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.

Is there a way to make .gifs work in Titles?

Ŧ o )( i C;212308 said:
Is there a way to make .gifs work in titles? i kinda took a while to make one and cant use it.

Code:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $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")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @index = 0
    @lol = 0
    @byahh = 0
    # Making the pictures for the buttons
    @sprite_button = Sprite.new
    @sprite_button.bitmap = RPG::Cache.picture("newgame.png")
    @sprite_button.opacity = 0
    @sprite_underline = Sprite.new
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @index = 1
    else
      #@command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop <-----------------------------------------------------------
    loop do
    #Controls
    if @sprite_button.opacity <= 255
      @sprite_button.opacity += 10
    end
      if Input.trigger?(Input::DOWN)
        if @index < 2
          @index += 1
        else
          @index = 0
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if Input.trigger?(Input::UP)
        if @index > 0
          @index -= 1
        else 
          @index = 2
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if @index == 0
        @sprite_button.bitmap = RPG::Cache.picture("newgame.png")
        @filename = "ng"
      elsif @index == 1
        @sprite_button.bitmap = RPG::Cache.picture("continue.png")
        @filename = "cont"
      elsif @index == 2
        @sprite_button.bitmap = RPG::Cache.picture("quit.png")
        @filename = "quit"
      end
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    #@command_window.dispose
    # Dispose of title graphic
    @sprite_button.bitmap.dispose
    @sprite_button.dispose
    @sprite_underline.bitmap.dispose
    @sprite_underline.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
        if @lol <= 12
          case @lol
            when 4
              @sprite_underline.bitmap = RPG::Cache.picture(@filename + "1.png")
            when 8
              @sprite_underline.bitmap = RPG::Cache.picture(@filename + "2.png")
            when 12
              @sprite_underline.bitmap = RPG::Cache.picture(@filename + "3.png")
            else
          end
          @lol += 2
        end
    # Update command window
    #@command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for 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")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $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
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end

Now that's just the whole scene_title class. This is just how I've set up a random one to use some animations for when you switch between newgame, continue, and end game.

Code:
    # Main loop <-----------------------------------------------------------
    loop do
    #Controls
    if @sprite_button.opacity <= 255
      @sprite_button.opacity += 10
    end
      if Input.trigger?(Input::DOWN)
        if @index < 2
          @index += 1
        else
          @index = 0
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if Input.trigger?(Input::UP)
        if @index > 0
          @index -= 1
        else 
          @index = 2
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if @index == 0
        @sprite_button.bitmap = RPG::Cache.picture("newgame.png")
        @filename = "ng"
      elsif @index == 1
        @sprite_button.bitmap = RPG::Cache.picture("continue.png")
        @filename = "cont"
      elsif @index == 2
        @sprite_button.bitmap = RPG::Cache.picture("quit.png")
        @filename = "quit"
      end

(cut out for importance)

Code:
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
        if @lol <= 12
          case @lol
            when 4
              @sprite_underline.bitmap = RPG::Cache.picture(@filename + "1.png")
            when 8
              @sprite_underline.bitmap = RPG::Cache.picture(@filename + "2.png")
            when 12
              @sprite_underline.bitmap = RPG::Cache.picture(@filename + "3.png")
            else
          end
          @lol += 2
        end
    # Update command window
    #@command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end

Anyways what's going on here is @lol is updating by 2 at a time each frame, if you want to make it continue endlessly, you just have @lol reset to 0 once you reach the right number. (i.e.
Code:
when 16
              @lol = 0

Also cut out for importance.

Compare to the basic scene_title, figure out what's going on, etc.

It's nice to be able to understand what I'm doing with my rudimentary code there so you can customize it for yourself in the future too.

Note that I'm not using gifs at all, just having each frame as a different picture. (such as ng1.png, ng2.png, or cont1.png,cont2.png)

Oh also note that these pictures overlap the title screen and also don't have any real placement so you'd be needing to use 640x480 pictures with a lot of transperency.

EDIT: hehe, also note my horrible variable naming, I should probably fix that. (bad habit of mine when drafting code that I sometimes forget to fix)
 
No, only png and jpeg files can be used. What you can do, however, is convert your gif image into a png file. Just open up your image using a paint program and then click on "save as" and then on the second drop down menu, select png.

**EDIT**
Or you can use Andy's method.
 
Oh I actually took it as he wanted to have an animated title. I kind of like animated titles and think they're quite nice! I'll upload one I made a while ago for a project that died in the water months ago. (It's got different code than the one I showed you there but it does have a continually updating graphic on it).

If it's just a .gif that's not animated yeah totally do what Alexia said and disregard my long and confusing post.

EDIT: http://www.sendspace.com/file/tvq4fp - It's not the process you're looking for, but it's got the basics of how you'd implement it. (it's just one scrolling picture, note the really weird x and y coordinates updating, it took a while to get one that made it go straight and not... wiggle I guess would be the word)

EDIT AGAIN: uh you better just use that thing I uploaded as something fun to look at because I kind of coded it terribly. (variables @awesome and @awesome0 come to mind)
 
Firstly i was really suprised at the 3 quick replies. Next for Alexia, does the .png file allow the .gif to move? Because its a .gif because it is animated. for Andy i'm thinking about changing my idea to what you showed me simply because ITS MAD! (sorry... im a bit new to RPG Maker if that kind of stuff is usual) and is that the same script for the one you showed me on the 1st post or different and if its different can u tell me where u changed the script.
 
.png files cannot be animated, sadly it's not a very simple process to have an animated title.

The thing I uploaded is a different script than what I originally posted, but it shows an animation that's moving perpetually without user input, versus what I originally put up there, which is animation based on what index is selected. I'm just going to write something quick up that should suit what you basically need. (just save the frames of your .gif individually as .pngs, and name them title1.png, title2.png, etc.)

