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> Ultimate Splash Scene 3.1, A highly customizable introductory splash scene!
XeroVolume
post Jun 2 2010, 04:19 PM
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Ultimate Splash Scene
Verison 3.1.2
By: XeroVolume

[Show/Hide] Update Log

Friday, June 11, 2010

Version Update (3.1 to 3.1.2)

- Added two lines of code to ensure the splash bitmaps are disposed of properly

*NOTE* - This update is important to ensure that image bitmaps are not lingering around during your game and wasting memory. Therefore, please ensure that you are using the most current updated version.

Thursday, June 03, 2010

Version Update (3.0 to 3.1)

- Fixed a small bug with final splash to title spacing.
- Edited one line of code which allowed me to remove the now unnecessary Battle Test method.
- ($Btest now calls Scene_Title.new which runs the default Battle Test method.)
- Added "Plug-n-Play" Edition

Introduction

If you're looking for (or even if you're not looking for) a simple to use AND highly customizable introductory splash screen, you've found it!

For those of you who don't know, a splash screen is an image that is displayed before the title screen; often used to introduce the company or team behind the making of the game. Here are a few examples:

[Show/Hide] Example Splash Screens


A splash screen adds professionalism to your game!


Features

I don't call it "Ultimate" for nothing. This thing is packed with fully customizable options - but don't worry, it is still extremely simple to use and easy to understand! Everything you could want from a splash screen can be found right here!

* Simple integration into any project!
* By default, displays two splash screens before showing the title screen.
* Easily add or remove as many splash screens as you like!
* Automatically centers undersized images. No need to ensure standard title screen size!
* Each splash screen is completely customizable.
* You decide how long each splash screen takes to fade in, display, and fade out.
* Supports Audio BGM, also fully customizable!
* Easily add or remove BGM for each splash screen separately.
* Easily set BGM fade out time for each splash screen separately.
* Supports RPG Maker XP BGM library, or easily add your own audio!
* Allow or disallow splash screen to be skipped with action button.
* Easily disable the splash screen if you need to.
* Script is fully commented and easy to understand!

*NEW* Plug-n-Play Edition has been released!

Download the Demo below to see all of the features in action.

Demo

Ultimate Splash Scene 3.1.2 - includes full documentation!

Ultimate Splash Scene 3.1.2 Plug-n-Play Edition - includes full documentation!

(Note: The Plug-n-Play version may not be compatible with other Plug-n-Play scripts. If you are experiencing problems with the Plug-n-Play version, try using the latest non-Plug-n-Play version available.)

Script

Create a new class above Main called Scene_Splash (I like to put it just below Scene_Title) and paste the following code into it:

[Show/Hide] Version 3.1.2

CODE

#==============================================================================
# ** Scene_Splash (Ultimate Splash Scene 3.1.2)
# By: XeroVolume
# Date: Friday, June 11, 2010
#------------------------------------------------------------------------------
# Special Thanks: Brewmeister for help with the original counter!
#------------------------------------------------------------------------------
# This class performs Splash screen processing
#==============================================================================

