Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Closed TopicStart new topic
> Splash Screen & Introduction, By sephiroth spawn
Rydin
post Mar 1 2006, 04:40 AM
Post #1


Level 43


Group: Retired Admin Staff
Posts: 1,185
Type: None
RM Skill: Undisclosed




This script wasn't made by me. Post/intrusctions quoted directly from the creator, sephiroth spawn.

___________________________

Introduction & Splash Scene - Last Updated : 01.08.05

Demo below

Description
It displays pictures before the Title menu, then, if you want, it will display a final picture with "Press Start" (or whatever you choose) flashing at the bottom.

Instructions
Make Sure your pictures are in your Titles folder, with all names known.

Then, go into Main and replace the line:
CODE
$scene = Scene_Title.new

with this:
CODE
$scene = Scene_Intro.new( [x], y)


Now Just replace x and y.

Change x to the pictures names and the order they will appear.
For instance: 3 Pictures named : "Pic 1", "Pic 2", "Pic 3" so your code would now be:
CODE
$scene = Scene_Title.new( ["Pic 1", "Pic 2", "Pic 3"], y)


Now, if you dont want a splash screen, just delete the ", y". But lets say you want one to display a picture named "Splash", just change it now to:
CODE
$scene = Scene_Title.new( ["Pic 1", "Pic 2", "Pic 3"], "Splash")


Now just put this code above Scene_Title.


CODE
#====================================================
# Introduction & Splash Scene
#====================================================
# SephirothSpawn
# 01.08.06
# Version 2
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#====================================================

#====================================================
# ** Scene_Intro
#====================================================

class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System to Play BGM
data_system = load_data("Data/System.rxdata")
game_system = Game_System.new
game_system.bgm_play(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 5, 5, 0
# Background Images
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title(@pics[@item])
@sprite.opacity = 5
# Start Logo
@start = Sprite.new
@start.bitmap = RPG::Cache.title("Start")
@start.y, @start.z, @start.opacity = 416, 10, 0
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ? @phase = @splash.nil? ? 3 : 2 :
@sprite.bitmap = RPG::Cache.title(@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
# Loads Sprite Splash Bitmap
@sprite.bitmap = RPG::Cache.title(@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
$scene = Scene_Title.new if @sprite.opacity <= 0 && @start.opacity <= 0
end
end

If you would like the Title Screen To Fade in, go into Scene_Title and find the lines:
CODE
Graphics.transition

and make it:
CODE
Graphics.transition(x)

Just Change the x into (I Believe) the number of frames to fade in.(Larger # with make a slower transition)

You also need a picture (640*64 resolution) in your Titles folder as well. Heres an example:

http://img188.imageshack.us/img188/4131/start0hb.png

Just Import That to your titles folder and set the Black Part to transparent.
That Should be it. If Need be, I will post a demo.


Attachment lost, if you have it please PM me, thanks ~ Architect

This post has been edited by Architect: Nov 8 2006, 05:14 PM
Go to the top of the page
 
+Quote Post
   
Creepy
post Mar 1 2006, 06:01 PM
Post #2


Dark Lord
Group Icon

Group: Revolutionary
Posts: 1,817
Type: None
RM Skill: Skilled




Great submission there Rydain, maybe i will check this one out, i was using a different one.
Go to the top of the page
 
+Quote Post
   
Mark_92
post Mar 11 2006, 08:05 PM
Post #3


XD
Group Icon

Group: Revolutionary
Posts: 376
Type: None
RM Skill: Masterful




hmm works good but it also comes up in test battle which is not a big deal
Go to the top of the page
 
+Quote Post
   
Soku
post Jun 13 2006, 12:24 AM
Post #4


Level 7
Group Icon

Group: Member
Posts: 99
Type: Developer
RM Skill: Skilled




Im a moron, sorry... Do i just Copy and paste it into the scrpit anywhere?


__________________________
A far off memory, like a scattered dream...
A scattered dream, like a far off memory...
Go to the top of the page
 
+Quote Post
   
Moriarty
post Jun 28 2006, 12:01 PM
Post #5



Group Icon

Group: Member
Posts: 4
Type: Event Designer
RM Skill: Skilled




Is there a way to make the Splash/intro screens delay longer...instead of them just fading out right away?
Go to the top of the page
 
+Quote Post
   
Guy2610
post Jun 28 2006, 12:20 PM
Post #6


Level 4
Group Icon

Group: Member
Posts: 52
Type: Event Designer
RM Skill: Skilled




Was that off his site? because i have a different one that needs his special script base. I think its the same thing though.

