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Super Simple Splash Screen

Jason

Awesome Bro

Hmm, thats odd, let me see what I can do.

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.
 
@ 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).
 
@ sephirothx: it is nercoposting if you post after a month of the last post... i believe... even if it is on topic.

ive honestly never had to bypass the title screen, maybe look through the RMXP tutorials and scripts?

@ eloytje1994: This is for XP. im sure you could find one for VX if you needed it.
 
@lordnick

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
 

ev149

Member

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!
 
see my script ;)
used some array functions on it to make it more flexible.

now you only have to edit/extend
Code:
    @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
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
you want to use
Code:
    @splash[0] = Sprite.new
    @splash[0].bitmap = RPG::Cache.title('screen1')
    @splash[0].opacity = 0
    @splash[1] = Sprite.new
    @splash[1].bitmap = RPG::Cache.title('screen2')
    @splash[1].opacity = 0
    @splash[2] = Sprite.new
    @splash[2].bitmap = RPG::Cache.title('screen3')
    @splash[2].opacity = 0
    @splash[3] = Sprite.new
    @splash[3].bitmap = RPG::Cache.title('screen4')
    @splash[3].opacity = 0
    @splash[4] = Sprite.new
    @splash[4].bitmap = RPG::Cache.title('screen5')
    @splash[4].opacity = 0
 
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.
 
I need help. It shows an error stating :
Script 'Main' line 24: Syntax Error Occured.


This is what my main script looks like.

Never mind I fixed it!
 

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