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Simple: use invisible windowskin ONLY at title.

ashiza

Member

Script Title:
Invisible Windowskin, but only at title.

Detailed Description:
I'm a noob when it comes to scripting, so I was wondering if someone could tell or direct me in how to make a certain window skin appear at the title screen ONLY, while not affecting the default window screen. In this case, the window skin I'm using is just an invisible one with an arrow selector. The reason is, if I set the system window skin to the invisible one, it messes with my ZTBS (there wont be a visible window skin because its invisible).

There's probably a Custom Title script or something thats in plain sight that can solve this, but I personally couldn't find it. Also, if someone knows of a script or method to make the title screen options line up horizontally, that would be awesome too. Thanks guys. :smile:

Other Scripts I am using (in order):
Flash w/add-ons
ZTBS
UMS
FF7 Menu
Caterpillar
 

Jason

Awesome Bro

Okay, go to Scene_Title, and line 41 should read;

@command_window.back_opacity = 160

Just change the 160 to 0, making it this;

@command_window.back_opacity = 0

Hope that helped.

Edit - What do you mean "line up horizontally", mind explaining, do you mean centering the text ?
 

ashiza

Member

Ha ha, but the solution I was looking for wasn't that simple.

The dilemma was, if I used that method, there would still be a frame. If I used a window skin with no frame, then I would have a frameless window skin for by Zenith Tactical Battle System since the default skin is the title skin (though I did find a script to change skins). But if there was a way to make the frame with 0 opacity, that would be better.

Ultimately though, I was able to find the answer I was looking for in Trickster's Custom Title Screen.

For reference for others, here: http://rmxp.org/forums/viewtopic.php?f=12&t=22041&hilit=horizontal+title+options

Thanks, jbrist!
 

ashiza

Member

I might have got mixed up with what you said, but I remember trying something like that and it ended up only making the background of the window invisible. However, I have a different problem now:

Normally I would start my game, accept through the slash screen flash, then it would lead to the title flash. But now when you hit enter to skip the splash flash video, it freezes that video and brings up the custom title.


For example, say I had a .swf of a dog running, and you press enter to skip to the title .swf. When i press enter, the dog freezes and up comes "New Game, Cont', End"


I assume its working based on the fact that someone would use a normal picture as opposed to a flash file (.swf). When you go in the options and actually use a picture, it works just fine though. My game uses the Flash Add-On's of Scene_IntroFlash and and edit of Scene_Title to make .swf's appear as both the splash screen and the title. However Trickster's Custom Title script requires SDK 2.0+ (which perhaps calls for classes that are conflicting with Scene_Title, which happened to be different from the original since the flash add-on was implemented). I have a feeling it's just a problem with where I'm placing my SDK though. I believe that Trickster's Custom Title needs all 4 parts of the SDK as well.

It is also possible to call a flash with: $flash.play("blarg.swf", button)

My script organization is (well I guess you can't ctrl+a...)

RMFlash
Code:
#==============================================================================#

#                                                                 Version 0.3  #

#                         RPG Maker XP Flash Player                            #

#                                                                              #

#  Author: 灼眼的夏娜                     Updated by: Dark_Wolf_Warrior/Dahrkael #

#                                                                              #

#  How to Use:                                                                 #

#                                      Graphics.freeze                         #

#  1. Go to Main Script and add ---->  $flash = Play.new                       #

#                                      $scene = Scene_Title.new                #

#                                                                              #

#  2. Copy the .dll and the .ocx to the game folder                            #

#                                                                              #

#  3. Make a folder called "Flash" in the folder "Graphics" -> Graphics/Flash/ #

#                                                                              #

#  4. To play a flash file use:                                                #

#    $flash.play("file.swf", button)                                           #

#                                                                              #

#    button can be 0 or 1, if 1 you can skip the flash using "Enter"           #

#                                                                              #

#                                                                              #

#                                                                              #

#  Interactive flashes requires RGSS knownledge to make they work              #

#                                                                              #

#  Original Keyb module by HoundNinja                                          #

#                                                                              #

#==============================================================================#

 

 

 

class String

  

  CP_ACP = 0

  CP_UTF8 = 65001

  

  def u2s

    m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")

    w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")

