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Change Logo Location on Mog's Animated Title Screen

Nolund

Sponsor

I'm using Mog's Animated Title Screen script for a project of mine, but I find that my logo is in a bad place. It covers up the "New Game" "Continue" and "Exit" images when they appear, so I wanted to move up the logo graphic. However, since for the most part, the script isn't really translated, so I can't find anywhere with my limited RGSS knowledge to find a way to change the positioning of the image, it only has an option to have it scroll.

Here's the script:

Code:
#_________________________________________________

# MOG_Animated Title Sofia V1.1            

#_________________________________________________

# By Moghunter  

# [url=http://www.atelier-rgss.com]http://www.atelier-rgss.com[/url]

#_________________________________________________

module MOG

#Auto Fullscreen.   

FULL_SCREEN = false

#Logo Picture Name.

LOGO_PIC = "logo"

#Logo Time.

LOGO_TIME = 220

#Logo ME.

LOGO_ME = "003-victory03"

#Set Game Frame Rate (Default 40FPS).

PER = 40

#Random Music.

RAND_MUSIC = true

#Set Random Music.

MUSIC1 = "062-Slow05"

MUSIC2 = "058-Slow01"

MUSIC3 = "030-Town08"

#Active Title BGS.   

BGS_ON = false

#Set Title BGS.   

BGS = "004-Wind04"

#Set BGS volume.   

BGS_VOL = 10

#Transition Type.

TRANS_TITLE = "020-flat01"

#Transition Time.

TRANS_TIME = 60

#Texto para acessar o menu de opções(Press any Key)

T_B = "Press any key"

#Tamanho da fonte(Press any Key).

T_B_FONT = 28

#Posição do texto na horizontal.(Press any Key) 

T_B_X = 250

#Posição do texto na vertical.(Press any Key) 

T_B_Y = 350

#Som ao apertar a tecla.(Press any Key)

T_B_SE = "105-Heal01"

#Ativar Zoom reverso na imagem de fundo.

BACK_ZOOM = true

#Nome da picture de opções de comando.

#É necessário ter 3 picures nomeadas com

#o nome abaixo mais o prefixo _01 , _02 e _03.

COM = "Com"

#-----------------

# Imagem de Fundo 

#-----------------

PIC_FD = "Back"#Nome da imagem.

PIC_FD_OX = 1  #Velocidade de movimento na horizontal.

PIC_FD_OY = 0  #Velocidade de movimento na vertical.

PIC_FD_PRIOR = 1 #Prioridade da imagem.

PIC_FD_OPA = 255 #Transparência da imagem.

PIC_FD_BLEND = 0 #Tipo de Blend.

#-----------------

# Letras do Titulo

#-----------------

PIC_TEXTO = "logo1"#Nome da imagem.

PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.

PIC_TEXTO_OY= 0  #Velocidade de movimento na vertical.

PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.

PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.

PIC_TEXTO_BLEND = 0 #Tipo de Blend.

#-----------------

# Imagem Camada 1

#-----------------

PIC_FOG1 = "Fog01" #Nome da imagem.

PIC_FOG_RAND = true #Ativar Sistema de Vento.

PIC_FOG_MOV = 100  #Time para mudar de direção. 

PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.

PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.

PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.

PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.

PIC_FOG1_PRIOR = 3 #Prioridade da imagem. 

PIC_FOG1_BLEND = 1 #Tipo de Blend.

PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.

PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.

PIC_FOG1_OPA = 255 #Transparência da imagem.

#-----------------

# Imagem Camada 2

#-----------------

PIC_FOG2 = "Fog02" #Nome da imagem.

PIC_FOG2_RAND = true #Ativar Sistema de Vento.

PIC_FOG2_MOV = 100 #Time para mudar de direção.  

PIC_FOG2_PRIOR = 2 #Prioridade da imagem. 

PIC_FOG2_BLEND = 1 #Tipo de Blend.

PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.

PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.

PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.

PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.

PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.

PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.

