#-------------------------------------------------------------------------- # * Memorize BGM and BGS (+) #-------------------------------------------------------------------------- def self.bgm_and_bgs_memorize self.bgm_memorize self.bgs_memorize end
#-------------------------------------------------------------------------- # * Play Memorize BGM (+) #-------------------------------------------------------------------------- def self.play_music_memorize Audio.bgm_play(@memorized_bgm.name, @memorized_bgm.volume, @memorized_bgm.pitch) if @memorized_bgm != nil Audio.bgs_play(@memorized_bgs.name, @memorized_bgs.volume, @memorized_bgs.pitch) if @memorized_bgs != nil end
#-------------------------------------------------------------------------- # * Return Playing BGM (+) #-------------------------------------------------------------------------- def self.playing_bgm return @playing_bgm end
#-------------------------------------------------------------------------- # * Erase the extansion Audio Files (+) #-------------------------------------------------------------------------- def self.erase_extansion_file(sound) string = sound.gsub(/\.mp3/) {""} if sound.include?(".mp3") string = sound.gsub(/\.wav/) {""} if sound.include?(".wav") string = sound.gsub(/\.mid/) {""} if sound.include?(".mid") string = sound.gsub(/\.ogg/) {""} if sound.include?(".ogg") return string end
#-------------------------------------------------------------------------- # * Explore Folder (+) By Krosk #-------------------------------------------------------------------------- def self.explore(folder = "Audio/BGM/") if not(FileTest.exist?(folder)) return ["Nil"] end rgssfolder = ENV['ProgramFiles'] + '\Common Files\Enterbrain\RGSS2\RPGVX\Audio\BGM\\' command = [] dir = [] if FileTest.exist?(rgssfolder) and SOUNDTESTOPT::RGSS_MUSIC d = Dir.open(rgssfolder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} end d = Dir.open(folder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} temp = [] for i in 0..command.length-1 if dir[i] command[i] += "/" temp.push(command[i]) end end dir.delete(true) for element in temp command.delete(element) end temp.reverse! for element in temp dir.unshift(true) command.unshift(element) end return [command, dir] end
#-------------------------------------------------------------------------- # * Play Memorize BGM (-) #-------------------------------------------------------------------------- # Module to class class << self # Fix a Stack Level too deep problems if @Audio.nil? # Renames bgm and bgs functions alias bgm_play_alias bgm_play alias bgm_stop_alias bgm_stop alias bgm_fade_alias bgm_fade alias bgs_play_alias bgs_play alias bgs_stop_alias bgs_stop alias bgs_fade_alias bgs_fade @Audio = true end #-----------BGM----------- # Defines a new bgm_play def Audio.bgm_play(*arg) # Run the basic method bgm_play_alias(*arg) @playing_bgm = RPG::AudioFile.new(*arg) if not $scene.is_a?(Scene_SoundTest) name = @playing_bgm.name.gsub(/Audio\/BGM\//) {""} $game_party.played_bgm = {} if $game_party.played_bgm == nil $game_party.played_bgm[name] = true end end # Defines a new bgm_stop def Audio.bgm_stop # Run the basic method bgm_stop_alias @playing_bgm = nil end # Defines a new bgm_fade def Audio.bgm_fade(arg) # Run the basic method bgm_fade_alias(arg) @playing_bgm = nil end #-----------BGS----------- def Audio.bgs_play(*arg) # Run the basic method bgs_play_alias(*arg) @playing_bgs = RPG::AudioFile.new(*arg) end # Defines a new bgm_stop def Audio.bgs_stop # Run the basic method bgs_stop_alias @playing_bgs = nil end # Defines a new bgm_fade def Audio.bgs_fade(arg) # Run the basic method bgs_fade_alias(arg) @playing_bgs = nil end
end end
#============================================================================== # ** Game_Party #============================================================================== class Game_Party attr_accessor :played_bgm alias initialize_game_party_alias initialize def initialize initialize_game_party_alias @played_bgm = {} end end
#============================================================================== # ** Game_Interpreter #============================================================================== class Game_Interpreter def have_all_sounds? list = Audio.explore @data = list[0] @item_max = @data.size pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end return true if pc_complete == @item_max return false if pc_complete != @item_max return end end #============================================================================== # ** Window_SoundTest #------------------------------------------------------------------------------ # This window displays a list of sounds #==============================================================================