    

    len = m2w.call(CP_UTF8, 0, self, -1, nil, 0)

    buf = "\0" * (len*2)

    m2w.call(CP_UTF8, 0, self, -1, buf, buf.size/2)

    

    len = w2m.call(CP_ACP, 0, buf, -1, nil, 0, nil, nil)

    ret = "\0" * len

    w2m.call(CP_ACP, 0, buf, -1, ret, ret.size, nil, nil)

    

    return ret

  end

  

  def s2u

    m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")

    w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")

  

    len = m2w.call(CP_ACP, 0, self, -1, nil, 0);

    buf = "\0" * (len*2)

    m2w.call(CP_ACP, 0, self, -1, buf, buf.size/2);

  

    len = w2m.call(CP_UTF8, 0, buf, -1, nil, 0, nil, nil);

    ret = "\0" * len

    w2m.call(CP_UTF8, 0, buf, -1, ret, ret.size, nil, nil);

     

    return ret

  end

 

  def s2u!

    self[0, length] = s2u

  end  

  

  def u2s!

    self[0, length] = u2s

  end

  

end

 

class Bitmap

  

  RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')

  RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')

 

  def address

    buffer, ad = "xxxx", object_id * 2 + 16

    RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 8

    RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 16

    RtlMoveMemory_pi.call(buffer, ad, 4); return buffer.unpack("L")[0]

  end

  

end 

 

class RMFlash

 

    API_NEW           = Win32API.new("RMFlash", "_new", "piil", "l")

    API_UPDATE      = Win32API.new("RMFlash", "_update", "l", "v")

    API_FREE          = Win32API.new("RMFlash", "_free", "l", "v")

    API_PLAYING     = Win32API.new("RMFlash", "_is_playing", "l", "i")

    API_PAUSE         = Win32API.new("RMFlash", "_pause", "l", "v")

    API_RESUME      = Win32API.new("RMFlash", "_resume", "l", "v")

    API_BACK          = Win32API.new("RMFlash", "_back", "l", "v")

    API_REWIND      = Win32API.new("RMFlash", "_rewind", "l", "v")

    API_FORWARD     = Win32API.new("RMFlash", "_forward", "l", "v")

    API_CURFRAME      = Win32API.new("RMFlash", "_cur_frame", "l", "i")

    API_TOTALFRAME  = Win32API.new("RMFlash", "_total_frames", "l", "i")

    API_GOTOFRAME     = Win32API.new("RMFlash", "_goto_frame", "li", "v")

    API_GETLOOP       = Win32API.new("RMFlash", "_get_loop", "l", "i")

    API_SETLOOP       = Win32API.new("RMFlash", "_set_loop", "li", "v")

    API_CLEARALL      = Win32API.new("RMFlash", "_clear_all", "v", "v")

  API_VALID       = Win32API.new("RMFlash", "_valid", "l", "i")

  API_SENDMSG     = Win32API.new("RMFlash", "_send_message", "liii", "l")

    

  CUR_PATH        = Dir.pwd

  

    def self.get_version

 

    end

 

    def self.clear_all

        API_CLEARALL.call

    end

  

  def self.load(name, width, height, v = nil)

    new("#{CUR_PATH}/Graphics/Flash/#{name}".u2s, width, height, v)

  end

  

  attr_reader   :valid

 

    def initialize(flash_name, flash_width, flash_height, viewport = nil)

        @sprite = Sprite.new(viewport)

        @sprite.bitmap = Bitmap.new(flash_width, flash_height)

        @value = API_NEW.call(flash_name, flash_width, flash_height, @sprite.bitmap.address)

        @loop = API_GETLOOP.call(@value) > 0

    @valid = API_VALID.call(@value) > 0

    end

 

    def viewport

        @sprite.viewport

    end

 

    def update

        API_UPDATE.call(@value)

    end

 

    def dispose

        API_FREE.call(@sprite.bitmap.address)

    end

 

    def playing?