PIC_FOG2_OPA = 50  #Transparência da imagem.

#-----------------

# Imagem Camada 3

#-----------------

PIC_FOG3 = "Tree"  #Nome da imagem.

PIC_FOG3_RAND = false #Ativar Sistema de Vento.

PIC_FOG3_MOV = 100 #Time para mudar de direção.  

PIC_FOG3_PRIOR = 7 #Prioridade da imagem. 

PIC_FOG3_BLEND = 0 #Tipo de Blend.

PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.

PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.

PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.

PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.

PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.

PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.

PIC_FOG3_OPA = 255 #Transparência da imagem.

#-----------------

# Imagem LEAF - 01

#-----------------

PIC_LEAF1 = "Leaf01" #Nome da imagem.

PIC_LEAF1_RAND = true #Ativar Sistema de Vento.

PIC_LEAF1_MOV = 200  #Time para mudar de direção. 

PIC_LEAF1_PRIOR = 10 #Prioridade da imagem. 

PIC_LEAF1_BLEND = 0 #Tipo de Blend.

PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.

PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.

PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.

PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.

PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.

PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.

PIC_LEAF1_OPA = 255 #Transparência da imagem. 

#-----------------

# Imagem LEAF - 02

#-----------------

PIC_LEAF2 = "Leaf02" #Nome da imagem.

PIC_LEAF2_RAND = true #Ativar Sistema de Vento.

PIC_LEAF2_MOV = 150 #Time para mudar de direção. 

PIC_LEAF2_PRIOR = 8 #Prioridade da imagem. 

PIC_LEAF2_BLEND = 0 #Tipo de Blend.

PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.

PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.

PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.

PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.

PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.

PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.

PIC_LEAF2_OPA = 255 #Transparência da imagem. 

#-------------------------------------------------------------------------------

#Movimento de Dispose.

#-------------------------------------------------------------------------------

#Alterar movimento ao escolher uma opção de comando.

DIS_MOV = true

#Tempo do movimento

DIS_TIME = 80

#Redução da Transparência imagem.

DIS_PIC1_OPA = 0

DIS_PIC2_OPA = 5

DIS_PIC3_OPA = 0

DIS_PIC4_OPA = 0

DIS_PIC5_OPA = 0

DIS_PIC6_OPA = 0

DIS_PIC_LEAF1_OPA = 5

DIS_PIC_LEAF2_OPA = 5

#Movimento da imagem

DIS_PIC1_OX = -6

DIS_PIC1_OY = 0

DIS_PIC2_OX = 0

DIS_PIC2_OY = 0

DIS_PIC3_OX = 0

DIS_PIC3_OY = 0

DIS_PIC4_OX = 0

DIS_PIC4_OY = 0

DIS_PIC5_OX = 4

DIS_PIC5_OY = 0

DIS_PIC6_OX = 0

DIS_PIC6_OY = 0

DIS_PIC_LEAF1_OX = 0

DIS_PIC_LEAF1_OY = 0

DIS_PIC_LEAF2_OX = 0

DIS_PIC_LEAF2_OY = 0

#Zoom da imagem

DIS_PIC1_ZOOMX = 0.02

DIS_PIC1_ZOOMY = 0.02 

DIS_PIC2_ZOOMX = 0

DIS_PIC2_ZOOMY = 0 

DIS_PIC3_ZOOMX = 0

DIS_PIC3_ZOOMY = 0 

DIS_PIC4_ZOOMX = 0

DIS_PIC4_ZOOMY = 0 

DIS_PIC5_ZOOMX = 0.004

DIS_PIC5_ZOOMY = 0.004 

DIS_PIC6_ZOOMX = 0

DIS_PIC6_ZOOMY = 0 

DIS_PIC_LEAF1_ZOOMX = 0

DIS_PIC_LEAF1_ZOOMY = 0 

DIS_PIC_LEAF2_ZOOMX = 0

DIS_PIC_LEAF2_ZOOMY = 0

end

$mogscript = {} if $mogscript == nil

$mogscript["title_sofia"] = true

#-------------------------------------------------------------------------------

# Scene_Title

#-------------------------------------------------------------------------------

$full_screen = 0

class Scene_Title  

  def main

    if $BTEST

      battle_test

      return

    end

    $full_screen += 1

    if MOG::FULL_SCREEN == true and $full_screen == 1

    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' 

