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How do you make anime intro script?

So does anyone know how do you make an anime intro script? Making it an intro before the game itself, so does anyone know. It's a reel of pictures, that's anime right, if people played Dark Eternal, the new version you would see there intro. I'm after that type of intro, I don't know it's not a movie one, but it moves it could reel of pictures. It's in the beginning, it comes with pictures and it's anime, like Wild Arms.
 

Mac

Member

Well firstly please explain a little more about exactly what you want, remember to always read the forum guidelines.

Basically is it a movie file you will be showing at the beginning? is it a reel of pictures etc etc...please be alot more specific
 
lambchop;58556 said:
Introduction
This is a really simple splash screen for you. When you use this, two splash screens will appear when you open your game.

Steps
1. Open Main and change Scene_Title.new[/FONT] to Scene_Splash.new[/FONT].
Code:
  $scene = Scene_Splash.new

2. Put two graphics called Intro-1.png[/FONT] and Intro-2.png[/FONT] into your project's \Graphics\Pictures[/FONT] folder.

(note: these graphics can also be jpgs, gifs, or bmps... it really depends upon your preference)


3. Add this Scene_Splash[/FONT] script above Main:
Code:
#------------------------------------------------------------------------
# Show two splashscreens when your game loads
#------------------------------------------------------------------------
class Scene_Splash
  
 #--------------------------------------------------------------------------
 # ● Initialize the scene
 #--------------------------------------------------------------------------   
 def main
  
 # Load the System database & create a new game  
 $data_system = load_data("Data/System.rxdata")
 $game_system = Game_System.new

 # Initialize some transition stuff
 @show = true
 @hide = false
 @n = 0
 @splash_numb = 2
 
 # Define info about each splash screen 
 @sprite1 = Sprite.new
 @sprite1.bitmap = RPG::Cache.picture("Intro-1")
 @sprite1.opacity = 0
 
 @sprite2 = Sprite.new
 @sprite2.bitmap = RPG::Cache.picture("Intro-2")
 @sprite2.opacity = 0
 
 # Update graphics and input
 Graphics.transition
 loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
   end
 end

 # Discard your graphics when you leave this scene 
 Graphics.freeze
 @sprite1.dispose
 @sprite2.dispose
   
 end

 #--------------------------------------------------------------------------
 # ● Update the contents in this scene
 #-------------------------------------------------------------------------- 
 
 def update
   
   # If SPACEBAR is pressed, go to to title screen
   if Input.trigger?(Input::C)
      $scene = Scene_Title.new
   end
  
   # Change the opacity of the graphics
   transition 
   
   # Update graphics
   @sprite1.update
   @sprite2.update
   
 end
  
 #--------------------------------------------------------------
 # Transition through splash screens
 #--------------------------------------------------------------  
 def transition
        
      # Fade in a splashscreen
      if @show == true
         @n += 2
         if @n > 255
           @hide = true
           @show = false
           @n = 255
         end
       end
       
      # Fade out a splashscreen and load the next one
      if @hide == true
         @n -= 2
         if @n < 0
           @hide = false
           @show = true
           @splash_numb -= 1
           @n = 0
         end
       end       
      
      # Choose which action to perform in this scene
      case @splash_numb      
        when 0
          $scene = Scene_Title.new
        when 1
          @sprite2.opacity = @n
        when 2
          @sprite1.opacity = @n
      end       
       
 end 
 
 
end

4. Play your game!


Okay but what happens if you want it, with 15 pictures. She only does two. I want to make it moving, like a slideshow though, will this count, also she only does two so how do I do 15.
 

Mac

Member

Code:
#------------------------------------------------------------------------
# Show fifteen splashscreens when your game loads
#------------------------------------------------------------------------
class Scene_Splash
  
 #--------------------------------------------------------------------------
 # ● Initialize the scene
 #--------------------------------------------------------------------------   
 def main
  
 # Load the System database & create a new game  
 $data_system = load_data("Data/System.rxdata")
 $game_system = Game_System.new

 # Initialize some transition stuff
 @show = true
 @hide = false
 @n = 0
 @splash_numb = 15
 
 # Define info about each splash screen 
 @sprite1 = Sprite.new
 @sprite1.bitmap = RPG::Cache.picture("Intro-1")
 @sprite1.opacity = 0
 
 @sprite2 = Sprite.new
 @sprite2.bitmap = RPG::Cache.picture("Intro-2")
 @sprite2.opacity = 0

 @sprite3 = Sprite.new
 @sprite3.bitmap = RPG::Cache.picture("Intro-3")
 @sprite3.opacity = 0 

 @sprite4 = Sprite.new
 @sprite4.bitmap = RPG::Cache.picture("Intro-4")
 @sprite4.opacity = 0
 
 @sprite5 = Sprite.new
 @sprite5.bitmap = RPG::Cache.picture("Intro-5")
 @sprite5.opacity = 0

 @sprite6 = Sprite.new
 @sprite6.bitmap = RPG::Cache.picture("Intro-6")
 @sprite6.opacity = 0 

 @sprite7 = Sprite.new
 @sprite7.bitmap = RPG::Cache.picture("Intro-7")
 @sprite7.opacity = 0
 
 @sprite8 = Sprite.new
 @sprite8.bitmap = RPG::Cache.picture("Intro-8")
 @sprite8.opacity = 0

 @sprite9 = Sprite.new
 @sprite9.bitmap = RPG::Cache.picture("Intro-9")
 @sprite9.opacity = 0 

 @sprite10 = Sprite.new
 @sprite10.bitmap = RPG::Cache.picture("Intro-10")
 @sprite10.opacity = 0
 