        API_PLAYING.call(@value) > 0

    end

 

    def pause

        API_PAUSE.call(@value)

    end

 

    def resume

        API_RESUME.call(@value)

    end

 

    def back

        API_BACK.call(@value)

    end

 

    def rewind

        API_REWIND.call(@value)

    end

 

    def forward

        API_FORWARD.call(@value)

    end

 

    def current_frame

        API_CURFRAME.call(@value)

    end

 

    def total_frames

        API_TOTALFRAME.call(@value)

    end

 

    def goto_frame(goal_frame)

        API_GOTOFRAME.call(@value, goal_frame)

    end

 

    def x

        @sprite.x

    end

 

    def x=(v)

        @sprite.x = v

    end

 

    def y

        @sprite.y

    end

 

    def y=(v)

        @sprite.y = v

    end

 

    def z

        @sprite.z

    end

 

    def z=(v)

        @sprite.z = v

    end

 

    def width

        @sprite.bitmap.width

    end

 

    def height

        @sprite.bitmap.height

    end

 

    def loop?

        @loop

    end

 

    def loop=(v)

        if @loop != v

            @loop = v

            API_SETLOOP.call(@value, v)

        end

    end

  

  def msg_to_flash(msg, wParam, lParam)

    return API_SENDMSG.call(@value, msg, wParam, lParam)

  end

  

  #  例

  WM_MOUSEMOVE  = 0x0200

  

  def make_long(a, b)

    return (a & 0xffff ) | (b & 0xffff) << 16

  end

  

  def on_mouse_move(x, y)

    return msg_to_flash(WM_MOUSEMOVE, 0, make_long(x, y))

  end

 

end

 

module Kernel

 

  alias origin_exit exit unless method_defined? :exit

  

  def exit(*args)

    RMFlash.clear_all

    origin_exit(*args)

  end

  

end

 

module Keyb

  $keys = {}

  $keys["Enter"] = 0x0D

  GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')

  module_function 

  def trigger(rkey) 

    GetKeyState.call(rkey) & 0x01 == 1

  end

end

 

class Play

  

  def play(filename, button)

    fondo = Sprite.new

    fondo.bitmap = Bitmap.new(640, 480)

    fondo.bitmap.fill_rect(0, 0, 640, 480, Color.new(0,0,0,0))

    fls = RMFlash.load(filename, 640, 480)

    fls.loop = 1

    fls.z = 9999

    @button = button

    @fr = Graphics.frame_rate

    Graphics.frame_rate = 40

 

    while true

      Graphics.update

      #Input.update

      fls.update

      break if @button == 1 and Keyb.trigger($keys["Enter"]) 

      break if !fls.playing?

      end

    fls.dispose

    Graphics.frame_rate = @fr

    fondo.dispose

  end

end

 

Normal RMXP scripts
Scene_Title (with flash add-on)
Code:
#==============================================================================

# ** Scene_Title with Flash Background                                 Dahrkael

#------------------------------------------------------------------------------

#  You can put a picture with the title and a flash in the background.

#  Requires the .dll and the .ocx

#==============================================================================

 

class Scene_Title

 

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    

    # Write the name of the flash file you want to use as background with the extension

    # in the "/Graphics/Flash/" folder

    @archivo_flash = "miku.swf"

    # 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)

    @sprite.z = 5

    # Flash background

    @fondo = RMFlash.load(@archivo_flash, 640, 480)

    @fondo.z = @sprite.z - 1

    @fondo2 = Sprite.new

    @fondo2.bitmap = Bitmap.new(640, 480)

    @fondo2.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 255))

    @fondo2.z = -1

    #@fondo.loop = 1

    @fr = Graphics.frame_rate

    Graphics.frame_rate = 40

    

    # Make command window

    s1 = "New Angle"

    s2 = "Load Angle"

    s3 = "Shutdown"

    @command_window = Window_Command.new(192, [s1, s2, s3])

    @command_window.back_opacity = 160

    @command_window.x = 100 - @command_window.width / 2

    @command_window.y = 350

    @command_window.z = 6

    # 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

    # 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

      #Flash update

      @fondo.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

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

    @fondo.pause

    @fondo.z = -2

    @fondo.dispose

    # Normal frame rate

    Graphics.frame_rate = @fr

  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  # Shutdown

        command_shutdown

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Command: New Game

  #--------------------------------------------------------------------------

  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/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")

    # 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

end

 

