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Kind of a quirky dilemma...

I'm using Mog's animated title screen Celia script, and have over 99 images I want to flash across the title screen. However, for some reason all of the images from 100 on are not recognized and do not play with the rest of the pictures.
I looked through the script but could see no cut off or line drawn as far as number of images limits, so Iono...

Any help would be greatly appreciated!
 
OK here it is straight from my Script Editor in my game:

Code:
#_________________________________________________
# MOG Animated Title Celia V1.4            
#_________________________________________________
# By Moghunter    
# http://www.atelier-rgss.com
#_________________________________________________
# Tela de titulo animada por frames.
# Para nomear os frames de imagens nomeie da seguinte forma.
#
# Title0.jpg /Title1.jpg / Title2.jpg / Title3.jpg /... 
#
# Coloque o nome Title + o numero do frame.
# (A quantidade de frames é ilimitada.)
# Ainda serão necessários as imagens de comando.
#
# Com_01.jpg / Com_02.jpg / Com_03.jpg
#
# Todas as imagens devem ficar na pasta GRAPHICS/TITLES/
module MOG
#Ativar fullScreen automático.  
FULL_SCREEN = true
#Velocidade da animação
BACKTITLESPEED = 1
#Posição do comando.
COM_X = 0  # Com X Pos
COM_Y = 0  # Com Y Pos
end
#----------------------------------
# Scene_Title
#----------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["title_celia"] = true
$full_screen = 1
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 = "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
    @command_window.visible = false
    @com = Sprite.new
    @com.bitmap = RPG::Cache.title("Com_01") rescue nil 
    @com.z = 10
    @com.x = (MOG::COM_X)
    @com.y = (MOG::COM_Y)
    @continue_enabled = false
    @frmtitle = Sprite.new
    @frmtitle.bitmap = Bitmap.new(640,480)
    @frmtitle.bitmap = RPG::Cache.title("Title0") rescue nil 
    @backtitleref = 0 
    @backtitlespeed = 0
    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
    $game_system.bgm_play($data_system.title_bgm)
    Audio.me_stop
    Audio.bgs_stop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @frmtitle.dispose
    @com.dispose
  end
  def update
    @command_window.update
     case @command_window.index
     when 0
     @com.bitmap = RPG::Cache.title("Com_01") rescue nil       
     when 1
     @com.bitmap = RPG::Cache.title("Com_02") rescue nil       
     when 2
     @com.bitmap = RPG::Cache.title("Com_03") rescue nil 
     end       
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0  
        command_new_game
      when 1  
        command_continue
      when 2 
        command_shutdown
      end
    end
     @backtitlespeed += 1    
  if @backtitlespeed > MOG::BACKTITLESPEED 
     @backtitleref += 1
     @backtitlespeed = 0
  end
  if @frmtitle.bitmap != nil 
  @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
  end
  if @frmtitle.bitmap == nil 
     @backtitleref = 0 
  @frmtitle.bitmap = RPG::Cache.title("Title" + @backtitleref.to_s) rescue nil
  end  
  end
  def command_new_game
    $game_system.se_play($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
    $game_system.se_play($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

the Com_01, Com_02, and Com_03 are for the New Game, Continue, and Exit option screen and aren't part of the animated Title Screen

any help would be GREATLY appreciated! I'm sorry if it's an easy fix, I'm all thumbs with scripting =(
 
It's not really a 'title skip', but an 'animated title'. It cycles through a series of images or animation frames as the background of the title page.
That being said, It only modifies the Scene_Title, so it should not interfere with an ABS.

Be Well
 

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