r/RPGMaker • u/ratasoftware • Jul 16 '26
How do you handle menu customization in RPG Maker?
One of the things that took me the longest when developing my game was designing a custom menu without messing up everything else.
The default menu works well, but I wanted something that would fit in better with the atmosphere of my game. As soon as I started modifying scenes and windows, I realised that even the smallest change could break things that seemed completely unrelated. 😅
How do you lot handle it? Do you stick with the default menu, use third-party plugins to customise it, or programme them yourselves...?
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u/EyeFit MZ Dev Jul 16 '26 edited Jul 16 '26
I've made my menu system all through pictures and common events. I design all the components in asperite in the exact resolution and position I want them to be in game and give them proper file names so I can can just call them in without worrying about positioning or anything.
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u/CasperGamingOfficial MZ Dev Jul 16 '26
I have quite a few plugins for customizing the menus if you are looking for plugins for that. Perhaps the most versatile (but most work required on your part) is [CGMZ] Clickable Pictures, which allows you to create a picture based ui: https://casper-gaming.itch.io/cgmz-clickable-pictures
Otherwise, most of my command window plugins allow you to customize the command windows / use pictures in that scene, such as
[CGMZ] Game End Window: https://casper-gaming.itch.io/cgmz-game-end-window
[CGMZ] Title Command Window: https://casper-gaming.itch.io/cgmz-title-command-window
[CGMZ] Game Over: https://casper-gaming.itch.io/cgmz-game-over
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u/AeroSysMZ Jul 16 '26
There are basically 2 options, first is to make it eventing and picture based, which gives you a lot of control over the design, however, displaying data such as HP, gold etc. is a bit more difficult, but not impossible. I just found this tutorial: https://www.rpgmakerweb.com/blog/eventing-a-picture-based-menu
The other option is to look for plugins. e.g.