 @sprite11 = Sprite.new
 @sprite11.bitmap = RPG::Cache.picture("Intro-11")
 @sprite11.opacity = 0

 @sprite12 = Sprite.new
 @sprite12.bitmap = RPG::Cache.picture("Intro-12")
 @sprite12.opacity = 0 

 @sprite13 = Sprite.new
 @sprite13.bitmap = RPG::Cache.picture("Intro-13")
 @sprite13.opacity = 0

 @sprite14 = Sprite.new
 @sprite14.bitmap = RPG::Cache.picture("Intro-14")
 @sprite14.opacity = 0 

 @sprite15 = Sprite.new
 @sprite15.bitmap = RPG::Cache.picture("Intro-15")
 @sprite15.opacity = 0 

 # Update graphics and input
 Graphics.transition
 loop do
   Graphics.update
   Input.update
   update 
   if $scene != self
     break
   end
 end

 # Discard your graphics when you leave this scene 
 Graphics.freeze
 @sprite1.dispose
 @sprite2.dispose
 @sprite3.dispose
 @sprite4.dispose
 @sprite5.dispose
 @sprite6.dispose
 @sprite7.dispose
 @sprite8.dispose
 @sprite9.dispose
 @sprite10.dispose
 @sprite11.dispose
 @sprite12.dispose
 @sprite13.dispose
 @sprite14.dispose
 @sprite15.dispose
 end

 #--------------------------------------------------------------------------
 # ● Update the contents in this scene
 #-------------------------------------------------------------------------- 
 
 def update
   
   # If SPACEBAR is pressed, go to to title screen
   if Input.trigger?(Input::C)
      $scene = Scene_Title.new
   end
  
   # Change the opacity of the graphics
   transition 
   
   # Update graphics
   @sprite1.update
   @sprite2.update
   @sprite3.update
   @sprite4.update
   @sprite5.update
   @sprite6.update
   @sprite7.update
   @sprite8.update
   @sprite9.update
   @sprite10.update
   @sprite11.update
   @sprite12.update
   @sprite13.update
   @sprite14.update
   @sprite15.update
   
 end
  
 #--------------------------------------------------------------
 # Transition through splash screens
 #--------------------------------------------------------------  
 def transition
        
      # Fade in a splashscreen
      if @show == true
         @n += 2
         if @n > 255
           @hide = true
           @show = false
           @n = 255
         end
       end
       
      # Fade out a splashscreen and load the next one
      if @hide == true
         @n -= 2
         if @n < 0
           @hide = false
           @show = true
           @splash_numb -= 1
           @n = 0
         end
       end       
      
      # Choose which action to perform in this scene
      case @splash_numb      
        when 0
          $scene = Scene_Title.new
        when 1       
          @sprite15.opacity = @n
        when 2
          @sprite14.opacity = @n
        when 3
          @sprite13.opacity = @n
        when 4
          @sprite12.opacity = @n
        when 5
          @sprite11.opacity = @n
        when 6
          @sprite10.opacity = @n
        when 7
          @sprite9.opacity = @n
        when 8
          @sprite8.opacity = @n
        when 9
          @sprite7.opacity = @n
        when 10
          @sprite6.opacity = @n
        when 11
          @sprite5.opacity = @n
        when 12
          @sprite4.opacity = @n
        when 13
          @sprite3.opacity = @n
        when 14
          @sprite2.opacity = @n
        when 15
          @sprite1.opacity = @n
      end              
 end 
end
There we go all 15 for you.

EDIT: Actually go with SS you know you get the best from his scripts
 

Mac

Member

@SephirothSpawn: Pshhht lol, that is true but i was busy doing the tactical battle majiggy so i am excused XD

@angelicgemini: All you need to do is change the rate speed between pictures.

e.g.

Firstly go to the lines:-

And change this
Code:
if @n = 0
to this
Code:
@if n = 255

Then change this
Code:
@n = 0
to this
Code:
@n = 255

After that its pretty easy look that these lines.

Code:
@n += 2

Code:
@n -= 2

This is in seconds, basically what this does is it defines how long it takes to fade into the next image (+=) and out of the image (-=).

e.g

The code below would be two seconds and if you want it to go faster then change that to a lower intergar (an intergar is a whole number e.g. 1, 2, 7, -5, 0 etc) but aswell as this it should be adle to be turned into a float (a float is a non whole number such as 1.2, 5.7, -12.6, 0.54 etc) so if you changed the number to 1 it would last one second before it changed, if you changed it to 0.5 then it would last half a second and so on.

Code:
@n += 2

Hope you understood all of that, tried to give you a little extra scripting knowledge there :D
 
okay, thank you, it is helpful, but would it make a proper intro though. Because I want an intro really badly, as anyone played Dark Eternal, if they have then look at his intro and I want it like that if you haven't go to Zenosoft and download it.
 
If you want the DE Into, you do it with events, charsets, and pictures. Just make your own pictures that are cutscene-style and put that in there. I don't think a script is needed for an intro like that.
 

Mac

Member

Whoa! Its like 220 mb big, just test out the script changes i told you and see if it works, i would usually dl it but since we upgraded to 8 meg our connection company 'Karoo' has messed it all up and i keep getting dced.
 
Okay I will try it out, but I would like it to be a reel of pictures like where with them moving like in a intro or anime intro. I want it bit like WA intro or Slayers or any Tales games, intro would this be like that and would it need pictures or not. That's what I'm trying to say.
 
Tales game...yeah...from what I have seen in Tales of Legendia, if you want to create something like that, I think you would expect to get a lot of pictures, unless you already compiled the movie file.
If you're solely using pictures, expect to use like a bajillion and experience lag.
 

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