Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Advanced Title Screen

You could probably use a Ring Menu. Insert this above Main
Code:
#==============================================================================
# ** Window_RingCommand
#------------------------------------------------------------------------------
# Original Script By XRXS
# Rewrote By SephirothSpawn
# 2005-11-11
# Version 1
#==============================================================================

class Window_RingCommand < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :index
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(commands, icons, radius = 64, center_x = nil, 
    center_y = nil, width = 640, height = 480)
    # Sets Up Window
    super(0, 0, width, height)
    # Sets Center Coordinates to player Center by Default
    center_x = $game_player.screen_x - 30 if center_x == nil
    center_y = $game_player.screen_y - 48 if center_y == nil
    self.contents = Bitmap.new(width-32, height-32)
    # Select Font Type, Size and Color
    self.contents.font.name = "Arial"
    self.contents.font.size = 22
    self.contents.font.color = Color.new(255, 255, 255, 255)
    # Sets up Window Border and Window Background Opacity
    self.opacity, self.back_opacity = 0, 0
    # Sets Up Commands & Icons
    @commands = commands
    @item_max = commands.size
    @index = 0
    @items = icons
    # Sets Up Radius
    @radius = radius
    # Sets Up Disabled Items
    @disabled = Array.new(@item_max, false)
    # Sets Up Center of Ring
    @cx = center_x
    @cy = center_y
    # Disabled Icon
    @icon_disable = RPG::Cache.icon("")
    # Frame Setup
    @startup_frames = 20
    @moving_frames = 5
    setup_move_start
    refresh
  end
  #--------------------------------------------------------------------------
  # * Setup Move Start
  #--------------------------------------------------------------------------
  def setup_move_start
    @mode = 1
    @steps = @startup_frames
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @mode
      when 1; refresh_start
      when 2; refresh_wait
      when 3; refresh_move(1)
      when 4; refresh_move(0)
    end
    rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index], 1)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh Start
  #--------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / @startup_frames
    r = @radius - 1.0 * @radius * @steps / @startup_frames
    for i in 0...@item_max
      j = i - @index + 1
      d = d1 * j + d2 * @steps
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = 2
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Wait
  #--------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index + 1
      x = @cx + ( @radius * Math.sin( d * j ) ).to_i
      y = @cy - ( @radius * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Move
  #--------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / @moving_frames
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index + 1
      d = d1 * j + d2 * @steps
      x = @cx + ( @radius * Math.sin( d ) ).to_i
      y = @cy - ( @radius * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = 2
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(x, y, i)
    rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    if @index == i
      self.contents.blt( x, y, @items[i], rect )
      if @disabled[@index]
        self.contents.blt( x, y, @icon_disable, rect )
      end
    else
      self.contents.blt( x, y, @items[i], rect, 128 )
      if @disabled[@index]
        self.contents.blt( x, y, @icon_disable, rect, 128 )
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #--------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
  #--------------------------------------------------------------------------
  # * Setup Move Move
  #--------------------------------------------------------------------------
  def setup_move_move(mode)
    if mode == 3
      @index -= 1
      @index = @items.size - 1 if @index < 0
    elsif mode == 4
      @index += 1
      @index = 0 if @index >= @items.size
    else
      return
    end
    @mode = mode
    @steps = @moving_frames
  end
  #--------------------------------------------------------------------------
  # * Animation
  #--------------------------------------------------------------------------
  def animation?
    return @mode != 2
  end
end

Go into Scene_Title, and find these lines:
Code:
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288

Replace that with these lines:
Code:
    @command_window = Window_RingCommand.new([s1, s2, s3], ['1', '2', '3'], 128, 320, 240)

Find this line:
Code:
      @command_window.index = 1

Change that to:
Code:
      @command_window.refresh_move(1)

That should do the trick. You will need to fill in your icon names however (['1', '2', '3'])
 
So, you converted the ting menu into a title menu? I'll try it

EDIT:: I tried it and I got the error message:
Script "Window_RingCommand" line 134: NoMethodError occured.
Undefined method 'width' for "NEW GAME": String
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top