class Window_SoundTest < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height, allsongs) super(x, y, width, height) @column_max = 1 @width = width @allsongs = allsongs self.index = 0 refresh end #-------------------------------------------------------------------------- # * Get Sound #-------------------------------------------------------------------------- def sound return @data[self.index] end #-------------------------------------------------------------------------- # * Get % #-------------------------------------------------------------------------- def pcomplete(condition = false) pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end text = pc_complete * 100 / @item_max if @item_max != 0 text = "Complete: " + text.to_s + "%" return text if condition == false return true if pc_complete == @item_max and condition == true return false if pc_complete != @item_max and condition == true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh list = Audio.explore @data = list[0] @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Sound # index : sound number #-------------------------------------------------------------------------- def draw_item(index) sound = @data[index] rect = item_rect(index) text = Audio.erase_extansion_file(sound) $game_party.played_bgm = {} if $game_party.played_bgm == nil if $game_party.played_bgm[text] or @allsongs self.contents.font.color = normal_color self.contents.draw_text(rect, text, 1) else self.contents.font.color = text_color(7) self.contents.draw_text(rect, "? ? ? ? ? ? ? ?", 1) end end end
#============================================================================== # ** Scene_SoundTest #------------------------------------------------------------------------------ # SoundTest Scene #==============================================================================
class Scene_SoundTest < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(allsongs = false) @allsongs = allsongs end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super Audio.bgm_and_bgs_memorize Audio.bgm_stop Audio.bgs_stop create_menu_background @help_window = Window_Base.new(Graphics.width/2, 0, Graphics.width/2, 24+32) @help_window.contents = Bitmap.new(Graphics.width/2-32, 24) set_text(@help_window, "- None -", 1) @complete_window = Window_Base.new(Graphics.width/2, Graphics.height - (24+32), Graphics.width/2, 24+32) @complete_window.contents = Bitmap.new(Graphics.width/2-32, 24) @complete_window.visible = false if @allsongs @pi = 3.14159265 @cd = Sprite.new @cd.bitmap = Cache.picture("CD") @cd.ox = @cd.bitmap.width/2 @cd.oy = @cd.bitmap.height/2 @cd.zoom_x = 0 @cd.y = Graphics.height/2 - @cd.bitmap.height/2 + 120 @zoom_cd = 0 @turn_cd = 0 @cd_play = false @sound_window = Window_SoundTest.new(0, 0, Graphics.width/2, Graphics.height, @allsongs) set_text(@complete_window, @sound_window.pcomplete, 1) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose @complete_window.dispose @cd.dispose @sound_window.dispose end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Set_text #-------------------------------------------------------------------------- def set_text(window, text, align = 0) window.contents.clear window.contents.draw_text(0,0, window.width - 32, 24, text, align) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update @complete_window.update @cd.update @zoom_cd += 1 if @cd_play == true @turn_cd += 14 @cd.zoom_x = 1 @cd.angle = @turn_cd else @cd.angle = 0 @turn_cd = 0 @cd.zoom_x = (1 * Math.sin(@zoom_cd/120.0*@pi)).abs @cd.x = (Graphics.width/1.33) - @cd.bitmap.width/2 * (Math.sin(@zoom_cd/@cd.bitmap.width/2*@pi).abs) end @sound_window.update # If input B if Input.trigger?(Input::B) Sound.play_cancel Audio.bgm_stop Audio.play_music_memorize return_scene end # If input A if Input.trigger?(Input::A) # Play SE (Decision) Sound.play_decision # Stop BGM Audio.bgm_stop @cd_play = false set_text(@help_window, "- None -", 1) end # If input C if Input.trigger?(Input::C) sound = @sound_window.sound # If not playing stext = Audio.erase_extansion_file(sound) if !$game_party.played_bgm[stext] and @allsongs == false # SE play (Buzzer) Sound.play_buzzer return end Graphics.update # Play SE (Decision) Sound.play_decision # Play BGM Audio.bgm_play("Audio/BGM/" + sound, 100, 100) @cd_play = true text = sprintf("%02d", @sound_window.index + 1) + ":" + stext set_text(@help_window, text, 1) return end end end
