MV Screen Buttons

Add buttons to the screen on specified or all maps that can be set to emulate button presses, run script code or run a common event (press and hold or triggered). Create or remove any number of buttons during the game.
Includes a setting to disable map mouse-click movement if you wish to use buttons for arrow keys (example in demo).
Can enable/disable buttons during game or have buttons disappear or stay during events such as ‘Show Text’ dialogue.

Keyboard can not control these buttons, they are for mouse or touch activation only.

VERSION 1.3 – RPG Maker MV
Download Plugin file
Download Demo


72 thoughts on “MV Screen Buttons

  1. foure says:

    Great! Thanks.
    Can you add button name feature? I mean, when player hover the sprite button – it show name above or below the button.

  2. Galv says:

    Sorry, that’s not a feature I will add to this plugin

    • foure says:

      Sad, i really can’t understand why all authors of this kind of plugins don’t add this feature, it so obvious feature when game has mouse control. Even some Ace mouse script has it, but not MV with native mouse system… this kinda weird.

      • Galv says:

        The functionality you request is a fine idea but 1) it wouldn’t work well for touch devices which is what the plugin was designed for and 2) I do not have the time or support to do every single person’s demands.

      • cedr777 says:

        selfish prick, he already made the plugin for us. don’t demand too much.

    • foure says:

      I can’t see problem with touch devices, there is a some ways to do it properly for touch and mouse.
      Anyway thanks again, really sad to hear you don’t want to improve this plugin or can’t because of time.
      Then, can i modify your plugins? I don’t see any info about modifications. So i presume it’s allowed? I’m too lazy to do whole plugin by myself even if i can, but mod someones code is more easy for me.

  3. Luis says:

    Hey Galv, awesome plugin. It’s exactly what I need for my mobile game.
    First I would like to ask if you plan on multi touch support?
    And also, I’m having a problem with it, sometimes the key press gets stuck on the arrow. Like if the player is moving up it stucks to the Up position and it won’t move. Sometimes it comes back but sometimes it won’t. Also the red button doesn’t seem to open the menu, only the double screen touch opens it. But I guess this is as expected.

    • Galv says:

      The buttons are examples. If you want the red button to open the menu, you need to make it open the menu :)

      I have no plans for multi touch support.

      As for the sticky buttons, can you replicate it and tell me how you did it? Were you using a touch screen or mouse?

      • Luis says:

        Sorry for the delay man, well, I tried finding a pattern on it so it goes more or less like this (I am using a moile touch screen).

        Since there is no multitouch, if I walk and press the green button to talk to a npc, and it goes to the menu, somtimes the move gets locked and even on the menu it gets crazy.
        Another way to replicate it, is if we are touching it for too long
        in one direction and it gets stuck.
        It happens on all maps so far I tested.

      • Galv says:

        What do you mean “even on the menu it gets crazy” ? I think you mean the movement remains even on menu. I’ll try to work out the issue, thanks for reporting.

      • Galv says:

        I was able to replicate the issue and updated to version 1.1. Please see if it fixes the issue

      • Luis says:

        Apparently it’s totally good now! Thanks for the awesome update and I will keep using it… Any bugs I find I will report. Anyway, is it possible to add something like, double click an arrow and the player will run? And normal touch it will make him walk.

      • Galv says:

        No double clicking is currently possible, sorry

      • Luis says:

        Oh in fact it just happened again. How I reproduced it, I was pressing the left arrow and I touched the Up arrow with it altogether. It was by mistake really, I pressed them both together, but it was on a motion like if I was sliding my fingers from the left arrow to the Up one. And it got stuck on walking left.

        Hope you get more or less my “motion gesture”, I accidentally slid the finger and touched them both.

      • Galv says:

        Oh hmm okay thanks, going to try to reproduce

    • Hi Luis,
      I just wanted to ask you to help me get a button from a game I’m creating to open the menu, please. I believe it has something to do with the scripts and the Input.keyMapper. Should I just replace on the script let’s say… “cancel” (from the red button on the demo) by “menu” so it opens the menu instead. Would that work? Where are you from, btw? (I apologise if you considered my last question too personal)

      Kindest regards,
      Adrian Martinez

      • Galv says:

        Default text to use for buttons:
        ‘tab’, // tab
        ‘ok’, // enter
        ‘shift’, // shift
        ‘control’, // control
        ‘control’, // alt
        ‘escape’, // escape
        ‘ok’, // space
        ‘pageup’, // pageup
        ‘pagedown’, // pagedown
        ‘left’, // left arrow
        ‘up’, // up arrow
        ‘right’, // right arrow
        ‘down’, // down arrow
        ‘escape’, // insert
        ‘pageup’, // Q
        ‘pagedown’, // W
        ‘escape’, // X
        ‘ok’, // Z
        ‘escape’, // numpad 0
        ‘down’, // numpad 2
        ‘left’, // numpad 4
        ‘right’, // numpad 6
        ‘up’, // numpad 8
        ‘debug’ // F9

