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Help! opening credits

kocoum

Member

Hey
How do I create an opening sequence either before or after the game title? like a little 'movie' that shows some prologue or something where the player has to just sit and watch. and how do i make the transition smooth enough so that it doesnt look messed up / weird?
thanks

kocoum_@hotmail.com
 
It's simple, really.
Use a script that sends the title-screen to a map, event your cutscene there, then show the choices for new game, continue and exit.
For the script, try running a search.

Also, this doesn't belong here.
General support would be a better place for it.
 

kocoum

Member

oh, thanks guys

um.. right now it doesn't matter whether it goes before or after the menu. i just wanted to know how to do it basically.


Actingman00":2lxlsyf8 said:
RENEGADEOFBMX":2lxlsyf8 said:
Do as he said.
Wow, what a great help to the thread.  Thank you for this wonderous post.

This really doesn't belong here, but do you want it to be after the player hits "new game" or before that menu?
 
If you want it before, you'll need a script of some sort to display it. If you want it after, make the first map have an autorun event and show some text, do some eventing, everything you need for the cutscene/prologue. When you're finished, use a "Transfer Player" command and a self-switch to turn it off (if you plan on returning to the map, otherwise you don't need it).
 
This might be a silly question, but you want actual credits, like on the TV? Or do you just want a prologue?

The prologue part has been covered fairly well. Have an autorun event that starts the scene; then use move routes to move characters around and have them talk and interact until you've told the story that you need to tell.

If you want the credits as well, you could do something like making up some images of the captions you want in your favourite image editor. Then, at appropriate moments, you tint the map to darken it a little,  show the caption using Show Picture, wait for a few seconds, and then erase the picture and remove the tint.

The effect should be like one of those old cop shows where they'd freeze the action to display a credit. Probably work best in a modern setting, but try it and see. 

Just an idea, anyway. 
 
Use this script and call upon it

Code:
#Font
CREDITS_FONT = "Times New Roman"
CREDITS_SIZE = 24
CREDITS_OUTLINE = Color.new(0,0,127, 255)
CREDITS_SHADOW = Color.new(0,0,0, 100)
CREDITS_FILL = Color.new(255,255,255, 255)

#==============================================================================
# ¦ Scene_Credits
#------------------------------------------------------------------------------
# This script has been edited from the original RPG Maker XP version.
#------------------------------------------------------------------------------
# It now uses pictures from the pictures folder instead of titles from the
# titles folder.
#------------------------------------------------------------------------------
# This script might need the RMXP to RMVX Compatibility Patch avialble at RPG
# Maker.net
#------------------------------------------------------------------------------
# Edited by Mac Malone (Dr.?)
# XP Version: Oringinal Author unknow, but edidted by MiDas Mike so it doesn't
# play over the Title, but runs by calling the following:
# $scene = Scene_Credits.new
#==============================================================================

class Scene_Credits

# This next piece of code is the credits.
#Start Editing
CREDIT=<<_END_

Game Name Here

Director
---------------
Director's name here

Scripts
---------------
Scripts Providers here

Graphics
---------------
Graphics Providers here

Music and sound
---------------
Sound providers here

Mapping
---------------
Mappers names go here

Storyline
---------------
Storyline Creators text goes here

Beta Testers
---------------
Beta Testers text goes here


Special Thanks
---------------
Special Thanks text goes here

---------------



_END_
#Stop Editing
def main

#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = Sprite.new
#@sprite.bitmap = Cache.picture($data_system.title_name)
@backgroundList = ["Name of Image in Pictures Folder for Background Here"] #Edit this to the picture(s) you wish to show in the background. They do repeat.
@backgroundGameFrameCount = 0
# Number of game frames per background frame.
@backgroundG_BFrameCount = 3.4
@sprite.bitmap = Cache.picture(@backgroundList[0])

#------------------
# Credits Setup
#------------------

credit_lines = CREDIT.split(/\n/)
credit_bitmap = Bitmap.new(640,32 * credit_lines.size)
credit_lines.each_index do |i|
line = credit_lines[i]
credit_bitmap.font.name = CREDITS_FONT
credit_bitmap.font.size = CREDITS_SIZE
x = 0
credit_bitmap.font.color = CREDITS_OUTLINE
credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1)
credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1)
credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1)
credit_bitmap.font.color = CREDITS_SHADOW
credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1)
credit_bitmap.font.color = CREDITS_FILL
credit_bitmap.draw_text(0,i * 32,640,32,line,1)
end
@credit_sprite = Sprite.new(Viewport.new(0,50,640,380))
@credit_sprite.bitmap = credit_bitmap
@credit_sprite.z = 9998
@credit_sprite.oy = -430
@frame_index = 0
@last_flag = false

#--------
# Setup
#--------

# ME?BGS ??????
Audio.me_stop
Audio.bgs_stop
Audio.se_stop
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
@sprite.dispose
@credit_sprite.dispose
end

#Checks if credits bitmap has reached it's ending point
def last?
return (@frame_index >= @credit_sprite.bitmap.height + 480)
end
def last
if not @last_flag
@last_flag = true
@last_count = 0
else
@last_count += 1
end
if @last_count >= 300
$scene = Scene_Map.new
end
end

#Check if the credits should be cancelled
def cancel?
if Input.trigger?(Input::C)
$scene = Scene_Map.new
return true
end
return false
end

#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
@backgroundGameFrameCount = @backgroundGameFrameCount + 1
if @backgroundGameFrameCount >= @backgroundG_BFrameCount
@backgroundGameFrameCount = 0
# Add current background frame to the end
@backgroundList = @backgroundList << @backgroundList[0]
# and drop it from the first position
@backgroundList.delete_at(0)
@sprite.bitmap = Cache.picture(@backgroundList[0])
end
return if cancel?
last if last?
@credit_sprite.oy += 1
end
end

khmp: code tags around code please. You can erase this line when you see it.
 

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