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Title Screen Script

Can someone make this title screen script compactible with the SDK please?

I get this error when inserting it into an SDK project:
http://img444.imageshack.us/img444/7027/errorlg1.png[/IMG]

Heres the script:
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)
    
    @logo = Sprite.new
    @logo.bitmap = RPG::Cache.title("title_logo")
    @logo.opacity = 0
    
    @presents = Sprite.new
    @presents.bitmap = RPG::Cache.title("title_pgp")
    @presents.opacity = 0
    
    @production = Sprite.new
    @production.bitmap = RPG::Cache.title("title_aup")
    @production.opacity = 0
    
    @title = Sprite.new
    @title.bitmap = RPG::Cache.title("title")
    @title.opacity = 0
    
    @options = Sprite.new
    @options.opacity = 0
    
    @count = 0
    @index = 0
    
    # 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_enabled
      @options.bitmap = RPG::Cache.title("title_options1")
      @index = 1
    else
      @options.bitmap = RPG::Cache.title("title_options0")
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    # 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 title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
    
    @logo.dispose
    
    @presents.dispose
    
    @production.dispose
    
    @title.dispose
    
    @options.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @count <= 510
      @count += 1
      if @count <= 85
        @logo.opacity += 3
      elsif @count <= 170
        @presents.opacity += 3
      elsif @count <= 255
        @presents.opacity -= 3
        @production.opacity += 3
      elsif @count <= 340
        @production.opacity -= 3
      elsif @count <= 425
        @title.opacity += 3
      elsif @count <= 510
        @options.opacity += 3
      end
      if Input.trigger?(Input::C)
        @presents.opacity = 0
        @production.opacity = 0
        @logo.opacity = 255
        @title.opacity = 255
        @options.opacity = 255
        @count = 511
      end
    elsif @count >= 512
      @count += 1
      if @count <= 597
        @logo.opacity -= 3
        @title.opacity -= 3
        @options.opacity -= 3
      else
        $scene = @new_scene
      end
    else
      # If Arrows are pressed
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)
        if @index == 2
          @index = 0
        else
          @index += 1
        end
        @options.bitmap = RPG::Cache.title("title_options" + @index.to_s)
      end
      
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)
        if @index == 0
          @index = 2
        else
          @index -= 1
        end
        @options.bitmap = RPG::Cache.title("title_options" + @index.to_s)
      end
      
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Branch by command window cursor position
        case @index
        when 0  # New game
          command_new_game
        when 1  # Continue
          command_continue
        when 2  # Shutdown
          command_shutdown
        end
      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
    @new_scene = Scene_Map.new
    @count = 512
  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
    @new_scene = Scene_Load.new
    @count = 512
  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
    @new_scene = nil
    @count = 512
  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

I think it shouldn't be very hard.
Thanks in Advance.
 

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