 
Normal Scene_ RMXP scripts (ending with Scene_Debug)
Scene_IntroFlash
Code:
#===============================================================================

#

# * Scene_IntroFlash by Dahrkael using 灼眼的夏娜 Flash Player

#                                                                          v1.0

#   Requires the .dll and .ocx

#===============================================================================

class Scene_IntroFlash

  

  def initialize

    # Set the file which will be played

    @file = "syn.swf"

    # Choose if the player can skip the intro (0 => false, 1 => true)

    @button = 1

  end

  

  def main

    # Black background

    @fondo = Sprite.new

    @fondo.bitmap = Bitmap.new(640, 480)

    @fondo.bitmap.fill_rect(0, 0, 640, 480, Color.new(0,0,0,0))

    @fondo.z = -1

    # Set flash video

    fls = RMFlash.load(@file, 640, 480)

    fls.loop = 1

    fls.z = 2

    # Save frame rate

    @fr = Graphics.frame_rate

    # Set new frame rate

    Graphics.frame_rate = 40

    # Main loop

    Graphics.transition

    while true

      Graphics.update

      #Input.update

      fls.update

      # Skip the video using Enter

      break if @button == 1 and Keyb.trigger($keys["Enter"]) 

      # Skip when finished

      break if !fls.playing?

    end

    $scene = Scene_Title.new

    Graphics.freeze

    # Little solution for frozen images

    fls.z = -2

    fls.dispose

    # Set old frame rate

    Graphics.frame_rate = @fr

  end

end

SDK 2.4

ZTBS Scripts
Other little scripts
Trickster Custom Title
Code:
#==============================================================================

# Custom Title Screen ver. 1.01

# Script by Paradog Rewritten By Trickster

# [url=http://rpg.para.s3p.net/]http://rpg.para.s3p.net/[/url]

#==============================================================================

#--------------------------------------------------------------------------

# * Begin SDK Log

#--------------------------------------------------------------------------

SDK.log("Custom Title Screen", "Paradog/Trickster", 1.01, "3.5.07")

 

#--------------------------------------------------------------------------

# * Begin SDK Requirement Check

#--------------------------------------------------------------------------

SDK.check_requirements(2.0, [1,2,3,4])

 

#--------------------------------------------------------------------------

# * Begin SDK Enable Test

#--------------------------------------------------------------------------

if SDK.enabled?("Custom Title Screen")

  

module Para_Title

  #--------------------------------------------------------------------------

  # * Image Menu

  #   - Use Images Instead of a Command Window

  #--------------------------------------------------------------------------

  Image_Menu = true

  #--------------------------------------------------------------------------

  # * Transparent Command Window

  #--------------------------------------------------------------------------

  Transparent = false

  #--------------------------------------------------------------------------

  # * Window Background Opacity

  #--------------------------------------------------------------------------

  Opacity = 0

  #--------------------------------------------------------------------------

  # * Horizontal Command Window Alignment

  #   - set to 0 to override with Position Value

  #   - 1 left 2 center 3 right

  #--------------------------------------------------------------------------

  Horizontal_Align = 2

  #--------------------------------------------------------------------------

  # * Vertical Alignment

  #   - set to 0 to override with Position Value 

  #   - 1 left 2 center 3 right

  #--------------------------------------------------------------------------

  Vertical_Align = 0

  #--------------------------------------------------------------------------

  # * Command Window Position

  #   - x, y

  #--------------------------------------------------------------------------

  Position = 0, 288

  #--------------------------------------------------------------------------

  # * New Game Image Sprite

  #   - Located in Graphics/Titles

  #--------------------------------------------------------------------------

  NewGame = 'newgame', 'newgame_active'

  #--------------------------------------------------------------------------

  # * New Game Position

  #--------------------------------------------------------------------------

  NewGame_Position = 210, 260

  #--------------------------------------------------------------------------

  # * Load Image Sprite

  #   - Located in Graphics/Titles

  #--------------------------------------------------------------------------

  Load = 'continue', 'continue_active'

  #--------------------------------------------------------------------------

  # * Load Position

  #--------------------------------------------------------------------------

  Load_Position = 250, 300

  #--------------------------------------------------------------------------

  # * End Game Image Sprite

  #   - Located in Graphics/Titles

  #--------------------------------------------------------------------------

  End  = 'shutdown', 'shutdown_active'

