Hey, I need to know if it's possible to execute a common event before the title screen or to make a small intro (where the camera scrolls from the bottom of the map to the top (when the scrolling is done the options and title will fade/move in and the title screen would be activated from there).
Here a few possible solutions that might work:
1. Use common event before title screen (meaning i would just make a picture, use an event to put it on screen, and then move it down slowly)
2. Disable the title screen (just for the beginning) and after scrolling is done, the title screen would activate)
3. Make the title screen a map (I know you can do that with a script) and deactivate the title screen until animation is done...
Here's an example of what I'm talkin about:
http://www.youtube.com/watch?v=2eYBs2A0rVU
And, yes, I do have the script to make the options on the menu pictures.
And here it is:
Also.... just not to make 2 threads here... How would I be able to let the player enable fullscreen mode?
Here a few possible solutions that might work:
1. Use common event before title screen (meaning i would just make a picture, use an event to put it on screen, and then move it down slowly)
2. Disable the title screen (just for the beginning) and after scrolling is done, the title screen would activate)
3. Make the title screen a map (I know you can do that with a script) and deactivate the title screen until animation is done...
Here's an example of what I'm talkin about:
http://www.youtube.com/watch?v=2eYBs2A0rVU
And, yes, I do have the script to make the options on the menu pictures.
And here it is:
Code:
=begin
=========================================
Professional Title Screen ver. 2.0 English Translation **Side Arrow Version**
Script by パラ犬, Edited by Kio !! :D
http://rpg.para.s3p.net/
-->Released and translated by Sonicia.
Search for my name (Sonicia)for the customizing place where you can arange the
graphics where you want them. Please credit Kio, who orginally made this script
compatable, and me for translating, releasing, and finding out how to use it.
Note, in a few rare spots there is still Japanese, since it was code I didnt
change it for fear of messing it up. All comments are translated by Sonicia.
Note: you MUST HAVE continue.png, continue_active.png, newgame.png,
newgame_active.png, shutdown.png, and shutdown_active.png in your game's
graphics\title folder. The graphics must be the same size, both active and inactive.
This means that if you have an arrow or text for active make that one first, duplicate,
then erase the arrow and edit the rest of the picture or it will be set off.
Edited by Tim Robb (crystal)
I have allowed the .png files to be larger than 150x50.
Also I have enabled the left and right to work correctly.
Please give credit for this.
Credit Tim Robb for releasing the update and Eion Robb for fixing it.
Thank you, and enjoy!
=========================================
=========================================
Title menu picture
=========================================
=end
module PARA_TITLE_CUSTOM
# Menu command picture, (true/false)
IMG_MENU = true
#↓---Menu command picture Setting---
#Character string of menu command
#MENU_NEWGAME = ?new game? # new game
MENU_NEWGAME = "ニューゲーム" # ニューゲーãƒ
#MENU_LOAD = ?continuing? # continuing
MENU_LOAD = "コンティニュー" # コンティニュー
#MENU_EXTRA
MENU_EXTRAS = "extras"
#MENU_END = ?shutdown? # shutdown
MENU_END = "シャットダウン" # シャットダウン
# window frame (true/false)
WINDOW_TRANS = false
#Transparency of the window frame
WINDOW_OPACITY = 160
#Side size (horizontal?) of # window
WINDOW_WIDTH = 192
#Vertical position of window (0: Coordinate appointment/
#1: The left edge/2: Center/3: Right hand edge)
WINDOW_ALIGN = 2
#When # ?coordinate appointment? being, abscissa of the window
WINDOW_POS_X = 0
#Vertical position of # window (0: Coordinate appointment/
#1: Top/2: Center/3: Bottom)
WINDOW_VALIGN = 0
#When ?coordinate appointment? being, ordinate of the window
WINDOW_POS_Y = 288
#==========================================
=begin
Sonicia
Customize the location and the graphics make sure you change
only the numbers, 250 is approxamtely the center of
the vertical screen.