    $showm.call(18,0,0,0) 

    $showm.call(13,0,0,0) 

    $showm.call(13,0,2,0) 

    $showm.call(18,0,2,0)

    end         

    $data_actors        = load_data("Data/Actors.rxdata")

    $data_classes       = load_data("Data/Classes.rxdata")

    $data_skills        = load_data("Data/Skills.rxdata")

    $data_items         = load_data("Data/Items.rxdata")

    $data_weapons       = load_data("Data/Weapons.rxdata")

    $data_armors        = load_data("Data/Armors.rxdata")

    $data_enemies       = load_data("Data/Enemies.rxdata")

    $data_troops        = load_data("Data/Troops.rxdata")

    $data_states        = load_data("Data/States.rxdata")

    $data_animations    = load_data("Data/Animations.rxdata")

    $data_tilesets      = load_data("Data/Tilesets.rxdata")

    $data_common_events = load_data("Data/CommonEvents.rxdata")

    $data_system        = load_data("Data/System.rxdata")

    $game_system = Game_System.new

    s1 = ""

    s2 = ""

    s3 = ""

    @command_window = Window_Command.new(160, [s1, s2, s3])

    @command_window.opacity = 0

    @command_window.x = 0 - @command_window.width / 2

    @command_window.y = 0

    @command_window.visible = false

    @command_window.active = false    

    @mb01 = Plane.new

    @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)

    @mb01.opacity = MOG::PIC_FD_OPA

    @mb01.z = MOG::PIC_FD_PRIOR

    @mb01.blend_type = MOG::PIC_FD_BLEND 

    @mb02 = Plane.new

    @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)

    @mb02.z = MOG::PIC_TEXTO_PRIOR

    @mb02.opacity = MOG::PIC_TEXTO_OPA

    @mb02.blend_type = MOG::PIC_TEXTO_BLEND     

    @mb03 = Plane.new

    @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)

    @mb03.z = MOG::PIC_FOG1_PRIOR

    @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX 

    @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY 

    @mb03.blend_type = MOG::PIC_FOG1_BLEND

    @mb03.opacity = MOG::PIC_FOG1_OPA

    @mb04 = Plane.new

    @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)

    @mb04.z = MOG::PIC_FOG2_PRIOR

    @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX 

    @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY 

    @mb04.blend_type = MOG::PIC_FOG2_BLEND 

    @mb04.opacity = MOG::PIC_FOG2_OPA

    @mb05 = Plane.new

    @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)

    @mb05.z = MOG::PIC_FOG3_PRIOR

    @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX 

    @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY 

    @mb05.blend_type = MOG::PIC_FOG3_BLEND 

    @mb05.opacity = MOG::PIC_FOG3_OPA

    @mb07 = Plane.new

    @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)

    @mb07.z = MOG::PIC_LEAF1_PRIOR

    @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX 

    @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY    

    @mb07.blend_type = MOG::PIC_LEAF1_BLEND  

    @mb07.opacity = MOG::PIC_LEAF1_OPA 

    @mb08 = Plane.new

    @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)

    @mb08.z = MOG::PIC_LEAF2_PRIOR

    @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX 

    @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY    

    @mb08.blend_type = MOG::PIC_LEAF2_BLEND      

    @mb08.opacity = MOG::PIC_LEAF2_OPA    

    @bot = Sprite.new

    @bot.bitmap = Bitmap.new(160,100)

    @bot.x = MOG::T_B_X

    @bot.y = MOG::T_B_Y

    @bot.z = 9999

    @bot.opacity = 0

    @bot.bitmap.font.size = MOG::T_B_FONT

    @bot.bitmap.font.bold = true

    @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)