@Soku-Put the big block of code above scene_title.


__________________________
269!!! my class number at central

You cannot kill what you did not create-Duality
You can't see California without Marlon Brando's eyes-eyeless

I may not have money, a car, or a job, but...I'm In Band!
Go to the top of the page
 
+Quote Post
   
Shiroiyuki
post Jul 21 2009, 11:09 PM
Post #7


Level 1
Group Icon

Group: Member
Posts: 7
Type: Artist
RM Skill: Beginner




Is there a way to take out the transition and speed pictures up?

For instance, let's say I have 720 images (frames from an animation). I'd like to add each to this script, eliminate the transitions and speed up the duration they appear to create a minute long intro FMV. For a standard piece of animation it is 12 frames/second. So the images would need to move very quickly with no fade in/fade out.

Could this script handle such things, and if so, how do I tweak it?

If not, is there another script (or perhaps a plug-in adjustment) that could?


__________________________
Current Project: The Tempest
Database: 18%
Maps: 4%
Storyline: 79%
Artwork: 3%
Music/sounds: 3%
Scripts: 1% (Help is always appreciated)
---------------------------------
Completed: 4%
Go to the top of the page
 
+Quote Post
   
WIZ
post Jul 7 2011, 11:30 AM
Post #8


Level 1
Group Icon

Group: Member
Posts: 5
Type: Artist
RM Skill: Skilled




[/quote]
If I don't want the last splash image to fade out what should I change in the script so Its working ???? huh.gif


__________________________
WiZaRd Project(Graphic Artist)
Go to the top of the page
 
+Quote Post
   
Legacy
post Jul 7 2011, 02:45 PM
Post #9


B★RS Coding Ninja
Group Icon

Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15




firstly try this.

CODE
#====================================================
# Introduction & Splash Scene
#====================================================
# SephirothSpawn
# 01.08.06
# Version 2
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#====================================================

#====================================================
# ** Scene_Intro
#====================================================

class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System to Play BGM
data_system = load_data("Data/System.rxdata")
game_system = Game_System.new
game_system.bgm_play(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 5, 5, 0
# Background Images
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title(@pics[@item])
@sprite.opacity = 5
# Start Logo
@start = Sprite.new
@start.bitmap = RPG::Cache.title("Start")
@start.y, @start.z, @start.opacity = 416, 10, 0
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ? @phase = @splash.nil? ? 3 : 2 :
@sprite.bitmap = RPG::Cache.title(@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
# Loads Sprite Splash Bitmap
@sprite.bitmap = RPG::Cache.title(@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity =0
# Decresh Start Logo Opacity
@start.opacity = 0
# Proceed to Title Screen
$scene = Scene_Title.new i
end
end


secondly,
please dont necro post an old thread, make a new topic asking for help with this script instead.~ Legacy


__________________________
Freelance Programmer (C#, C++, Ruby)
#onegameamonth


Have you seen the new Unity3D sections?..
Unity 3D Discussion
Unity Script Development
Unity Projects
Go to the top of the page
 
+Quote Post
   
WIZ
post Jul 7 2011, 10:12 PM
Post #10


Level 1
Group Icon

Group: Member
Posts: 5
Type: Artist
RM Skill: Skilled




Thanks a lot ... Ok but I'm new to this forum and I didn't know I should make a new topic anyways thanks wink.gif)


__________________________
WiZaRd Project(Graphic Artist)
Go to the top of the page
 
+Quote Post
   
Legacy
post Jul 8 2011, 05:05 AM
Post #11


B★RS Coding Ninja
Group Icon

Group: Global Mod
Posts: 1,414
Type: Scripter
RM Skill: Advanced
Rev Points: 15




just make it in the script support section. Eitherway im closing this topic.

Topic closed ~ Legacy


__________________________
Freelance Programmer (C#, C++, Ruby)
#onegameamonth


Have you seen the new Unity3D sections?..
Unity 3D Discussion
Unity Script Development
Unity Projects
Go to the top of the page
 
+Quote Post
   

Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 24th May 2013 - 05:31 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker