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> Kingdom Hearts 2 Title Screen
Shadic66
post Mar 30 2010, 02:38 PM
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Script Title: KH2 Title Screen
Script Version: 1.0
Credits to: MogHunter for Base Script

Description: an edit of moghunters animated title screen (de-animated), so it looks like kh2

Compatibility: I don't know. I suggest checking the original script

Script:
Script
CODE
#_________________________________________________
# MOG_Animated Title Sofia V1.1            
#_________________________________________________
# By Moghunter  
# [url="http://www.atelier-rgss.com"]http://www.atelier-rgss.com[/url]
#_________________________________________________
module MOG
#Auto Fullscreen.  
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC = "Logo"
#Logo Time.
LOGO_TIME = 15
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = false
#Set Random Music.
MUSIC1 = "062-Slow05"
#Active Title BGS.  
BGS_ON = false
#Set Title BGS.  
BGS = "004-Wind04"
#Set BGS volume.  
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 5
#Texto para acessar o menu de op�ƒ§�ƒµes(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posi�ƒ§�ƒ£o do texto na horizontal.(Press any Key)
T_B_X = 250
#Posi�ƒ§�ƒ£o do texto na vertical.(Press any Key)
T_B_Y = 300
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de op�ƒ§�ƒµes de comando.
#�ƒ�€� necess�ƒ¡rio ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back2"#Nome da imagem.
PIC_FD_OX = 0  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transpar�ƒªncia da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma op�ƒ§�ƒ£o de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redu�ƒ§�ƒ£o da Transpar�ƒªncia imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
#Movimento da imagem
DIS_PIC1_OX = 0
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0
DIS_PIC1_ZOOMY = 0
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0
DIS_PIC5_ZOOMY = 0
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title  
  def main
    if $BTEST
      battle_test
      return
    end
    $full_screen += 1
    if MOG::FULL_SCREEN == true and $full_screen == 1
    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
    $showm.call(18,0,0,0)
    $showm.call(13,0,0,0)
    $showm.call(13,0,2,0)
    $showm.call(18,0,2,0)
    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
    s1 = ""
    s2 = ""
    s3 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.opacity = 0
    @command_window.x = 0 - @command_window.width / 2
    @command_window.y = 0
    @command_window.visible = false
    @command_window.active = false    
    @mb01 = Plane.new
    @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
    @mb01.opacity = MOG::PIC_FD_OPA
    @mb01.z = MOG::PIC_FD_PRIOR
    @mb01.blend_type = MOG::PIC_FD_BLEND
    @bot = Sprite.new
    @bot.bitmap = Bitmap.new(160,100)
    @bot.x = MOG::T_B_X
    @bot.y = MOG::T_B_Y
    @bot.z = 9999
    @bot.opacity = 0
    @bot.bitmap.font.size = MOG::T_B_FONT
    @bot.bitmap.font.bold = true
    @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
    @bot2 = Sprite.new
    @bot2.bitmap = Bitmap.new(160,100)
    @bot2.x = MOG::T_B_X
    @bot2.y = MOG::T_B_Y
    @bot2.z = 9998
    @bot2.opacity = 0
    @bot2.bitmap.font.size = MOG::T_B_FONT
    @bot2.bitmap.font.bold = true
    @bot2.color.set(0,0,0)
    @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
    @com = Sprite.new
    @com.bitmap = RPG::Cache.title(MOG::COM + "_01")
    @com.z = 10000
    @com.opacity = 0
    @com.y = 300
    @logo = Plane.new
    @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
    @logo.z = 999999
    @logo.opacity = 0    
    @time = 0
    @time_zoom = 0
    @time_music = 0
    @time_logo = MOG::LOGO_TIME
    @logo_r = 0
    @rs = 0
    @mb01.visible = false      
    @com.visible = false  
    @logo.visible = true
    @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
    Audio.bgm_stop
    Audio.me_stop
    Audio.bgs_stop
    if MOG::BGS_ON == true
    Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
    end
    Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    if MOG::DIS_MOV == true
    for i in 1..MOG::DIS_TIME
    @mb01.opacity -= MOG::DIS_PIC1_OPA      
    @com.opacity -= MOG::DIS_PIC2_OPA
    @mb01.ox += MOG::DIS_PIC1_OX
    @mb01.oy += MOG::DIS_PIC1_OY
    @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
    @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
    @bot.opacity -= 10
    @bot2.opacity -= 10
    Graphics.update
    end
    end
    Graphics.freeze
    @command_window.dispose
    @mb01.dispose
    @bot.dispose
    @bot2.dispose
    @com.dispose
    @logo.dispose
  end
  def update
    @time_logo -= 1
    if @time_logo <= 0
       @time_logo = 0
    end  
    if @logo.opacity < 30 and @logo_r == 1
       @logo.visible = false
       @logo.opacity = 0
       @logo.bitmap = RPG::Cache.title("")
    end
    if @bot.opacity < 30 and @command_window.active == true
       @bot.visible = false
       @bot2.visible = false
       @bot.bitmap.draw_text(0, 0, 32, 32,"")
       @bot2.bitmap.draw_text(0, 0, 32, 32,"")
    end  
    if @logo_r == 0 and @logo.opacity <= 250
    @logo.opacity += 2  
    elsif @time_logo <= 0  
    @logo_r = 1
    @logo.opacity -= 2
    @mb01.visible = true    
    @com.visible = true
    @bot.opacity += 2
    @bot2.opacity +=  2
    Audio.me_fade(500)
    if @bot.opacity >= 255
       @bot.opacity = 255
       @bot2.opacity = 255        
    end  
    end  
    if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
    @rs += 1
    case rand(1)
    when 0
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
    end
    else    
    if @logo_r == 1 and @rs == 1
    $game_system.bgm_play($data_system.title_bgm)
    @rs += 1
    end  
    end      
    if @command_window.active == true
    @bot.opacity -= 5
    @bot2.opacity -=  5
    @bot.x -= 5
    @bot2.x += 5
    @com.opacity += 2
    if @com.y > 0
       @com.y -= 5      
    elsif @com.y < 0
       @com.y = 0
       @com.opacity = 255
    end
    end
    r = rand(100) + 150
    g = rand(100) + 150
    b = rand(100) + 150
    @command_window.update
    @time += 2
    @time_zoom += 0
    if @time_zoom > 0
       @time_zoom = 0
    end
    if @time_zoom > 0 and MOG::BACK_ZOOM == true
    @mb01.zoom_x += 0
    @mb01.zoom_y += 0
    if @mb01.zoom_x >= 0
       @mb01.zoom_x = 0
       @mb01.zoom_y = 0  
    end
    elsif MOG::BACK_ZOOM == true
    @mb01.zoom_x -= 0
    @mb01.zoom_y -= 0
    if @mb01.zoom_x <= 0
       @mb01.zoom_x = 0
       @mb01.zoom_y = 0  
    end
    end  
    @mb01.ox -= MOG::PIC_FD_OX
    @mb01.oy -= MOG::PIC_FD_OY
    Graphics.frame_rate = MOG::PER
    @bot.color.set(r,g,b)    
    if @time > 400
       @time = 0
    end        
    if @rs == 0
    Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
    @rs += 1
    end
    if @logo.opacity <= 100 and @logo_r == 1
    if Input.trigger?(Input::C) and @command_window.active == true
      case @command_window.index
      when 0  
        command_new_game
      when 1
        command_continue
      when 2  
        command_shutdown
      end
    elsif Input.trigger?(Input::C) and @command_window.active == false or
      Input.trigger?(Input::B) and @command_window.active  == false
      Audio.se_play("Audio/SE/" + MOG::T_B_SE)
      @command_window.active = true
    end
    end
    case @command_window.index
     when 0      
     @com.bitmap = RPG::Cache.title(MOG::COM + "_01")    
     when 1      
     @com.bitmap = RPG::Cache.title(MOG::COM + "_02")
     when 2      
     @com.bitmap = RPG::Cache.title(MOG::COM + "_03")    
     end
  end
  def command_new_game
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    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
    Audio.bgs_fade(800)
    $game_system.se_play($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

Please use Demo

For Extra Splash screen check this post

Screenshots:
Image


Demo Link: Demo

Script Installation: Copy and paste above main

Update: Fixed Broken Demo Link, Shortened Code.

This post has been edited by Shadic66: Jan 2 2012, 04:18 PM


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Hoopsnake Games
post Apr 1 2010, 07:51 AM
Post #2


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Holy. Crimeny. Frick. I have not used rmxp for a year, but this script is actually making me contemplate going back to xp! This is an absolutely beautiful script, my friend. Well done.
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Shadic66
post Apr 1 2010, 12:51 PM
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Thanks it's my first script so i wasn't sure it would catch anyones attention


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Redd
post Apr 1 2010, 01:44 PM
Post #4


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HOLY MOTHER OF PEARL!!!! THIS IS AMAZING!!!!!!!
I AM DEFINITELY GOING TO USE THIS!!!

Edit : I'm getting an error on line 541.


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Shadic66
post Apr 1 2010, 01:46 PM
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QUOTE (Redd @ Apr 1 2010, 10:44 PM) *
HOLY MOTHER OF PEARL!!!! THIS IS AMAZING!!!!!!!
I AM DEFINITELY GOING TO USE THIS!!!


Thanks


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AresWarrior
post Apr 1 2010, 04:30 PM
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that my friend is a nice title screen. i remember back when i used flash and made a kingdom hearts title screen similar to that.
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Shadic66
post Apr 2 2010, 03:44 AM
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I might upload an updated demo with the actual BGM


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Hoopsnake Games
post Apr 2 2010, 04:11 AM
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QUOTE (Redd @ Apr 1 2010, 01:44 PM) *
I'm getting an error on line 541.

I think it may be because the codebox has gone and changed that line into an emoticon. Haven't got RMXP with me at the mo, so can't test it out and make sure its 541, it's just something I noticed when I was looking through the script and may be the cause of your problem.
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Shadic66
post Apr 2 2010, 05:03 AM
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are you using just the script or the demo


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Yumiro
post Aug 11 2011, 07:19 AM
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Really amazing !
im gonna use it biggrin.gif

you did a great job on this script!
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GuruKing
post Aug 13 2011, 06:19 PM
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Whoa, hehe this is incredible


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Aqua7KH
post Sep 5 2011, 11:27 PM
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Im getting a name error on line 2 D:


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Night_Runner
post Sep 8 2011, 09:16 PM
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The code from line 1 spills over into line 2, I've fixed it in the original post for you happy.gif


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K.I.S.S.
Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question.

Most important guide ever: Newbie's Guide to Switches
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Cataback101
post Oct 6 2011, 04:37 AM
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Would love to see a good VX Conversion
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say.id
post Nov 26 2011, 07:39 PM
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i can't download the demo..,, sad.gif
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Shadic66
post Dec 9 2011, 03:48 PM
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QUOTE (say.id @ Nov 27 2011, 04:39 AM) *
i can't download the demo..,, sad.gif


Fixed the Link. laugh.gif

Sorry I didn't do it sooner just had to re-install RMXP, and redo most of it. sleep.gif


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Wolf767
post Dec 28 2011, 06:20 PM
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Ok, When you say paste it above Main do you mean like insert a new page then paste the script, or just paste it above the script that is already there on the page named ''Main''

Also, I tried both and it keeps saying ''Unable to find file Graphics/Titles/Back2''
Blurgh. Help I'm such a noob at this -_-''
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Shadic66
post Dec 29 2011, 11:22 AM
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Insert the script into a new tab
like so:

but you should download the Demo as it contains all the image's required e.g. "Back2"

or download them here: KH Title Images, just insert the image's in the titles folder of your project


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Wolf767
post Jan 1 2012, 08:16 PM
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QUOTE (Shadic66 @ Dec 29 2011, 11:22 AM) *
Insert the script into a new tab
like so:

but you should download the Demo as it contains all the image's required e.g. "Back2"

or download them here: KH Title Images, just insert the image's in the titles folder of your project


Yeah, I found out how it works Thank you smile.gif

May I ask, How can I edit the script to make it have a animated title screen? Like it shows sora and the Kingdom hearts logo, and I found out where in the script to change that picture, but how can I make it animated? :S
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Shadic66
post Jan 2 2012, 10:41 AM
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Type: None
RM Skill: Beginner




If you read through the the first post you should see:

Description: an edit of moghunters animated title screen (de-animated), so it looks like kh2

basicly i have de-animated it but it's still listed as animated. For the original script go Here













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