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Well, I've played around with it, and sadly have no clue how this can be fixed, however, someone else more talented than me (I'm like a noob scripter) will come and do it if you PM them maybe.
Im curious if there is a way to integrate a .wmv or .avi movie into the introduction?
I've seen scripts that let you play movies but not until after the New Game selection. Is there a way to integrate that kind of code into this kind of code?
@ sephirothX: please don't necropost. why dont you just bypass the title screen? that solves all your problems. bypass the title screen, go to a map, play the video then call the title screen.
@ sai123: i requested the same thing. Brewmister told me this:
Sound effects only play once.
right after, "when 1", add
if @n == 0
 Audio.se_play("Audio/SE/my_sound_effect", 80, 100)
end
You can change the 0 to another even number if you want a little pause before it plays.
If the Sound effect is too long. Add Audio.se_stop right after "when 0"
it worked for me, i think i got my SE to repeat itself too... i can look through my scripts to find out how to make it play more than once if you need it.
@lordnick5000 : First off, responding to a thread with a legitimate and on topic question isnt necroposting, plus its better then the alternative of starting an entirely new thread stating a simple question and having to provide information that would already be in this thread.
Second, im still getting the hang of RPG Maker a little bit (as well as determining if I like XP or VX better) so unfortunately my question reflects that I'm a rookie and it leads me to ask a second rookie question... how does one bypass the title screen? (Sorry, I would check the programs help system first normally however I'm at work right now).
My first response to you seemed kinda arrogant, sorry if you interpretted it that way. I dunno I just dont get why people would complain about necroposting, it prevents redundancy on forums.
Once I get out of work Im going to search through some help information to see about bypassing the title screen
Nice script. Do wish that someone could make it to have more then two images (I require 5, and if I can't use them all then I'm going to use an .AVI, even though it is a larger filesize <_< ) though. If someone does, I will give them creds!
and all other things will be calcuated automagically
Code:
#============================================================================
# Scene_Splash
#----------------------------------------------------------------------------
# Script by Iambchop & alexanderpas
# Show splashscreen(s) when your game loads
#============================================================================
class Scene_Splash
#--------------------------------------------------------------------------
# Initialize the scene
#--------------------------------------------------------------------------
def main
# Load the System database & create a new game
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Initialize some transition stuff
@show = true
@n = 0
@splash = []
# Define info about each splash screen
@splash[0] = Sprite.new
@splash[0].bitmap = RPG::Cache.title($data_system.title_name)
@splash[0].opacity = 0
@splash[1] = Sprite.new
@splash[1].bitmap = RPG::Cache.title($data_system.title_name)
@splash[1].opacity = 0
# copy the length of the array into another variable
# so progress can be followed trough it
@splash_numb = @splash.size
# Update graphics and input
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
# Discard your graphics when you leave this scene
Graphics.freeze
for i in 0...(@splash.size)
@splash[i].dispose
end
end
#--------------------------------------------------------------------------
# Update the contents in this scene
#--------------------------------------------------------------------------
def update
# If C button was pressed, go to to title screen
if Input.trigger?(Input::C)
if (@splash_numb != 0 && @n > 128)
@show = false
transition
end
end
# Change the opacity of the graphics
transition
# Update graphics
for i in 0...@splash.size
@splash[i].update
end
end
#--------------------------------------------------------------------------
# Transition through splash screens
#--------------------------------------------------------------------------
def transition
# Fade in a splashscreen
if @show == true
@n += 5
if @n > 750
@show = false
@n = 255
end
end
# Fade out a splashscreen and load the next one
if @show == false
@n -= 5
if @n < 0
@show = true
@splash_numb -= 1
@n = 0
end
end
# Choose which action to perform in this scene
if (@splash_numb != 0)
@splash[(@splash.size - @splash_numb)].opacity = @n
else
$scene = Scene_Title.new
end
end
end
btw: i added myself to the script credits too you'll see why if you read the code.
yes, you still need to call Scene_Splash from main
I had this script on VX and it's called PRCoders So this script is similiar to it, right? I just need to input the graphic, well it's not hard to getting into this script. I'm an expert of this.