EDIT: Alright I got it. You'll need to have your frames labelled title1.png and onwards (title1.png, title2.png, title3.png, and so on) and have them saved into your game's picture folder.

Then go into the script editor and in the class selector, find scene_title (about 3/4 of the way down, it's the first of the scene_[whatever] area), and paste this code into it.

Code:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $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")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @cheerio = 0
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @sprite_title_ani = Sprite.new
    @sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @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
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite_title_ani.bitmap.dispose
    @sprite_title_ani.dispose
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @cheerio <= 16
      case @cheerio
        when 4
          @sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
        when 8
          @sprite_title_ani.bitmap = RPG::Cache.picture("title2.png")
        when 12
          @sprite_title_ani.bitmap = RPG::Cache.picture("title3.png")
        when 16
          @cheerio = 0
      end
      @cheerio += 2
    end
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $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
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for 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")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $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
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end

Now this is the part you're going to have to deal with:
Code:
    if @cheerio <= 16
      case @cheerio
        when 4
          @sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
        when 8
          @sprite_title_ani.bitmap = RPG::Cache.picture("title2.png")
        when 12
          @sprite_title_ani.bitmap = RPG::Cache.picture("title3.png")
        when 16
          @cheerio = 0
      end
      @cheerio += 2
    end

You need to find that, and then change it to fit how many frames you have and how fast you want it to go. Note that every frame it increases @cheerio by 2, so every 2 frames it will update the picture.

Now to have it go over this 3 frame limit you need to first change

Code:
if @cheerio <= 16
to whatever your max is times 4. aka "when 16 @cheerio = 0" is the max.

so for each frame, you'll add a when thing, say you want 6 frames, it'll look like this:

Code:
    if @cheerio <= 28
      case @cheerio
        when 4
          @sprite_title_ani.bitmap = RPG::Cache.picture("title1.png")
        when 8
          @sprite_title_ani.bitmap = RPG::Cache.picture("title2.png")
        when 12
          @sprite_title_ani.bitmap = RPG::Cache.picture("title3.png")
        when 16
          @sprite_title_ani.bitmap = RPG::Cache.picture("title4.png")
        when 20
          @sprite_title_ani.bitmap = RPG::Cache.picture("title5.png")
        when 24
          @sprite_title_ani.bitmap = RPG::Cache.picture("title6.png")
        when 28
          @cheerio = 0
      end
      @cheerio += 2
    end
 
Where do i put this?
Code:
 # Main loop <-----------------------------------------------------------
    loop do
    #Controls
    if @sprite_button.opacity <= 255
      @sprite_button.opacity += 10
    end
      if Input.trigger?(Input::DOWN)
        if @index < 2
          @index += 1
        else
          @index = 0
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if Input.trigger?(Input::UP)
        if @index > 0
          @index -= 1
        else 
          @index = 2
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if @index == 0
        @sprite_button.bitmap = RPG::Cache.picture("newgame.png")
        @filename = "ng"
      elsif @index == 1
        @sprite_button.bitmap = RPG::Cache.picture("continue.png")
        @filename = "cont"
      elsif @index == 2
        @sprite_button.bitmap = RPG::Cache.picture("quit.png")
        @filename = "quit"
      end
 

Mac

Member

You don't put this code anywhere:-
Code:
 # Main loop <-----------------------------------------------------------
    loop do
    #Controls
    if @sprite_button.opacity <= 255
      @sprite_button.opacity += 10
    end
      if Input.trigger?(Input::DOWN)
        if @index < 2
          @index += 1
        else
          @index = 0
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if Input.trigger?(Input::UP)
        if @index > 0
          @index -= 1
        else 
          @index = 2
        end
        @sprite_button.opacity = 0
        @lol = 0
      end
      if @index == 0
        @sprite_button.bitmap = RPG::Cache.picture("newgame.png")
        @filename = "ng"
      elsif @index == 1
        @sprite_button.bitmap = RPG::Cache.picture("continue.png")
        @filename = "cont"
      elsif @index == 2
        @sprite_button.bitmap = RPG::Cache.picture("quit.png")
        @filename = "quit"
      end

Thats already part of the animated title screen, so you need to edit that part in the script to the images you want using for the continue, quit, stat button etc.

e.g.

Code:
        @sprite_button.bitmap = RPG::Cache.picture("newgame.png")

Change the newgame.png too what the image name is.
 
SephirothSpawn made a system that used .PNG files to simulate the effect of animated .GIF files. His original demo showed the animation occuring IN the title screen. A description (the original) can be found right here:
Quick Animations Version: 1
http://hometown.aol.com/Der%20VVulfman/ ... /S_N_D.png[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]
by Sephiroth Spawn (07-13-2006)
Audio/Video Enhancements / Advanced Scripters
The Idea here, is to replace GIF's with a chain of png or whatever files. You create the image just as you would a sprite (acutally, its just a complex sprite) and the script takes care of the rest. This is more of a tool for scripters.​

But, IGNORE THE LINK IN THE TOPIC! Seph hasn't updated the links in his posts save for his test bed. It contains most of his up-to-date scripts (INCLUDING THIS ONE) here:
Seph's Test Bed
http://hometown.aol.com/Der%20VVulfman/ ... ns/SDK.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/S_N_D.png[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/FORUMS.PNG[/IMG]http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/Forum_Icons/REQ.PNG[/IMG]
By SephirothSpawn (12-13-2006)
This is a complete collection and merge of all my scripts I have and haven't posted. It is a work in progress. I will try to add a new version as often as I can, usually every 10-15 scripts (2-3 weeks).
 

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