#-------------------------------------------------------------------------- # * Memorize BGM and BGS (+) #-------------------------------------------------------------------------- def self.bgm_and_bgs_memorize self.bgm_memorize self.bgs_memorize end
#-------------------------------------------------------------------------- # * Play Memorize BGM (+) #-------------------------------------------------------------------------- def self.play_music_memorize Audio.bgm_play(@memorized_bgm.name, @memorized_bgm.volume, @memorized_bgm.pitch) if @memorized_bgm != nil Audio.bgs_play(@memorized_bgs.name, @memorized_bgs.volume, @memorized_bgs.pitch) if @memorized_bgs != nil end
#-------------------------------------------------------------------------- # * Return Playing BGM (+) #-------------------------------------------------------------------------- def self.playing_bgm return @playing_bgm end
#-------------------------------------------------------------------------- # * Erase the extansion Audio Files (+) #-------------------------------------------------------------------------- def self.erase_extansion_file(sound) string = sound.gsub(/\.mp3/) {""} if sound.include?(".mp3") string = sound.gsub(/\.wav/) {""} if sound.include?(".wav") string = sound.gsub(/\.mid/) {""} if sound.include?(".mid") string = sound.gsub(/\.ogg/) {""} if sound.include?(".ogg") return string end
#-------------------------------------------------------------------------- # * Explore Folder (+) By Krosk #-------------------------------------------------------------------------- def self.explore(folder = "Audio/BGM/") if not(FileTest.exist?(folder)) return ["Nil"] end rgssfolder = ENV['ProgramFiles'] + '\Common Files\Enterbrain\RGSS\Standard\Audio\BGM\\' command = [] dir = [] if FileTest.exist?(rgssfolder) and SOUNDTESTOPT::RGSS_MUSIC d = Dir.open(rgssfolder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} end d = Dir.open(folder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} temp = [] for i in 0..command.length-1 if dir[i] command[i] += "/" temp.push(command[i]) end end dir.delete(true) for element in temp command.delete(element) end temp.reverse! for element in temp dir.unshift(true) command.unshift(element) end return [command, dir] end
#-------------------------------------------------------------------------- # * Play Memorize BGM (-) #-------------------------------------------------------------------------- # Module to class class << self # Fix a Stack Level too deep problems if @Audio.nil? # Renames bgm and bgs functions alias bgm_play_alias bgm_play alias bgm_stop_alias bgm_stop alias bgm_fade_alias bgm_fade alias bgs_play_alias bgs_play alias bgs_stop_alias bgs_stop alias bgs_fade_alias bgs_fade @Audio = true end #-----------BGM----------- # Defines a new bgm_play def Audio.bgm_play(*arg) # Run the basic method bgm_play_alias(*arg) @playing_bgm = RPG::AudioFile.new(*arg) if not $scene.is_a?(Scene_SoundTest) name = @playing_bgm.name.gsub(/Audio\/BGM\//) {""} if $game_party != nil $game_party.played_bgm = {} if $game_party.played_bgm == nil $game_party.played_bgm[name] = true end end end # Defines a new bgm_stop def Audio.bgm_stop # Run the basic method bgm_stop_alias @playing_bgm = nil end # Defines a new bgm_fade def Audio.bgm_fade(arg) # Run the basic method bgm_fade_alias(arg) @playing_bgm = nil end #-----------BGS----------- def Audio.bgs_play(*arg) # Run the basic method bgs_play_alias(*arg) @playing_bgs = RPG::AudioFile.new(*arg) end # Defines a new bgm_stop def Audio.bgs_stop # Run the basic method bgs_stop_alias @playing_bgs = nil end # Defines a new bgm_fade def Audio.bgs_fade(arg) # Run the basic method bgs_fade_alias(arg) @playing_bgs = nil end
end end
#============================================================================== # ** Scene_Title #============================================================================== class Scene_Title alias command_new_game_alias command_new_game def command_new_game command_new_game_alias $game_party.played_bgm = {} if $game_party.played_bgm == nil $game_party.played_bgm[$data_system.title_bgm.name] = true end end
