I've been having problems with Kain Nobel's Splash Screen script. I followed the instructions precisely, double checked the Pictures folder for the image, and am using no other custom scripts, but it always skips directly to Scene_Title. Any ideas on what could cause this? Script below.
[rgss]Â
#===============================================================================
# ~** Introductiory Splash Screen **~
#-------------------------------------------------------------------------------
#  Written by  : Kain Nobel
#  Version    : 4.6
#  Last Update  : 06/30/2008
# Â Date Created : 02/19/2008
#===============================================================================
# Â Special Thanks
# Â Â Inspired by an old script by Dubealex.
#===============================================================================
################################################################################
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# ~** Â Â Â Â Â Â Â Â CUSTOMIZABLE CONSTANTS - BEGIN Â Â Â Â Â Â Â Â Â Â Â **~ #
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
################################################################################
class Splash
 #-----------------------------------------------------------------------------
 # true  : must be 'true' for the script to even work at all.
 # false : yup, the script won't work at all with it 'false'.
 #-----------------------------------------------------------------------------
 Enabled = true
 #-----------------------------------------------------------------------------
 # true  : script plays during editor playtest and from Game.exe
 # false : script disabled during playtest, only works from Game.exe
 #-----------------------------------------------------------------------------
 DEBUG  = true
 #-----------------------------------------------------------------------------
 # nil   : Plays the Title Screen's BGM.
 # ''    : Doesn't play any splash BGM.
 # 'Song'  : Plays track, based on name, in your BGM folder.
 #-----------------------------------------------------------------------------
 BGM   = ''
 BGS   = ''
 #-----------------------------------------------------------------------------
 # Must be named according to filename in the specified
 # folder, 'Graphics/Titles'. The file extention should not
 # matter unless you've got 2 images of the same name with
 # different file extentions. Any image that doesn't exist
 # will be rescue replaced with the default title image.
 #-----------------------------------------------------------------------------
 Images  = {
    1 => "Nerds In Uniform"
 }
 #-----------------------------------------------------------------------------
 # Which Scene would you like to jump to after the splash screen?
 #-----------------------------------------------------------------------------
 Next_Scene = Scene_Title.new
end
################################################################################
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# ~** Â Â Â Â Â Â Â Â Â CUSTOMIZABLE CONSTANTS - END Â Â Â Â Â Â Â Â Â Â Â Â **~ #
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
################################################################################
class Scene_Splash
 #-----------------------------------------------------------------------------
 # * Object Initialization
 #-----------------------------------------------------------------------------
 def initialize
  # Initilizes Splash Screen play information
  @show     = true
  @transition  = 0
  @index     = 0
  @images    = Splash::Images.size + 1
  @sprite    = []
  @splash_bgm  = Splash::BGM
  @splash_bgs  = Splash::BGS
  # Load the System Database Information
  $game_system  = Game_System.new
  $data_system  = load_data("Data/System.rxdata")