class Scene_Splash
#----------------------------------------------------------------------------
# * Object Initialization
#----------------------------------------------------------------------------
def initialize
#--------------------------------------------------------------------------
# The following variables can be customized to fit your preferences
#--------------------------------------------------------------------------
# Allow splash screen during playtest? (true = allow / false = do not allow)
@playtest = true
# Allow skip to title with SPACE or C? (true = allow / false = do not allow)
@skip = true
# Set the total amount of splash screens to be displayed (Default = 2)
@amount = 2
# Set amount of frames between each splash screen (Default = 51)
@space = 51
# Set amount of frames between final splash and title (Default = 0)
@title_space = 0
#--------------------------------------------------------------------------
# Audio Options
#--------------------------------------------------------------------------
# Allow SE when skipping to title? (true = allow / false = do not allow)
@skip_se_allow = true
# Allow BGM for splash screen 1? (true = allow / false = do not allow)
@bgm1_allow = true
# Allow BGM for splash screen 2? (true = allow / false = do not allow)
@bgm2_allow = true
# Set BGM for splash screen 1 (Default = 061-Slow04)
@bgm1 = '061-Slow04'
# Set BGM for splash screen 2 (Default = 062-Slow05)
@bgm2 = '062-Slow05'
# Set SE for skip to title function (Default = 003-System03)
@skip_se = '003-System03'
# Set fade out time (in seconds) for splash screen 1 audio (Default = 2.5)
@bgm1_out = 2.5
# Set fade out time (in seconds) for splash screen 2 audio (Default = 2.5)
@bgm2_out = 2.5
#--------------------------------------------------------------------------
# Splash Screen 1 Options
#--------------------------------------------------------------------------
# Set file to be used for splash screen 1
@splash1 = '001-Splash01'
# Set amount of frames it takes for splash 1 to fade in (Default = 51)
@in_time1 = 51
# Set amount of frames that splash screen 1 stays opaque (Default = 102)
@pause_time1 = 102
# Set amount of frames it takes for splash 1 to fade out (Default = 51)
@out_time1 = 51
#--------------------------------------------------------------------------
# Splash Screen 2 Options
#--------------------------------------------------------------------------
# Set file to be used for splash screen 2
@splash2 = '002-Splash02'
# Set amount of frames it takes for splash 2 to fade in (Default = 51)
@in_time2 = 51
# Set amount of frames that splash screen 2 stays opaque (Default = 102)
@pause_time2 = 102
# Set amount of frames it takes for splash 2 to fade out (Default = 51)
@out_time2 = 51
#------------------------------------------------------------------------
# The following variables should not be adjusted
#------------------------------------------------------------------------
# Create loop counter (Must start at zero)
@counter = 0
# Set initial splash screen opacity (Must start at 0.0)
@fade = 0.0
# Calculate splash 1 fade in speed
@in_speed1 = (255.0 / @in_time1)
# Calculate splash 1 fade out speed
@out_speed1 = (255.0 / @out_time1)
# Calculate splash 2 fade in speed
@in_speed2 = (255.0 / @in_time2)
# Calculate splash 2 fade out speed
@out_speed2 = (255.0 / @out_time2)
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Check for Battle Test
if $BTEST
# Switch to Title Screen
$scene = Scene_Title.new
end
# Check for Play Test
if $DEBUG && @playtest == false
# Switch to Title Screen
$scene = Scene_Title.new
end
# Load the System database & create a new game
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# Create splash screen 1 graphic
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.title(@splash1)
# Adjust sprite properties
@sprite1.ox = @sprite1.bitmap.width / 2
@sprite1.oy = @sprite1.bitmap.height / 2
# Center sprite on screen
@sprite1.x = 320
@sprite1.y = 240
# Set initial opacity
@sprite1.opacity = 0
# Create splash screen 2 graphic
@sprite2 = Sprite.new
@sprite2.bitmap = RPG::Cache.title(@splash2)
# Adjust sprite properties
@sprite2.ox = @sprite2.bitmap.width / 2
@sprite2.oy = @sprite2.bitmap.height / 2
# Center sprite on screen
@sprite2.x = 320
@sprite2.y = 240
# Set initial opacity
@sprite2.opacity = 0
# 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
# Update loop counter
@counter += 1
end
# Prepare for transition
Graphics.freeze
# Dispose of Splash Screen graphics
@sprite1.dispose
@sprite1.bitmap.dispose
@sprite2.dispose
@sprite2.bitmap.dispose
end
#--------------------------------------------------------------------------
# * Frame update
#--------------------------------------------------------------------------
def update
# If C button was pressed
if Input.trigger?(Input::C) && @skip == true
if @skip_se_allow == true
# Play decision SE
$game_system.se_play(RPG::AudioFile.new(@skip_se))
end
# Switch to title screen
$scene = Scene_Title.new
end
# Fade Cycle
fade_cycle
# Update Graphics
@sprite1.update
@sprite2.update
end
#--------------------------------------------------------------------------
# * Fade Cycle
#--------------------------------------------------------------------------
def fade_cycle
# Determinent (Based on amount of splash screens remaining)
case @amount
# When 2 splash screens remain
when 2
# Check for audio
if @counter == 1 && @bgm1_allow == true
$game_system.bgm_play(RPG::AudioFile.new(@bgm1))
end
# Set splash screen 1's opacity level equal to @fade variable's value
@sprite1.opacity = @fade
# Fade in
if @counter <= @in_time1
@fade += @in_speed1
end
# Pause splash screen 1
if @counter >= @in_time1 + @pause_time1
# Fade out graphics
@fade -= @out_speed1
end
# Fade out BGM
if @counter == @in_time1 + @pause_time1
Audio.bgm_fade(@bgm1_out * 1000)
end
# Space between splash screens
if @counter >= @in_time1 + @out_time1 + @pause_time1 + @space
# Update splash screen amount
@amount -= 1
# Reset loop counter
@counter = 0
# Reset opacity variable
@fade = 0
end
# When 1 splash screen remains
when 1
# Check for audio
if @counter == 1 && @bgm2_allow == true
$game_system.bgm_play(RPG::AudioFile.new(@bgm2))
end
# Set splash screen 2's opacity level equal to @fade variable's value
@sprite2.opacity = @fade
# Fade in
if @counter <= @in_time2
@fade += @in_speed2
end
# Pause splash screen 2
if @counter >= @in_time2 + @pause_time2
# Fade out graphics
@fade -= @out_speed2
end
# Fade out BGM
if @counter == @in_time2 + @pause_time2
Audio.bgm_fade(@bgm2_out * 1000)
end
# Space between splash screens
if @counter >= @in_time2 + @out_time2 + @pause_time2 + @space
# Update splash screen amount
@amount -= 1
end
# When 0 splash screens remain
when 0
# Switch to Title Screen
$scene = Scene_Title.new
end
end
end