Make sure that the command pictures are in the ?Graphics/Titles? folder
=end
#==========================================
#New Game Graphic
IMG_NEWGAME = ["newgame","newgame_active"]
IMG_NEWGAME_X = 120 # Horizontal position
IMG_NEWGAME_Y = 270 # Vertical position
#Continue Graphic
IMG_LOAD = ["continue","continue_active"]
IMG_LOAD_X = 170 # Horizontal position
IMG_LOAD_Y = 320 # Vertical position
#Extras Graphic
IMG_EXTRAS = ["extras","extras_active"]
IMG_EXTRAS_X = 220 #X Position
IMG_EXTRAS_Y = 370 #Y Position
#Shut Down Graphic
IMG_END = ["shutdown","shutdown_active"]
IMG_END_X = 270 # Horizontal position
IMG_END_Y = 420 # Vertical position
=begin
My orginal settings for reference Copy and paste if you need to
#New Game Graphic
IMG_NEWGAME = ["newgame","newgame_active"]
IMG_NEWGAME_X = 250 # Horizontal position
IMG_NEWGAME_Y = 260 # Vertical position
#Continue Graphic
IMG_LOAD = ["continue","continue_active"]
IMG_LOAD_X = 250 # Horizontal position
IMG_LOAD_Y = 300 # Vertical position
#Shut Down Graphic
IMG_END = ["shutdown","shutdown_active"]
IMG_END_X = 250 # Horizontal position
IMG_END_Y = 340 # Vertical position
=end
#END CUSTOMIZABLE AREA
#============================================
#Synthetic method of picture (0: Usually/1: Addition/2: Subtraction)
BLEND_TYPE = 0
end
#------------------------------------------------------------------------------
#======================================
# â– Scene_Title
#======================================
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)
# Make command window
s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
s2 = PARA_TITLE_CUSTOM::MENU_LOAD
s3 = PARA_TITLE_CUSTOM::MENU_EXTRAS
s4 = PARA_TITLE_CUSTOM::MENU_END
w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
@command_window = Window_Command.new(w, [s1, s2, s3, s4])
if PARA_TITLE_CUSTOM::WINDOW_TRANS
@command_window.opacity = 0
else
@command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
end
# Position of the window
case PARA_TITLE_CUSTOM::WINDOW_ALIGN
when 0
@command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
when 1
@command_window.x = 0
when 2
@command_window.x = ( 640 - @command_window.width ) / 2
when 3
@command_window.x = 640 - @command_window.width
end
case PARA_TITLE_CUSTOM::WINDOW_VALIGN
when 0
@command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
when 1
@command_window.y = 0
when 2
@command_window.y = ( 480 - @command_window.height ) / 2
when 3
@command_window.y = 480 - @command_window.height
end
# 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
# Command Picture
if PARA_TITLE_CUSTOM::IMG_MENU
@command_window.visible = false
@command_img1 = Sprite.new
#@command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
@command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
@command_img2 = Sprite.new
#@command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
@command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
@command_img3 = Sprite.new
#@command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND TYPE
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRAS[0])
@command_img3.x = PARA_TITLE_CUSTOM::IMG_EXTRAS_X
@command_img3.y = PARA_TITLE_CUSTOM::IMG_EXTRAS_Y
@command_img4 = Sprite.new
#@command_img4.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
@command_img4.x = PARA_TITLE_CUSTOM::IMG_END_X
@command_img4.y = PARA_TITLE_CUSTOM::IMG_END_Y
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
if @continue_enabled
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
else
@command_img2.opacity = 160
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
end
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
if PARA_TITLE_CUSTOM::IMG_MENU
end
# Graphics Dispose
@command_img1.dispose
@command_img2.dispose
@command_img3.dispose
@command_img4.dispose
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# 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 #Extras
$game_system.se_play($data_system.decision_se)
$scene = Scene_ExtraLoad.new
when 3 # Shutdown
command_shutdown
end
end
if Input.repeat?(Input::LEFT)
@command_window.index -= 1
if (@command_window.index < 0)
@command_window.index = 3
end
end
if Input.repeat?(Input::RIGHT)
@command_window.index += 1
if (@command_window.index > 3)
@command_window.index = 0
end
end
if PARA_TITLE_CUSTOM::IMG_MENU
case @command_window.index
when 0 # New Game
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRAS[0])
@command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 1 # Continue Game
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRAS[0])
@command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 2 #Extras
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRAS[1])
@command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 3 # End Game
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_EXTRAS[0])
@command_img4.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
end
end
end
end
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
Also.... just not to make 2 threads here... How would I be able to let the player enable fullscreen mode?