  4. Galv says:

    Updated to version 1.2 to fix a bug I created when fixing the last haha… hopefully that’s all of them

    • Luis says:

      Thank you Galv! I’ve been testing it and now it’s flawless. Any chance of implementing something like double tap a direction to run? Since there is no multi-touch, that could be a nice feature.
      Another thing could be, add an option for the user to choose whether he wants mouse click movement, or the on screen buttons. If enabled the mouse click, the buttons would disappear and if disabled the buttons would appear.

      Anyway! Awesome, thank you for the update.

      • Galv says:

        Will think about those changes, though this plugin wasn’t designed specifically for screen movement controls. It is just able to do so with screen buttons :)

        I’ll look into this later when I have more time

    • Luis says:

      Oh but it ended up being the best touch controls for MV! Hahaha

      OK man, if you ever have the time, those would be nice features! Cheers

  5. Matic says:

    Hi Galv,

    Excellent plugin, working mostly fine. Thanks for making it!

    Small bug report. When the option ‘Disable Mouse Move’ is set to false and you define your buttons not starting with 0 id (for example just create one button with id 1) you will get a “Cannot read property ‘x’ of undefined” most likely originating at line 149.

    Once again, thank you and good luck!


  6. bingbing says:

    Good material thank you. However, if you add a plugin and load an existing save file, an error will occur.

  7. Dat Tran says:

    it’s an error on android devices

    • Galv says:

      That is not enough information for me to do anything… Please let me know what the error is, when it happens and any other info you can provide so I can help.

  8. narome2b says:

    Hello Galv !

    It is possible to add a function that allows to show the Cancel Button in the Equip or Items Menu ? Because with a phone, it’s not really intuitve to double tap on the screen to cancel in a menu.

    Masked almost did it with his OnlyMap function, but the button appears in the title too ^^

    The link of his plugin :

    Thanks for your titan job :)

  9. jhyatt1983 says:

    Hey Galv,
    First i wanna say thanks for the amazing plugins and i hope you keep em coming :)
    Secondly i wanna ask if it would be ok if i made a tut video showing how this plugin (Screen Buttons) could/can be used to make a touch enabled image based menu ? I made one on how to do it with events, but i couldnt figure out how to do the touch/mouse controls, then i found your script it does work quite well, but i wanted to ask if it was ok before i made the video.

  10. Kevin says:

    help the plugin wont load at start up. It needs to go first at menu.

    • Galv says:

      I’m sorry I don’t know what you mean. Please provide more details.

      Here is a list to check to help error trap projects:

      • Chris says:

        I’m pretty sure I’m coming across the same issue. The buttons will only show up after the menu is opened once, even when the events running the buttons are set to Autorun or Parallel, they won’t start by themselves, it’s really odd, especially since I tried disabling all of the other plugins I’m using, and even then, nothing changes, the buttons won’t show up until I open the menu screen once.

      • Galv says:

        Does this happen for you in the plugin demo?
        If not, make sure you have the latest MV files in your project and the latest plugin version from here.

        Here’s another checklist of error trapping ideas:

  11. This is really useful! I’m implementing right now with no problems whatsoever! :) I was wondering if there is 8-directional movement support?

    • Galv says:

      It only does buttons that exist, but you can overlap buttons so when pressed it presses both so you can do diagonals by pressing, for example, down and right at the same time

  12. kawaiistacie says:

    I am using Moghunter “Theatrythm” game (it’s like a DDR game during battle) it uses the arrow keys and the buttons: S,A,X,Z on the keyboard.. I wanted to release the game on mobile so I was curious if there is anyway that I could make the S,A,X,Z on screen buttons and arrow keys atleast during battle >__< I just want to know if it is possible..

    • kawaiistacie says:

      I believe I figured it out…Answered my own question lol (I went into plugin js and saw the button commands ill try to combine the plugin with yours for touch screen buttons)

  13. ha1lyeah says:

    how to add an image to toggle this plugin on and off? So during the game, the player can select to use the buttons on the screen or the default touch option.

  14. Cory says:

    Sorry to bother you. I’m having a bit of trouble getting this to run on MV 1.5.1. Everything works fine in your demo (on 1.3.4), but when I try to run it on 1.5.1, I get an error: “Cannot read property ‘length’ of undefined. Again, sorry to be a bother.