[Show/Hide] Version 3.1.2 Plug-n-Play Edition

CODE

#==============================================================================
# ** Scene_Splash (Ultimate Splash Scene 3.1.2 Plug-n-Play Edition)
# By: XeroVolume
# Date: Friday, June 11, 2010
#------------------------------------------------------------------------------
# Special Thanks: Brewmeister for help with the original counter!
#------------------------------------------------------------------------------
# This class performs Splash screen processing
#==============================================================================

class Scene_Splash
#----------------------------------------------------------------------------
# * Object Initialization
#----------------------------------------------------------------------------
def initialize
#--------------------------------------------------------------------------
# The following variables can be customized to fit your preferences
#--------------------------------------------------------------------------
# Allow splash screen during playtest? (true = allow / false = do not allow)
@playtest = true
# Allow skip to title with SPACE or C? (true = allow / false = do not allow)
@skip = false
# Set the total amount of splash screens to be displayed (Default = 2)
@amount = 2
# Set amount of time between each splash screen (Default = 51)
@space = 51
# Set amount of time between final splash and title (Default = 0)
@title_space = 0
#--------------------------------------------------------------------------
# Audio Options
#--------------------------------------------------------------------------
# Allow SE when skipping to title? (true = allow / false = do not allow)
@skip_se_allow = true
# Allow BGM for splash screen 1? (true = allow / false = do not allow)
@bgm1_allow = true
# Allow BGM for splash screen 2? (true = allow / false = do not allow)
@bgm2_allow = true
# Set BGM for splash screen 1 (Default = 061-Slow04)
@bgm1 = '061-Slow04'
# Set BGM for splash screen 2 (Default = 062-Slow05)
@bgm2 = '062-Slow05'
# Set SE for skip to title function (Default = 003-System03)
@skip_se = '003-System03'
# Set fade out time (in seconds) for splash screen 1 audio (Default = 2.5)
@bgm1_out = 2.5
# Set fade out time (in seconds) for splash screen 2 audio (Default = 2.5)
@bgm2_out = 2.5
#--------------------------------------------------------------------------
# Splash Screen 1 Options
#--------------------------------------------------------------------------
# Set file to be used for splash screen 1
@splash1 = '001-Splash01'
# Set amount of frames it takes for splash 1 to fade in (Default = 51)
@in_time1 = 51
# Set amount of frames that splash screen 1 stays opaque (Default = 102)
@pause_time1 = 102
# Set amount of frames it takes for splash 1 to fade out (Default = 51)
@out_time1 = 51
#--------------------------------------------------------------------------
# Splash Screen 2 Options
#--------------------------------------------------------------------------
# Set file to be used for splash screen 2
@splash2 = '002-Splash02'
# Set amount of frames it takes for splash 2 to fade in (Default = 51)
@in_time2 = 51
# Set amount of frames that splash screen 2 stays opaque (Default = 102)
@pause_time2 = 102
# Set amount of frames it takes for splash 2 to fade out (Default = 51)
@out_time2 = 51
#------------------------------------------------------------------------
# The following variables should not be adjusted
#------------------------------------------------------------------------
# Create loop counter (Must start at zero)
@counter = 0
# Set initial splash screen opacity (Must start at 0.0)
@fade = 0.0
# Calculate splash 1 fade in speed
@in_speed1 = (255.0 / @in_time1)
# Calculate splash 1 fade out speed
@out_speed1 = (255.0 / @out_time1)
# Calculate splash 2 fade in speed
@in_speed2 = (255.0 / @in_time2)
# Calculate splash 2 fade out speed
@out_speed2 = (255.0 / @out_time2)