#============================================================================== # ** Game_Party #============================================================================== class Game_Party attr_accessor :played_bgm alias initialize_game_party_alias initialize def initialize initialize_game_party_alias @played_bgm = {} end end
#============================================================================== # ** Interpreter #============================================================================== class Interpreter def have_all_sounds? list = Audio.explore @data = list[0] @item_max = @data.size pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end return true if pc_complete == @item_max return false if pc_complete != @item_max return end end #============================================================================== # ** Window_SoundTest #------------------------------------------------------------------------------ # This window displays a list of sounds #==============================================================================
class Window_SoundTest < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height, allsongs) super(x, y, width, height) @column_max = 1 @width = width @allsongs = allsongs self.index = 0 refresh end #-------------------------------------------------------------------------- # * Get Sound #-------------------------------------------------------------------------- def sound return @data[self.index] end #-------------------------------------------------------------------------- # * Get % #-------------------------------------------------------------------------- def pcomplete(condition = false) pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end text = pc_complete * 100 / @item_max text = "Complete: " + text.to_s + "%" return text if condition == false return true if pc_complete == @item_max and condition == true return false if pc_complete != @item_max and condition == true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh list = Audio.explore @data = list[0] @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Sound # index : sound number #-------------------------------------------------------------------------- def draw_item(index) sound = @data[index] x = index % @column_max * (288 + 32) y = index / @column_max * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) text = Audio.erase_extansion_file(sound) $game_party.played_bgm = {} if $game_party.played_bgm == nil if $game_party.played_bgm[text] or @allsongs self.contents.font.color = normal_color self.contents.draw_text(rect, text, 1) else self.contents.font.color = text_color(7) self.contents.draw_text(rect, "? ? ? ? ? ? ? ?", 1) end end end
#============================================================================== # ** Scene_SoundTest #------------------------------------------------------------------------------ # SoundTest Scene #==============================================================================
class Scene_SoundTest #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(allsongs = false) @allsongs = allsongs end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def main #super Audio.bgm_and_bgs_memorize Audio.bgm_stop Audio.bgs_stop @help_window = Window_Base.new(640/2, 0, 640/2, 24+32) @help_window.contents = Bitmap.new(640/2-32, 24) set_text(@help_window, "- None -", 1, true) @complete_window = Window_Base.new(640/2, 480 - (24+32), 640/2, 24+32) @complete_window.contents = Bitmap.new(640/2-32, 24) @complete_window.visible = false if @allsongs @pi = 3.14159265 @cd = Sprite.new @cd.bitmap = RPG::Cache.picture("CD") @cd.ox = @cd.bitmap.width/2 @cd.oy = @cd.bitmap.height/2 @cd.zoom_x = 0 @cd.y = 480/2 - @cd.bitmap.height/2 + 120 @zoom_cd = 0 @turn_cd = 0 @cd_play = false @sound_window = Window_SoundTest.new(0, 0, 640/2, 480, @allsongs) set_text(@complete_window, @sound_window.pcomplete, 1, true) # Run transition Graphics.transition # Main loop loop do # Update the game screen Graphics.update # Update input information Input.update # Update frame update # When screen is switched, interrupt loop if $scene != self break end end # Prepare Transition Graphics.freeze # Free the window @help_window.dispose @complete_window.dispose @cd.dispose @sound_window.dispose