I'm just looking for another minor edit, well maybe not to minor. :-/
Anyway, I'm using a credit script to display the credits but I really don't like how it's stationary. The credits zoom over a stationary background title image.
Their is two edits I would like made to the script:
1) The background should play as soon as the call script is given, for some reason the author only made the credits scene display and not have music. You should be able to customize the music, such as volume and pitch through the script as well
So something like:
game.bgm.play =
@volume = 100
@pitch = 90
2) I would like several images to be displayed throughout the credits. Every x frames, the image that would be currently displayed would switch to another image. So the background is never the same. The images would be placed in the pictures folder.
For example I'm not sure if anyone has ever played Final Fantasy 8 but if you have you notice the intro has the music playing and it scrolls through a bunch of pictures. I want these credits to do the same. When one image is switched to another, I would like a fading effect.
I know I wasn't to clear with my explanations but if you have any questions please don't hesitate to ask!
Anyway, I'm using a credit script to display the credits but I really don't like how it's stationary. The credits zoom over a stationary background title image.
Their is two edits I would like made to the script:
1) The background should play as soon as the call script is given, for some reason the author only made the credits scene display and not have music. You should be able to customize the music, such as volume and pitch through the script as well
So something like:
game.bgm.play =
@volume = 100
@pitch = 90
2) I would like several images to be displayed throughout the credits. Every x frames, the image that would be currently displayed would switch to another image. So the background is never the same. The images would be placed in the pictures folder.
For example I'm not sure if anyone has ever played Final Fantasy 8 but if you have you notice the intro has the music playing and it scrolls through a bunch of pictures. I want these credits to do the same. When one image is switched to another, I would like a fading effect.
Code:
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
#------------------------------------------------------------------------------
# Scrolls the credits you make below. Original Author unknown. Edited by
# MiDas Mike so it doesn't play over the Title, but runs by calling the following:
# $scene = Scene_Credits.new
#==============================================================================
class Scene_Credits
# This next piece of code is the credits.
CREDIT=<<_END_
#Start Editing
Untitled Project
Director
---------------
MiDas Mike
Scripts
---------------
SephirothSpawn
Deke
Dubealex
Momomomo? (yes, that's their name)
Wachunga
Near Fantastica
Datriot
MeisMe
rpgmaker
CogWheel
BudsieBuds
Graphics
---------------
Tana
zanyzora
ccoa
Enterbrain
TR-the-one-and-only
Music and sound
---------------
Andrew Estrada
DoomWorld.com
IcePlug
Andy Smith
Enterbrain
Joe Gallagher
drenrin2120
Mapping
---------------
MiDas Mike
Storyline
---------------
MiDas Mike
Beta Testers
---------------
Special Thanks
---------------
Unlimited Adventures - "Without that game, this game would never
have made a start. UA is where Journey of Heroes first started."
Trickster - "Thanks for fixing the scripts. I greatly appreciate your
help in this project."
---------------
Thank you for playing this game. We hope you enjoyed it. Watch for
other titles by MiDas Productions in the future..
#Stop Editing
_END_
def main
#-------------------------------
# Animated Background Setup
#-------------------------------
@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@backgroundList = ["Land of Arcania"] #Edit this to the title screen(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 = RPG::Cache.title(@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 = RPG::Cache.title(@backgroundList[0])
end
return if cancel?
last if last?
@credit_sprite.oy += 1
end
end
I know I wasn't to clear with my explanations but if you have any questions please don't hesitate to ask!