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Check for Battle Test
if $BTEST
# Switch to Title Screen
$scene = Scene_Title.new
end
# Check for Play Test
if $DEBUG && @playtest == false
# Switch to Title Screen
$scene = Scene_Title.new
end
# Load the System database & create a new game
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
# Create splash screen 1 graphic
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.title(@splash1)
# Adjust sprite properties
@sprite1.ox = @sprite1.bitmap.width / 2
@sprite1.oy = @sprite1.bitmap.height / 2
# Center sprite on screen
@sprite1.x = 320
@sprite1.y = 240
# Set initial opacity
@sprite1.opacity = 0
# Create splash screen 2 graphic
@sprite2 = Sprite.new
@sprite2.bitmap = RPG::Cache.title(@splash2)
# Adjust sprite properties
@sprite2.ox = @sprite2.bitmap.width / 2
@sprite2.oy = @sprite2.bitmap.height / 2
# Center sprite on screen
@sprite2.x = 320
@sprite2.y = 240
# Set initial opacity
@sprite2.opacity = 0
# 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
# Update loop counter
@counter += 1
end
# Prepare for transition
Graphics.freeze
# Dispose of Splash Screen graphics
@sprite1.dispose
@sprite1.bitmap.dispose
@sprite2.dispose
@sprite2.bitmap.dispose
end
#--------------------------------------------------------------------------
# * Frame update
#--------------------------------------------------------------------------
def update
# If C button was pressed
if Input.trigger?(Input::C) && @skip == true
if @skip_se_allow == true
# Play decision SE
$game_system.se_play(RPG::AudioFile.new(@skip_se))
end
# Switch to title screen
$scene = Scene_Title.new
end
# Fade Cycle
fade_cycle
# Update Graphics
@sprite1.update
@sprite2.update
end
#--------------------------------------------------------------------------
# * Fade Cycle
#--------------------------------------------------------------------------
def fade_cycle
# Determinent (Based on amount of splash screens remaining)
case @amount
# When 2 splash screens remain
when 2
# Check for audio
if @counter == 1 && @bgm1_allow == true
$game_system.bgm_play(RPG::AudioFile.new(@bgm1))
end
# Set splash screen 1's opacity level equal to @fade variable's value
@sprite1.opacity = @fade
# Fade in
if @counter <= @in_time1
@fade += @in_speed1
end
# Pause splash screen 1
if @counter >= @in_time1 + @pause_time1
# Fade out graphics
@fade -= @out_speed1
end
# Fade out BGM
if @counter == @in_time1 + @pause_time1
Audio.bgm_fade(@bgm1_out * 1000)
end
# Space between splash screens
if @counter >= @in_time1 + @out_time1 + @pause_time1 + @space
# Update splash screen amount
@amount -= 1
# Reset loop counter
@counter = 0
# Reset opacity variable
@fade = 0
end
# When 1 splash screen remains
when 1
# Check for audio
if @counter == 1 && @bgm2_allow == true
$game_system.bgm_play(RPG::AudioFile.new(@bgm2))
end
# Set splash screen 2's opacity level equal to @fade variable's value
@sprite2.opacity = @fade
# Fade in
if @counter <= @in_time2
@fade += @in_speed2
end
# Pause splash screen 2
if @counter >= @in_time2 + @pause_time2
# Fade out graphics
@fade -= @out_speed2
end
# Fade out BGM
if @counter == @in_time2 + @pause_time2
Audio.bgm_fade(@bgm2_out * 1000)
end
# Space between splash screen and title screen
if @counter >= @in_time2 + @out_time2 + @pause_time2 + @title_space
# Update splash screen amount
@amount -= 1
end
# When 0 splash screens remain
when 0
# Switch to Title Screen
$scene = Scene_Title.new
end
end
#--------------------------------------------------------------------------
# * Plug-n-Play Functionality
#--------------------------------------------------------------------------
$scene = Scene_Splash.new
$scene.main while $scene.is_a?(self)
end



Instructions

One of the many great things about the Ultimate Splash Scene is that it is simple to install, and can be set up in less than a few minutes. Whether you are just starting a new project, or you have a full blown game nearly ready to be released, integration couldn't be easier.