  15. Edem Borge says:

    olá coloquei este plugin em meu RPG Maker 1.5.1 e deu o seguinte erro. Failed to load:img/system/BtnUp.png
    oque eu faço ?

  16. Ahn - Kyeo - Re says:

    I’m using GALV’s screen button.

    I really like all the features.

    However, there is a problem with the direction key, so I try to post it.

    Dragging does not work when the direction key is pressed.

    Because of this, the feeling of operation is very low.

    How can I make the direction key operation of the drag type possible?

    Or is there room for this to change in the future?

    • Galv says:

      I don’t understand what you mean, but unfortunately I have no plans to change this. It works using default RPG Maker button functionality which also means multiple buttons cannot be pressed :(

      • Ahn - Kyeo - Re says:

        nsufficient explanation Sorry.

        What I’m talking about is not multi-touch.

        What I’m talking about is the directional key.

        For example, if you press the up button and want to move to the right, it will not move smoothly.

        That’s because they do not work with each other in the ‘drag’ format.

        That’s why the player has to press the up button, then release it and press the right button.

        This suggests that it is too uncomfortable to operate.

        It would be nice to have a ‘drag’ mode of movement instead of a multitouch function that allows you to press and operate at the same time.

      • Galv says:

        Unfortunately I still have no plans to change this as it would require recoding how it works and I have no time these days.

  17. e_bear says:

    If anyone is still having the issue of buttons not appearing until the menu has been opened and closed, I was able to fix this by making sure my images were set to be pre-loaded in the plugin settings. I had taken them out because I was only using 1 button and didn’t think it would need to pre-load.

    • Rudik says:

      I’m still having this problem. I tried what you said but keeps happening. I don’t know what to do because this plugin is wonderfull but I hate that bug. Hope someone can help us with that.

  18. febry says:

    hey galv, im newbie here, iwas try to insert u plugin but still didnt appear the button.
    how i can fix this?

  19. Yion says:

    Dear Galv. Your Button Plugin works wonders. Thanks for creating this. I’m not sure if it’s out of your league and if
    you don’t fix this issue it will probably be fine but…

    When you get Experience by an Event and check the
    “show level up” function, your buttons do not correctly
    hide themself when setup to hide during events.

  20. Steffimae says:

    Has anybody figured out why the menu needs to be opened up before the buttons appear. All my images are set to be cached in the plugin. Can’t find a solution anywhere, help!!!

    • Galv says:

      I’ve just tested this in v.1.6.1 and I cannot replicate the issue. Please make sure to put the button image names in the plugin and make sure they are the exact same capitalization.

  21. xevilxgodlike says:

    Found a way around it and also the possible problem althow i didnt fix my project but worked around the problem.

    To start off with the fix around the problem, just befor transfering to your map fade out the screen. transfer again to the map and fade in after the second transfer. This will load the buttons on to the screen.

    As for the problem itself i think its the way we transfer to the map or somthing simular. Maybe we transfer befor adding the buttons, or thats what it looks like because if i transfer again they do show up. So again the problem is the structure where creating our events / commen events. I’m not sure about it for a 100% because i worked around the problem. I’ll try to look deeper into it but i cant promiss anything, since i dragged appart my project to figger this out..

    I hope the work around will atleast help others a bit, thanks again and Galv.. Your amazing dude !!

  22. the66 says:

    a bit of necromancing here, but using
    in the pre-cache function, solved this problem for me.

  23. Bro this plugin makes a world of a difference for me! *thank you* <3

  24. just someone says:

    galv i have some question how if open the min menu and check items or status the gamepad behind the menu and cnt click how make the cursor always can use, sorry bad english :)

  25. TrashDaggers says:

    If you’re having trouble with your buttons’ functionality (especially after transferring the player), experiment with adding a wait timer at the start of the event that calls the button. I had a couple buttons that refused to animate or execute scripts despite being the same priority as player and using a fresh save, and making the event wait 60 frames before adding the buttons made them work perfectly.

    Been using this plugin extensively and it’s really changed what I can do with my game! An absolute necessity for creating unique scenarios in your game that surpass what RPG Maker can do out of the box

  26. 800627 a says:

    Galv…Hello, I have a problem. I put the game project on “FTP”, but the button is not displayed. How to solve it?

  27. Animal_2 says:

    I’ve been trying to learn javascript to make a plugin very similar to this one except it would be used in battle scene. By now i’m able to call the icon by using $dataActors[].meta. but everything from now on is so mind boggling @_@ I hope you don’t mind if I take inspiration from yours. Anyways, thank you for this plugin

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