end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Set_text #-------------------------------------------------------------------------- def set_text(window, text, align = 0, make = false) if make window.contents.font.name = $fontface window.contents.font.size = $fontsize window.contents.font.color = window.normal_color end window.contents.clear window.contents.draw_text(0,0, window.width - 32, 24, text, align) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @help_window.update @complete_window.update @cd.update @zoom_cd += 1 if @cd_play == true @turn_cd += 16 @cd.zoom_x = 1 @cd.angle = @turn_cd else @cd.angle = 0 @turn_cd = 0 @cd.zoom_x = (1 * Math.sin(@zoom_cd/90.0*@pi)).abs @cd.x = (640/1.33) - @cd.bitmap.width/2 * (Math.sin(@zoom_cd/@cd.bitmap.width/2*@pi).abs) end @sound_window.update # If input B if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) Audio.bgm_stop Audio.play_music_memorize return_scene end # If input A if Input.trigger?(Input::A) # Play SE (Decision) $game_system.se_play($data_system.decision_se) # Stop BGM Audio.bgm_stop @cd_play = false set_text(@help_window, "- None -", 1) end # If input C if Input.trigger?(Input::C) sound = @sound_window.sound # If not playing stext = Audio.erase_extansion_file(sound) if !$game_party.played_bgm[stext] and @allsongs == false # SE play (Buzzer) $game_system.se_play($data_system.buzzer_se) return end Graphics.update # Play SE (Decision) $game_system.se_play($data_system.decision_se) # Play BGM Audio.bgm_play("Audio/BGM/" + sound, 100, 100) @cd_play = true text = sprintf("%02d", @sound_window.index + 1) + ":" + stext set_text(@help_window, text, 1) return end end end
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.
Thanks in advance.
Hey there,
Well I don't make battle neither though I can still teach you some things :)... The way I've learned to script is by reading other scripts for the most part. I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!! The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script. You also need to feel the competition that's around in the scripting-community. Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P So that's an other thing... You also don't need to be afraid to learn from others or helpfiles. When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember. Then, you must be calm, cause you need to try the script a lot of times. When I write a script, I test it after almost every changes. First I set up the major structure. Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base def initialize(x,y,width,height) super(x,y,width,height) refresh end
def refresh self.contents.clear draw_contents end
def draw_contents draw_something(with, some, parameters) end
def update refresh if @something != @what_it_should_be end end
So that's also very important. Then, the biggest thing I learned scripting from is TRIAL AND ERROR. That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.
So that's it how I did it. Now it's up to you. Do some requests (if I didn't do it allready :P) and learn from them.
Hope that helped you out a little. If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials. Perhaps they're going to be usefull for you one day ;)
Group: Member
Posts: 29
Type: Artist
RM Skill: Beginner
i was using space not far's sound test script, but your script is better than it!Thank u to upload! And.... I'd like to make event when complete sound list. How can I make it? Even as "when you complete list, one character give you a item, but if you don't complete that character doesn't give you anything"
This post has been edited by TakamiDaisuke: Feb 19 2009, 04:22 AM
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
You can always save an Ipod pic that is the same size as the CD here and it will work. Except, it will spin when music plays just like the CD. You just have to name it CD.Png
This post has been edited by SuperMega: Feb 20 2009, 10:18 AM
If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE. Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes. Need a script translated? Come talk to me, and I'll see what I can do.
Group: Member
Posts: 1
Type: Developer
RM Skill: Skilled
Is it possible to add all songs at once? Because in my game theres an option on the Title Screen called extra. There you can learn the game and play minigames but I also want it so that theres a place where you can listen to the music of the game.