[Show/Hide] Quick Instructions (Advanced Users)

Version 3.1.2

1. Put this script above main.
2. Edit main to call Scene_Splash instead of Scene_Title.
3. Place your splash screen images in the "Titles" folder. They must be named in the following format:

001-Splash01
002-Splash02

4. Enjoy the Ultimate Splash Scene!

Version 3.1.2 Plug-n-Play Edition

1. Put this script above main.
2. Place your splash screen images in the "Titles" folder. They must be named in the following format:

001-Splash01
002-Splash02

3. Enjoy the Ultimate Splash Scene!


[Show/Hide] Detailed Instructions (Beginner Users)

Version 3.1.2

Before we get started, if you haven't already done so, please download the demo to obtain a copy of the script.

The first thing you need to do is create your splash screen images. They must be named like so:

001-Splash01
002-Splash02

The images must be placed in the “Titles” folder. Now, open your project. Once you have done so, press F11 to open the Script Editor (or click Tools > Script Editor). Now look on the left side of the Script Editor where you will see a list of classes. Scroll down to the very bottom and click on “Main”. On the right side of the Script Editor you will now see the Main method. The default lines 10 and 11 should look like this:

# Make scene object (title screen)
$scene = Scene_Title.new

(If your main method has been altered, lines 10 and 11 could look different.) Either way, find the above mentioned lines and change them to this:

# Make scene object (splash screen)
$scene = Scene_Splash.new

This tells your main method to call the splash scene first, instead of the title scene.

(*Note: If you have a custom script (that you need in addition to the splash screens) that skips the title screen in some way, then the Ultimate Splash Scene may need to be tweaked slightly. You can PM me directly, or post a "Help with Ultimate Splash Scene" Thread in the RPG Maker XP > Script Support section. I will be more than happy to assist you.

Next you will need to open the demo, and then open the Script Editor like before. Scroll down the list of classes until you see the class labeled “Scene_Splash”, just below “Scene_Title”. Right-Click on “Scene_Splash” and select “Copy” from the drop-down menu. Now, go back to your project's Script Editor and Right-Click on the class just below “Scene_Title”. (It will most likely be “Scene_Map”.) Select “Paste” from the drop-down menu. This will insert a new class just below “Scene_Title” called “Scene_Splash”.

Congratulations! You have installed the Ultimate Splash Scene into your project! Close the Script Editor and run a playtest to see what it looks like, and to decide what you would like to customize.

For further assistance, and a detailed explanation of each customizable variable, full documentation is provided with the Demo.

Version 3.1.2 Plug-n-Play Edition

Before we get started, if you haven't already done so, please download the demo to obtain a copy of the script.

The first thing you need to do is create your splash screen images. They must be named like so:

001-Splash01
002-Splash02

The images must be placed in the “Titles” folder. Now, open your project.

(Note - The Plug-n-Play Edition may not be compatible with other Plug-n-Play scripts. If you are experiencing problems, try using the latest non-Plug-n-Play version available.)

Next you will need to open the demo, and then open the Script Editor. Scroll down the list of classes until you see the class labeled “Scene_Splash”, just below “Scene_Title”. Right-Click on “Scene_Splash” and select “Copy” from the drop-down menu. Now, go back to your project's Script Editor and Right-Click on the class just below “Scene_Title”. (It will most likely be “Scene_Map”.) Select “Paste” from the drop-down menu. This will insert a new class just below “Scene_Title” called “Scene_Splash”.

Congratulations! You have installed the Ultimate Splash Scene into your project! Close the Script Editor and run a playtest to see what it looks like, and to decide what you would like to customize.

For further assistance, and a detailed explanation of each customizable variable, full documentation is provided with the Demo.


Compatibility

As far as I know, this script shouldn't interfere with any other script (other than splash screens of course). If you run into any kind of problem, you can PM me.

The Plug-n-Play version may not be compatible with other Plug-n-Play scripts. If you are experiencing problems with the Plug-n-Play version, try using the latest non-Plug-n-Play version available.

Credits and Thanks

Thanks to Brewmeister for his ideas on using a counter, and automatically centering undersized images!

Author's Notes

This script is heavily commented, as I believe scripts should be. You should be able to figure out what's going on quite easily. Feel free to revise and improve upon this script as much as you like. PM me if you come up with something new!