    @bot2 = Sprite.new

    @bot2.bitmap = Bitmap.new(160,100)

    @bot2.x = MOG::T_B_X

    @bot2.y = MOG::T_B_Y

    @bot2.z = 9998

    @bot2.opacity = 0

    @bot2.bitmap.font.size = MOG::T_B_FONT

    @bot2.bitmap.font.bold = true

    @bot2.color.set(0,0,0)

    @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)

    @com = Sprite.new

    @com.bitmap = RPG::Cache.title(MOG::COM + "_01")

    @com.z = 10000

    @com.opacity = 0

    @com.y = 300

    @logo = Plane.new

    @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)

    @logo.z = 999999

    @logo.opacity = 0    

    @time = 0

    @time_zoom = 0

    @time_music = 0

    @time_logo = MOG::LOGO_TIME 

    @logo_r = 0

    @rs = 0

    @mb01.visible = false      

    @mb02.visible = false  

    @mb03.visible = false  

    @mb04.visible = false  

    @mb05.visible = false  

    @mb07.visible = false  

    @mb08.visible = false  

    @com.visible = false  

    @logo.visible = true

    @continue_enabled = false

    for i in 0..3

      if FileTest.exist?("Save#{i+1}.rxdata")

        @continue_enabled = true

      end

    end

    if @continue_enabled

      @command_window.index = 1

    else

      @command_window.disable_item(1)

    end

    Audio.bgm_stop

    Audio.me_stop

    Audio.bgs_stop

    if MOG::BGS_ON == true 

    Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)

    end

    Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )

    loop do

      Graphics.update

      Input.update

      update

      if $scene != self

        break

      end

    end

    if MOG::DIS_MOV == true

    for i in 1..MOG::DIS_TIME

    @mb01.opacity -= MOG::DIS_PIC1_OPA      

    @mb02.opacity -= MOG::DIS_PIC2_OPA

    @mb03.opacity -= MOG::DIS_PIC3_OPA

    @mb04.opacity -= MOG::DIS_PIC4_OPA

    @mb05.opacity -= MOG::DIS_PIC5_OPA

    @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA

    @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA

    @com.opacity -= MOG::DIS_PIC2_OPA

    @mb01.ox += MOG::DIS_PIC1_OX

    @mb01.oy += MOG::DIS_PIC1_OY

    @mb02.ox += MOG::DIS_PIC2_OX

    @mb02.oy += MOG::DIS_PIC2_OY

    @mb03.ox += MOG::DIS_PIC3_OX

    @mb03.oy += MOG::DIS_PIC3_OY

    @mb04.ox += MOG::DIS_PIC4_OX

    @mb04.oy += MOG::DIS_PIC4_OY

    @mb05.ox += MOG::DIS_PIC5_OX

    @mb05.oy += MOG::DIS_PIC5_OY

    @mb07.ox += MOG::DIS_PIC_LEAF1_OX

    @mb07.oy += MOG::DIS_PIC_LEAF1_OY

    @mb08.ox += MOG::DIS_PIC_LEAF2_OX

    @mb08.oy += MOG::DIS_PIC_LEAF2_OY

    @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX 

    @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY 

    @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX 

    @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY 

    @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX 

    @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY 

    @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX 

    @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY 

    @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX 

    @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY 

    @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX 

    @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY 

    @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX 

    @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY

    @bot.opacity -= 10

    @bot2.opacity -= 10

    Graphics.update

    end

    end

    Graphics.freeze

    @command_window.dispose

    @mb01.dispose

    @mb02.dispose

    @mb03.dispose

    @mb04.dispose

    @mb05.dispose

    @mb07.dispose

    @mb08.dispose

    @bot.dispose

    @bot2.dispose

    @com.dispose

    @logo.dispose

  end

  def update

    @time_logo -= 1

    if @time_logo <= 0

       @time_logo = 0

    end   

    if @logo.opacity < 30 and @logo_r == 1

       @logo.visible = false

       @logo.opacity = 0

       @logo.bitmap = RPG::Cache.title("")

    end

    if @bot.opacity < 30 and @command_window.active == true

       @bot.visible = false

       @bot2.visible = false

       @bot.bitmap.draw_text(0, 0, 32, 32,"")