 end
 #-----------------------------------------------------------------------------
 # * Main Method
 #-----------------------------------------------------------------------------
 def main
  # Skip to Next Scene if Splash isn't Enabled
  unless Splash::Enabled
   next_scene
   return
  end
  # Skip to Next Scene if $DEBUG flag and if playtest DEBUG disabled.
  if $DEBUG and not Splash::DEBUG
   next_scene
   return
  end
  setup_splash_scene
  # Graphics Transition
  Graphics.transition
  loop do
   Graphics.update
   Input.update
   # Update Method
   update
   if $scene != self
    break
   end
  end
  # Dispose of Graphics after loop/update has finished.
  Graphics.freeze
  for i in 1...@images
   @sprite.dispose
  end
 end
 #-----------------------------------------------------------------------------
 # * Setup Method
 #-----------------------------------------------------------------------------
 def setup_splash_scene
  # Play Splash BGM
  @blank     = RPG::AudioFile.new("")
  case @splash_bgm
  when ''  ; $game_system.bgm_play($data_system.title_bgm)
  when nil  ; $game_system.bgm_play(RPG::AudioFile.new(''))
  else    ; $game_system.bgm_play(RPG::AudioFile.new(@splash_bgm))
  end
  # Play Splash BGS
  $game_system.bgs_play(RPG::AudioFile.new(@splash_bgs)) rescue @blank
  @blank     = RPG::Cache.title($data_system.title_name)
  # Create Splash Images
  for i in 1...@images
   @sprite = Sprite.new
   @sprite.bitmap = (RPG::Cache.title(Splash::Images)) rescue @blank
   @sprite.opacity = 0
  end
 end
 #-----------------------------------------------------------------------------
 # Update the contents in this scene
 #-----------------------------------------------------------------------------
 def update
  # Skips to Next Scene if B Button was pressed.
  if Input.trigger?(Input::B)
   next_scene
   return
  end
  # Changes Index if C button was pressed.
  if Input.trigger?(Input::C)
   if @transition > 0
    @show = false
    transition
   end
  end
  # Change the opacity of the graphics
  transition
  # Update graphics
  for i in 1...@images
   @sprite.update
  end
 end
 #-----------------------------------------------------------------------------
 # * Transition Method
 #-----------------------------------------------------------------------------
 def transition
  # Method for fading IN the Splash Screen, cycle to next
  if @show == true
   @transition += 5
   if @transition > 750
    @show = false
    @transition = 255
   end
  end
  # Method for fading OUT the Splash Screen, cycle to next
  if @show == false
   @transition -= 10
   if @transition < 0
    @show = true
    @index += 1
    @transition = 0
   end
  end
  # * Determines Next splash or go-to Scene_Title.
  if @index < Splash::Images.size + 1
   @sprite[@index].opacity = @transition unless @sprite[@index].nil?
  else
   next_scene
  end
 end
 #-----------------------------------------------------------------------------
 # * Skip to Scene_Title
 #-----------------------------------------------------------------------------
 def next_scene
  $scene = Splash::Next_Scene
 end
end
Â
[/rgss]
Thanks!
[rgss]Â
#===============================================================================
# ~** Introductiory Splash Screen **~
#-------------------------------------------------------------------------------
#  Written by  : Kain Nobel
#  Version    : 4.6
#  Last Update  : 06/30/2008
# Â Date Created : 02/19/2008
#===============================================================================
# Â Special Thanks
# Â Â Inspired by an old script by Dubealex.
#===============================================================================
################################################################################
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# ~** Â Â Â Â Â Â Â Â CUSTOMIZABLE CONSTANTS - BEGIN Â Â Â Â Â Â Â Â Â Â Â **~ #
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
################################################################################
class Splash
 #-----------------------------------------------------------------------------
 # true  : must be 'true' for the script to even work at all.
 # false : yup, the script won't work at all with it 'false'.
 #-----------------------------------------------------------------------------
 Enabled = true
 #-----------------------------------------------------------------------------
 # true  : script plays during editor playtest and from Game.exe
 # false : script disabled during playtest, only works from Game.exe
 #-----------------------------------------------------------------------------
 DEBUG  = true
 #-----------------------------------------------------------------------------
 # nil   : Plays the Title Screen's BGM.
 # ''    : Doesn't play any splash BGM.
 # 'Song'  : Plays track, based on name, in your BGM folder.
 #-----------------------------------------------------------------------------
 BGM   = ''
 BGS   = ''
 #-----------------------------------------------------------------------------
 # Must be named according to filename in the specified
 # folder, 'Graphics/Titles'. The file extention should not
 # matter unless you've got 2 images of the same name with
 # different file extentions. Any image that doesn't exist
 # will be rescue replaced with the default title image.
 #-----------------------------------------------------------------------------
 Images  = {
    1 => "Nerds In Uniform"
