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title menu left and right scrolling

I've tried everything I know how to do, but I can't get teh dang thing to scroll left and right, will one of you pros help me out?

the script I'm using is a modified version of MOG's custom title project, it's here...
Code:
#_______________________________________________________________________________
# MOG Game Mode V1.1            
#_______________________________________________________________________________
# By Moghunter               
#_______________________________________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#Transition Time  
GMODETT = 50
#Transition Type
GMODETN = "cubismwhorl"
end
$mogscript = {} if $mogscript == nil
$mogscript["game_mode"] = true
###############
# Game Mode #
###############
class Scene_Title
  def main
    if $BTEST
    battle_test
    return
    end
    $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")
    $game_system = Game_System.new
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @ft_back = Plane.new
    @ft_back.bitmap = RPG::Cache.title("titlefog")
    @ft_back.z = 10
    @ft_back.opacity = 40
    @ft_back.blend_type = 1
    @ft_back2 = Plane.new
    @ft_back2.bitmap = RPG::Cache.title("titlefog")
    @ft_back2.z = 10
    @ft_back2.opacity = 40
    @ft_back2.blend_type = 1
    @ft_com1 = Sprite.new
    @ft_com1.bitmap = RPG::Cache.title("Menu newgameb2")
    @ft_com1.z = 100
    @ft_com1.x = -380
    @ft_com1.y = 400
    @ft_com2 = Sprite.new    
    @ft_com2.bitmap = RPG::Cache.title("Menu loadb2")
    @ft_com2.z = 100
    @ft_com2.x = -380
    @ft_com2.y = 400
    @ft_com3 = Sprite.new    
    @ft_com3.bitmap = RPG::Cache.title("Menu quitb2")
    @ft_com3.z = 100
    @ft_com3.x = -380
    @ft_com3.y = 400  
    @ft_opa = 100
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.visible = false
    @continue_enabled = false
    for i in 0..3
    if FileTest.exist?("Save#{i+1}.rxdata")
    @continue_enabled = true
    end
    end
    if @continue_enabled
    @command_window.index = 1
    else
    @command_window.disable_item(1)
    end
    $game_system.bgm_play($data_system.title_bgm)
    Audio.me_stop
    Audio.bgs_stop
    Graphics.transition(MOG::GMODETT, "Graphics/Transitions/" + MOG::GMODETN)
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    for i in 0..40
    @ft_com1.x += 20
    @ft_com2.x += 20
    @ft_com3.x += 20
    @ft_com1.opacity -= 10
    @ft_com2.opacity -= 10
    @ft_com3.opacity -= 10     
    Graphics.update  
    end  
    Graphics.freeze
    @command_window.dispose
    @sprite.bitmap.dispose
    @ft_back.dispose
    @ft_back2.dispose
    @ft_com1.dispose
    @ft_com2.dispose
    @ft_com3.dispose
    @sprite.dispose
  end
  def update
    if @ft_com1.x < 5
    @ft_com1.x += 20
    elsif  @ft_com1.x >= 5  
    @ft_com1.x = 5
    end
    if @ft_com2.x < 217
    @ft_com2.x += 20
    elsif  @ft_com2.x >= 217 
    @ft_com2.x = 217
    end
    if @ft_com3.x < 429
    @ft_com3.x += 20
    elsif  @ft_com3.x >= 429 
    @ft_com3.x = 429
    end
    @ft_back.ox += 1
    @ft_back.oy += 2
    @ft_back2.ox -= 1
    @ft_back2.oy += 2
    @ft_opa += 10
    if @ft_opa > 255
    @ft_opa = 100
    end   
    case @command_window.index
    when 0
    @ft_com1.bitmap = RPG::Cache.title("Menu newgame2")
    @ft_com2.bitmap = RPG::Cache.title("Menu loadb2")
    @ft_com3.bitmap = RPG::Cache.title("Menu quitb2")
    @ft_com1.opacity = 255
    @ft_com2.opacity = 255
    @ft_com3.opacity = 255  
    when 1
    @ft_com1.bitmap = RPG::Cache.title("Menu newgameb2")
    @ft_com2.bitmap = RPG::Cache.title("Menu load2")
    @ft_com3.bitmap = RPG::Cache.title("Menu quitb2")
    @ft_com1.opacity = 255
    @ft_com2.opacity = 255
    @ft_com3.opacity = 255  
    when 2
    @ft_com1.bitmap = RPG::Cache.title("Menu newgameb2")
    @ft_com2.bitmap = RPG::Cache.title("Menu loadb2")
    @ft_com3.bitmap = RPG::Cache.title("Menu quit2")
    @ft_com1.opacity = 255
    @ft_com2.opacity = 255
    @ft_com3.opacity = 255      
    end      
    @command_window.update
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)      
    $scene = Scene_Splash.new
    end 
    if Input.trigger?(Input::C)
    case @command_window.index
    when 0
          Audio.se_play("Audio/SE/flash2")
    for i in 0..30
    @ft_com1.opacity -= 10
    @ft_com1.zoom_x += 0
    @ft_com1.y -= 0
    @ft_com2.y -= 20
    @ft_com2.opacity -= 20
    @ft_com3.y -= 20
    @ft_com3.opacity -= 20
    Graphics.update  
    end  
    command_new_game
    when 1 
    if @continue_enabled == true
    for i in 0..30        
    @ft_com2.opacity -= 10
    @ft_com2.zoom_x += 0
    @ft_com2.y -= 0
    @ft_com1.y -= 20
    @ft_com1.opacity -= 20
    @ft_com3.y -= 20
    @ft_com3.opacity -= 20
    Graphics.update
    end
    end
    command_continue
    when 2
    for i in 0..30        
    @ft_com3.opacity -= 10
    @ft_com3.zoom_x += 0
    @ft_com3.y += 20
    @ft_com1.y += 20
    @ft_com2.y += 20
    Graphics.update
    end       
    command_shutdown
    end
    end
  end
  def command_new_game

    Audio.bgm_stop
    Graphics.frame_count = 0
    $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
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  def command_continue
    unless @continue_enabled
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Load.new
  end
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  def battle_test
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    Graphics.frame_count = 0
    $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
    $game_party.setup_battle_test_members
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
end
  end

Code:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # 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)
    # Make command window
    s1 = "Begin Quest"
    s2 = "Load Quest"
    s3 = "Abandon Quest"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # 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
      # 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
  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("ME/flash2")
    # 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/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_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
 

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