       @bot2.bitmap.draw_text(0, 0, 32, 32,"")

    end   

    if @logo_r == 0 and @logo.opacity <= 250

    @logo.opacity += 2   

    elsif @time_logo <= 0  

    @logo_r = 1

    @logo.opacity -= 2

    @mb01.visible = true     

    @mb02.visible = true  

    @mb03.visible = true  

    @mb04.visible = true  

    @mb05.visible = true  

    @mb07.visible = true  

    @mb08.visible = true

    @com.visible = true

    @bot.opacity += 2

    @bot2.opacity +=  2

    Audio.me_fade(500)

    if @bot.opacity >= 255

       @bot.opacity = 255

       @bot2.opacity = 255        

    end  

    end   

    if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1

    @rs += 1

    case rand(3)

    when 0

    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)

    when 1

    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)

    when 2  

    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100)

    end

    else    

    if @logo_r == 1 and @rs == 1

    $game_system.bgm_play($data_system.title_bgm)

    @rs += 1

    end  

    end      

    if @command_window.active == true

    @bot.opacity -= 5

    @bot2.opacity -=  5

    @bot.x -= 5

    @bot2.x += 5

    @com.opacity += 2

    if @com.y > 0

       @com.y -= 5      

    elsif @com.y < 0

       @com.y = 0

       @com.opacity = 255

    end

    end

    r = rand(100) + 150

    g = rand(100) + 150

    b = rand(100) + 150

    @command_window.update

    @time += 2

    @time_zoom += 1

    if @time_zoom > 1000

       @time_zoom = 0

    end

    if @time_zoom > 500 and MOG::BACK_ZOOM == true

    @mb01.zoom_x += 0.004

    @mb01.zoom_y += 0.004

    if @mb01.zoom_x >= 2

       @mb01.zoom_x = 2

       @mb01.zoom_y = 2   

    end

    elsif MOG::BACK_ZOOM == true

    @mb01.zoom_x -= 0.004

    @mb01.zoom_y -= 0.004

    if @mb01.zoom_x <= 1

       @mb01.zoom_x = 1

       @mb01.zoom_y = 1   

    end

    end  

    @mb01.ox -= MOG::PIC_FD_OX

    @mb01.oy -= MOG::PIC_FD_OY

    @mb02.ox -= MOG::PIC_TEXTO_OX

    @mb02.oy -= MOG::PIC_TEXTO_OY

    @mb02.opacity += 2

    Graphics.frame_rate = MOG::PER

    if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true

    @mb07.ox += MOG::PIC_LEAF1_OX2

    @mb07.oy -= MOG::PIC_LEAF1_OY2

    else

    @mb07.ox -= MOG::PIC_LEAF1_OX1

    @mb07.oy -= MOG::PIC_LEAF1_OY1

    end  

    if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true

    @mb08.ox -= MOG::PIC_LEAF2_OX2

    @mb08.oy -= MOG::PIC_LEAF2_OY2

    else

    @mb08.ox += MOG::PIC_LEAF2_OX1

    @mb08.oy -= MOG::PIC_LEAF2_OY1

    end   

    if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true

    @mb03.ox -= MOG::PIC_FOG_OX_02

    @mb03.oy -= MOG::PIC_FOG_OY_02  

    else

    @mb03.ox += MOG::PIC_FOG_OX_01 

    @mb03.oy -= MOG::PIC_FOG_OY_01     

    end    

    if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true

    @mb04.ox -= MOG::PIC_FOG2_OX_02

    @mb04.oy -= MOG::PIC_FOG2_OY_02

    else

    @mb04.ox -= MOG::PIC_FOG2_OX_01

    @mb04.oy -= MOG::PIC_FOG2_OY_01 

    end

    if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true

    @mb05.ox -= MOG::PIC_FOG3_OX_02

    @mb05.oy -= MOG::PIC_FOG3_OY_02

    else

    @mb05.ox -= MOG::PIC_FOG3_OX_01

    @mb05.oy -= MOG::PIC_FOG3_OY_01 

    end

    @bot.color.set(r,g,b)    

    if @time > 400

       @time = 0

    end        

    if @rs == 0

    Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)