 }
 #-----------------------------------------------------------------------------
 # Which Scene would you like to jump to after the splash screen?
 #-----------------------------------------------------------------------------
 Next_Scene = Scene_Title.new
end
################################################################################
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# ~** Â Â Â Â Â Â Â Â Â CUSTOMIZABLE CONSTANTS - END Â Â Â Â Â Â Â Â Â Â Â Â **~ #
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
################################################################################
class Scene_Splash
 #-----------------------------------------------------------------------------
 # * Object Initialization
 #-----------------------------------------------------------------------------
 def initialize
  # Initilizes Splash Screen play information
  @show     = true
  @transition  = 0
  @index     = 0
  @images    = Splash::Images.size + 1
  @sprite    = []
  @splash_bgm  = Splash::BGM
  @splash_bgs  = Splash::BGS
  # Load the System Database Information
  $game_system  = Game_System.new
  $data_system  = load_data("Data/System.rxdata")
 end
 #-----------------------------------------------------------------------------
 # * Main Method
 #-----------------------------------------------------------------------------
 def main
  # Skip to Next Scene if Splash isn't Enabled
  unless Splash::Enabled
   next_scene
   return
  end
  # Skip to Next Scene if $DEBUG flag and if playtest DEBUG disabled.
  if $DEBUG and not Splash::DEBUG
   next_scene
   return
  end
  setup_splash_scene
  # Graphics Transition
  Graphics.transition
  loop do
   Graphics.update
   Input.update
   # Update Method
   update
   if $scene != self
    break
   end
  end
  # Dispose of Graphics after loop/update has finished.
  Graphics.freeze
  for i in 1...@images
   @sprite.dispose
  end
 end
 #-----------------------------------------------------------------------------
 # * Setup Method
 #-----------------------------------------------------------------------------
 def setup_splash_scene
  # Play Splash BGM
  @blank     = RPG::AudioFile.new("")
  case @splash_bgm
  when ''  ; $game_system.bgm_play($data_system.title_bgm)
  when nil  ; $game_system.bgm_play(RPG::AudioFile.new(''))
  else    ; $game_system.bgm_play(RPG::AudioFile.new(@splash_bgm))
  end
  # Play Splash BGS
  $game_system.bgs_play(RPG::AudioFile.new(@splash_bgs)) rescue @blank
  @blank     = RPG::Cache.title($data_system.title_name)
  # Create Splash Images
  for i in 1...@images
   @sprite = Sprite.new
   @sprite.bitmap = (RPG::Cache.title(Splash::Images)) rescue @blank
   @sprite.opacity = 0
  end
 end
 #-----------------------------------------------------------------------------
 # Update the contents in this scene
 #-----------------------------------------------------------------------------
 def update
  # Skips to Next Scene if B Button was pressed.
  if Input.trigger?(Input::B)
   next_scene
   return
  end
  # Changes Index if C button was pressed.
  if Input.trigger?(Input::C)
   if @transition > 0
    @show = false
    transition
   end
  end
  # Change the opacity of the graphics
  transition
  # Update graphics
  for i in 1...@images
   @sprite.update
  end
 end
 #-----------------------------------------------------------------------------
 # * Transition Method
 #-----------------------------------------------------------------------------
 def transition
  # Method for fading IN the Splash Screen, cycle to next
  if @show == true
   @transition += 5
   if @transition > 750
    @show = false
    @transition = 255
   end
  end
  # Method for fading OUT the Splash Screen, cycle to next
  if @show == false
   @transition -= 10
   if @transition < 0
    @show = true
    @index += 1
    @transition = 0
   end
  end
  # * Determines Next splash or go-to Scene_Title.
  if @index < Splash::Images.size + 1
   @sprite[@index].opacity = @transition unless @sprite[@index].nil?
  else
   next_scene
  end
 end
 #-----------------------------------------------------------------------------
 # * Skip to Scene_Title
 #-----------------------------------------------------------------------------
 def next_scene
  $scene = Splash::Next_Scene
 end
end
Â
[/rgss]
Thanks!