  #--------------------------------------------------------------------------

  # * End Position

  #--------------------------------------------------------------------------

  End_Position = 290, 340

  #--------------------------------------------------------------------------

  # * Blend Type for Sprites

  #   - 0 normal 1 add 2 subtract

  #--------------------------------------------------------------------------

  Blend_Type = 0

end

 

class Scene_Title

  #--------------------------------------------------------------------------

  # * Main Sprite

  #--------------------------------------------------------------------------

  alias_method :para_custom_title_main_sprite, :main_sprite

  def main_sprite

    # The Usual

    para_custom_title_main_sprite

    # New Game Sprite

    @sprite_newgame = Sprite.new

    @sprite_newgame.blend_type = Para_Title::Blend_Type

    @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[0])

    @sprite_newgame.x, @sprite_newgame.y = Para_Title::NewGame_Position

    # Load Sprite

    @sprite_load = Sprite.new

    @sprite_load.blend_type = Para_Title::Blend_Type

    @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[0])

    @sprite_load.x, @sprite_load.y = Para_Title::Load_Position

    # End Sprite

    @sprite_end = Sprite.new

    @sprite_end.blend_type = Para_Title::Blend_Type

    @sprite_end.bitmap = RPG::Cache.title(Para_Title::End[0])

    @sprite_end.x, @sprite_end.y = Para_Title::End_Position

  end

  #--------------------------------------------------------------------------

  # * Main Window

  #--------------------------------------------------------------------------

  alias_method :para_custom_title_main_window, :main_window

  def main_window

    # The Usual

    para_custom_title_main_window

    # If Transparent Window Option

    if Para_Title::Transparent

      # Window Transparent

      @command_window.opacity = 0

    else

      # Set Back Opacity to Defined Value

      @command_window.back_opacity = Para_Title::Opacity

    end

    # Branch By Window Align

    case Para_Title::Horizontal_Align

    when 0

      @command_window.x = Para_Title::Position[0]

    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

    # Branch By Window Vertical Align

    case Para_Title::Vertical_Align

    when 0

      @command_window.y = Para_Title::Position[1]

    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

    # Return if not image menu

    return if not Para_Title::Image_Menu

    # Set Command Window Invisible

    @command_window.visible = false

    # If Continue Enabled

    if @continue_enabled

      # Load Bitmap

      @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[1])

    else

      # Set Load Opacity

      @sprite_load.opacity = 0

      @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[1])

    end

  end

  #--------------------------------------------------------------------------

  # ● Update

  #--------------------------------------------------------------------------

  alias_method :para_custom_title_update, :update

  def update

    # The Usual

    para_custom_title_update

    # Return if not image menu

    return if not Para_Title::Image_Menu

    # If Input

    if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)

      # Reset All

      @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[0])

      @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[0])

      @sprite_end.bitmap = RPG::Cache.title(Para_Title::End[0])

      # Brach by command window

      case @command_window.index

      when 0 # new game

        @sprite_newgame.bitmap = RPG::Cache.title(Para_Title::NewGame[1])

      when 1 # load

        @sprite_load.bitmap = RPG::Cache.title(Para_Title::Load[1])

      when 2 # exit

        @sprite_end.bitmap = RPG::Cache.title(Para_Title::End[1])

      end

    end

  end

end

#--------------------------------------------------------------------------

# * End SDK Enable Test

#--------------------------------------------------------------------------

end
Main


Is my placement bad or something? Or do I need to edit the scripts themselves...

If all else fails I guess I could do an evented title. Sorry this became a complex issue, lol. I don't care how it happens, but all I want is a flash splash screen, a flash title and the title options, lined up horizontally on the bottom just how this text is horizontal. One / after the / other. Thanks.

(Note: The Flash Add-on supposedly has no compatability issues)
(Please move this if it is necessary).
 
Why don't you just change the windowskin with events? Set the windowskin in the database as your invisible windowskin and then change it on the first map with an event. That simple.

EDIT: Whoops, didn't realize it got resolved. Well, it might be useful to others.
 

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