darkgriffin
Member
Script Title:
Music track display
RMXP or RMVX:
RMXP
Detailed Description:
I need a window that is a lot like the text box used for dialog and messages, but does the following:
-Callable from an event script(like myWindow.say "text to say here")
-Shows up at the top of the screen, sliding in from the top. (Dialog is at the bottom in this game, and characters usually are in the center.)
-Displays two lines of text, like:
Song Title
Author of Song
-Slides away after a couple of seconds, on it's own.
-Does not need any player input to display.
-Does not interfere with regular text display, allowing dialog to display as normal even while this is being displayed.
Explanation of where I need to use it:
There are several emotional cutscenes in my game, with special music tracks that only play during these scenes. Most of these scenes are "hidden" or storyline A-B type setups, thus I don't want to give away the whole list of music in the credits. However, in order to give proper credit for the songs, I need to display the author and song title when I start playing the song.
Because the cutscenes are at emotional/storyline key points, I don't want to ruin the dialog by suddenly having the game announce a song in the dialog window. Instead, much like weather or screen changes work, I want to simply slide in the info, and then slide it back out, while the player can still take as long as they want reading the text the characters are saying.
It doesn't need to do anything fancy other then appear with the text required, count down on it's own independant of the dialog window, and then vanish. Ideally, I would not use a second event to trigger it's dissapearance, in order to keep from timing the song credit to the dialog if the player should be slow or fast at reading. That way, the song creator still gets the same amount of "screen time" for their name every time the scene is run.
Other Scripts I am using (in order):
I have a lot of modified scripts, but most use their own classes, and should not interfere with this. I also have a heavily modified skill damage setup(different days of the week in game make elements act different), but that probably won't have any effect on this script. Basically, try to keep it as independant as possible. I haven't modified any of the basic window code or any other default scripts, so it should be safe to reference those code if you really must.
Music track display
RMXP or RMVX:
RMXP
Detailed Description:
I need a window that is a lot like the text box used for dialog and messages, but does the following:
-Callable from an event script(like myWindow.say "text to say here")
-Shows up at the top of the screen, sliding in from the top. (Dialog is at the bottom in this game, and characters usually are in the center.)
-Displays two lines of text, like:
Song Title
Author of Song
-Slides away after a couple of seconds, on it's own.
-Does not need any player input to display.
-Does not interfere with regular text display, allowing dialog to display as normal even while this is being displayed.
Explanation of where I need to use it:
There are several emotional cutscenes in my game, with special music tracks that only play during these scenes. Most of these scenes are "hidden" or storyline A-B type setups, thus I don't want to give away the whole list of music in the credits. However, in order to give proper credit for the songs, I need to display the author and song title when I start playing the song.
Because the cutscenes are at emotional/storyline key points, I don't want to ruin the dialog by suddenly having the game announce a song in the dialog window. Instead, much like weather or screen changes work, I want to simply slide in the info, and then slide it back out, while the player can still take as long as they want reading the text the characters are saying.
It doesn't need to do anything fancy other then appear with the text required, count down on it's own independant of the dialog window, and then vanish. Ideally, I would not use a second event to trigger it's dissapearance, in order to keep from timing the song credit to the dialog if the player should be slow or fast at reading. That way, the song creator still gets the same amount of "screen time" for their name every time the scene is run.
Other Scripts I am using (in order):
I have a lot of modified scripts, but most use their own classes, and should not interfere with this. I also have a heavily modified skill damage setup(different days of the week in game make elements act different), but that probably won't have any effect on this script. Basically, try to keep it as independant as possible. I haven't modified any of the basic window code or any other default scripts, so it should be safe to reference those code if you really must.