor_x = 180
      @cursor_y = 255
    when 3
      @cursor_x = 180
      @cursor_y = 320
    end  
end    
#--------------------------------------------------------------------------
# Update Status
#--------------------------------------------------------------------------
def update_status  
  cursor_st_postion_update 
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
    return
  end
  if Input.trigger?(Input::C)
    case @command_window.index
      when 1 
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2  
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3  
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
    end
  return
  end
end
end

$mog_rgss_Main_Menu = true
@mnback2.opacity = 60

Esa linea, el 60 lo cambié por un 0.

No se veía nada D:
  #4  
Antiguo 14-ago-2011, 18:42
Avatar de Miwel~
Ace Member
 
Fecha de Ingreso: junio-2008
Ubicación: In America, not Canada
Mensajes: 2,376
Miwel~ se está dando a conocer
Predeterminado Re: ¿Cómo hago que el Menú MOG_Scene_Menu sea transparente?

Esto te permite hacerlo donde dice:
Cita:
module MOG
#Tipo de fundo.
# 0 = Imagens em movimento. (Imagen de fondo en movimiento)
# 1 = Mapa de fundo. (Mapa de fondo, osease lo que pides, transparencia).
MENU_BACKGROUND = 1
Solo es cuestión de cambiar el "0" por el "1" 8'D
Si tienes otra duda dime xD
Sau 8D
  #5  
Antiguo 15-ago-2011, 02:22
Avatar de Adex.
EMD Addict
 
Fecha de Ingreso: mayo-2011
Ubicación: Caracas, Venezuela
Mensajes: 1,543
Adex. se está dando a conocer
7258 2884 8573 1111
Predeterminado Re: ¿Cómo hago que el Menú MOG_Scene_Menu sea transparente?

Cita:
Empezado por Blue Star Ver Mensaje
Esto te permite hacerlo donde dice:

Solo es cuestión de cambiar el "0" por el "1" 8'D
Si tienes otra duda dime xD
Sau 8D
Gracias Blue Link why1

Saludos~
Tema Cerrado



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Mi Wii No Se Ve El System Menu? Pero Si Se Escucha Que Hago PabloACZ o EstebanRM Wii-Scene Wii Scene 13 05-ene-2011 16:43
¿Como hago para reconocer un canal .wad desde el Menu SD? 5721 Wii Scene 1 12-nov-2010 02:06
Como hago para jugar los juegos del virtual console desde el menu con la SD? Baconcheese Wii Scene 1 18-jun-2010 00:43
necesito que me pasen programa tipo pero que puedas elegir un color como transparente manu_7_ Descargas directas 1 30-ene-2009 15:29
Como hacer una imágen transparente? Sprein Ayuda 8 03-abr-2008 20:49


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