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Title Screen Sounds

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Howdy doo,

I'm curious. When you first boot up the game.exe and the title screen appears, you have three different options to choose from (by default). I know that the sound effects come from the game_system (or something), but I was curious to see whether or not selecting a certain option and pressing enter could warrant its own sound.

For instance, I'm making a side project based on military operations and processes. When the title screen appears, it will show "Start Training, Phase Select and Fall Out". If a user scrolls down to "Fall Out", I want a seperate SE to play (like a DI screaming profanities at the player for quitting) when he/she presses enter to quit.

Any help would be appreciated. :)
 

Mac

Member

Code:
#--------------------------------------------------------------------------
  # * 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

Read this section in Scene_Title.

Just change this:-
Code:
$game_system.se_play($data_system.decision_se)

To this or whatever:-
Code:
$game_system.se_play("Whatever you call it")

And then insert them over the original in the scene title script.
 
Yep, I already knew that :) But here is the thing. Changing that into a different SE would do the same for all of the options as it pretty much does the same thing as changing the SE in the Database. I only want the first and third options to have different decision sound effects. The second option can simply run off of the system.
 
Mac pretty much said the gist of it, but to be more specific under

def command_new_game

you would replace the sound with what you want it to be, then again under

def command_shutdown

That way the sounds only play for those options.
 
Okay sorry im a bit obsessive and wierd like that.... and way too military.. The command "Fall Out" would actually send the men away with orders... the command "Dismissed" would send them on their way. Yeah sorry obsessive bored John!!! If you are making a military game and need an advisor with a bit of military knowledge I know a guy.... me!! Whos bored and wouldnt mind helping.


- C/SSgt John
 
Okies, I see what you are saying.

Code:
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  [B]def command_shutdown
    # Play decision SE
    $game_system.se_play(quit.mp3)[/B]
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
Changing this gives me an error (even without the .mp3 extension. I know I'm not doing something right. :yes: You need to be patient with me considering my below normal intelligence in RGSS.

http://img149.imageshack.us/img149/231/erroreq0.png[/IMG]

@Oberin: I appreciate the offer, however I too spent a bit of time in the military. I'm also aware what the various commands mean. Try to fall out of ranks without orders (thus the reasoning behind the DI screaming).
 
Actually, I suppose my impatience pays off in the long run. This is the replacement code (figured it out all by myself :D)

Code:
#--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    Audio.se_play("Audio/SE/quit", 100, 100)
    Audio.bgm_fade(800)
  end

...now I just need to figure out how to wait until the DI's rant is finished before it exits out of the game.exe. :please:

EDIT: Nevermind, ccoa helped me ^^. No more questions at the moment.
 
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