Terms and Conditions

If you decide that you simply love this script and you just have to use it, give me a mention in your credits!

This post has been edited by XeroVolume: Jun 11 2010, 12:16 AM


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BlackMask
post Jun 10 2010, 08:49 PM
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Problem solved!


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XeroVolume
post Jun 11 2010, 12:20 AM
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QUOTE (BlackMask @ Jun 10 2010, 11:49 PM) *
Problem solved!

Glad to hear it!

Version Update (3.1 to 3.1.2)

- Added two lines of code to ensure the splash bitmaps are disposed of properly

*NOTE* - This update is important to ensure that image bitmaps are not lingering around during your game and wasting memory. Therefore, please ensure that you are using the most current updated version.


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BlackMask
post Jun 11 2010, 01:42 AM
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Very nice Script simple and easy to use!

Great Contribution.


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Locke
post Jun 12 2010, 10:37 PM
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Simply i want to say "I love it" but still i already sayed that XD
But its a little laggy for vista user like me


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Blood_RzR
post Jun 13 2010, 03:05 AM
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me likey wink.gif
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XeroVolume
post Jun 13 2010, 09:54 AM
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QUOTE ("Locke")
But its a little laggy for vista user like me

Hmm laggy? Well I'm sorry to hear that! I'm using Vista myself (and I've also run this on Windows 7) and I didn't notice any amount of lag...


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lyla2284
post Jun 14 2010, 10:48 AM
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Hmm, i might just consider using this. I've already seen a similar script (Mog's Custom Title screen) but this one allows multiple images. biggrin.gif Good work on this script.


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post Jun 14 2010, 01:20 PM
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Great script. Though I still prefer having a script that goes to a map and then event the rest.


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XeroVolume
post Jun 14 2010, 04:16 PM
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QUOTE (Stripe103)
Great script. Though I still prefer having a script that goes to a map and then event the rest.

Hmm, I'm curious as to why you would prefer that? It seems that if you were to go through the trouble of writing a script that just goes to a map, then you might as well have that script display your splash screen(s) for you while you're at it, and be done with it. Of course, in the past I would have used events to set up a splash screen as well, but that was before I started learning RGSS. I've always tried to avoid eventing whenever possible.

This post has been edited by XeroVolume: Jun 14 2010, 04:25 PM


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stripe103
post Jun 15 2010, 12:56 AM
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Well, yea. Of course it is mostly better with scripting. But I can only make edits in scripts and cannot make them from the beginning, and I'm better with events right now so it wasn't any hard choise.


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Zackwell
post Jun 22 2010, 12:49 PM
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This looks great for adding a touch of professionalism.
This is the kind of script I'd suggest to people looking to make a game to wow their potential players. =p


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Cheeze
post Aug 3 2010, 08:51 PM
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Is there anyway you could possibly make it work with a .Gif so it could be animated?

And great script, By the way!

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kunitaj
post Aug 10 2010, 03:34 AM
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I LOVE U! ... sorry that just slipped out sweat.gif . Great script!


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MrDenimLP
post Nov 22 2012, 09:10 PM
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I have a quick question:

Whenever I use this script it shows the splash screens twice before it moves on to the title screen. Is there a simple edit to the script that I can make or is there something else wrong?


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Jens of Zanicuud
post Nov 23 2012, 05:47 AM
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What script have you used? The 3.1.2 version or the 3.1.2 plug&play?
From what I've gathered, there's no evidence of double play.
I'll give it a look anyway.

EDIT: I've checked it and it does work.
Have you put two identic pictures in your Titles folder?
If you want to display it only one time instead of two, just modify line 24/25

CODE
    # Set the total amount of splash screens to be displayed (Default = 2)
    @amount = 2


and set it like this:

CODE
    # Set the total amount of splash screens to be displayed (Default = 2)
    @amount = 1


If this doesn't work, ask for troubleshooting without any hesitation smile.gif
I hope this can help,

Jens


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Phantom0x0
post Dec 3 2012, 03:45 AM
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Your splash screen totally beat my out-dated one from back in 2011 so thank you, and you will be credited as well


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Jens of Zanicuud
post Dec 3 2012, 07:00 AM
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This is actual necroposting. Post in a topic older than three months only to say "this is a great script" is not allowed by this forum's rules. Remember to check the last update date next time smile.gif (script help posts don't count). However, script topics are always open to help requests.

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