    @rs += 1

    end

    if @logo.opacity <= 100 and @logo_r == 1

    if Input.trigger?(Input::C) and @command_window.active == true

      case @command_window.index

      when 0  

        command_new_game

      when 1 

        command_continue

      when 2  

        command_shutdown

      end

    elsif Input.trigger?(Input::C) and @command_window.active == false or

      Input.trigger?(Input::B) and @command_window.active  == false

      Audio.se_play("Audio/SE/" + MOG::T_B_SE)

      @command_window.active = true

    end 

    end

    case @command_window.index

     when 0       

     @com.bitmap = RPG::Cache.title(MOG::COM + "_01")    

     when 1       

     @com.bitmap = RPG::Cache.title(MOG::COM + "_02")

     when 2       

     @com.bitmap = RPG::Cache.title(MOG::COM + "_03")    

     end

  end

  def command_new_game

    Audio.bgs_fade(800)

    $game_system.se_play($data_system.decision_se)

    Audio.bgm_stop

    Graphics.frame_count = 0

    $game_temp          = Game_Temp.new

    $game_system        = Game_System.new

    $game_switches      = Game_Switches.new

    $game_variables     = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen        = Game_Screen.new

    $game_actors        = Game_Actors.new

    $game_party         = Game_Party.new

    $game_troop         = Game_Troop.new

    $game_map           = Game_Map.new

    $game_player        = Game_Player.new

    $game_party.setup_starting_members

    $game_map.setup($data_system.start_map_id)

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    $game_player.refresh

    $game_map.autoplay

    $game_map.update

    $scene = Scene_Map.new

  end

  def command_continue

    unless @continue_enabled

      $game_system.se_play($data_system.buzzer_se)

      return

    end

    Audio.bgs_fade(800)

    $game_system.se_play($data_system.decision_se)

    $scene = Scene_Load.new

  end

  def command_shutdown

    $game_system.se_play($data_system.decision_se)

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    $scene = nil

  end

  def battle_test

    $data_actors        = load_data("Data/BT_Actors.rxdata")

    $data_classes       = load_data("Data/BT_Classes.rxdata")

    $data_skills        = load_data("Data/BT_Skills.rxdata")

    $data_items         = load_data("Data/BT_Items.rxdata")

    $data_weapons       = load_data("Data/BT_Weapons.rxdata")

    $data_armors        = load_data("Data/BT_Armors.rxdata")

    $data_enemies       = load_data("Data/BT_Enemies.rxdata")

    $data_troops        = load_data("Data/BT_Troops.rxdata")

    $data_states        = load_data("Data/BT_States.rxdata")

    $data_animations    = load_data("Data/BT_Animations.rxdata")

    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")

    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")

    $data_system        = load_data("Data/BT_System.rxdata")

    Graphics.frame_count = 0

    $game_temp          = Game_Temp.new

    $game_system        = Game_System.new

    $game_switches      = Game_Switches.new

    $game_variables     = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen        = Game_Screen.new

    $game_actors        = Game_Actors.new

    $game_party         = Game_Party.new

    $game_troop         = Game_Troop.new

    $game_map           = Game_Map.new

    $game_player        = Game_Player.new

    $game_party.setup_battle_test_members

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    $game_system.se_play($data_system.battle_start_se)

    $game_system.bgm_play($game_system.battle_bgm)

    $scene = Scene_Battle.new

  end

end

EDIT:

I should mention that the image "logo1" is the image I need moved. The default script has that as "texto"
 

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