Start Screen V.2.5 [*NEW* FINAL UPDATE!] |
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Mar 6 2010, 04:03 PM
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The Guiding Light

Group: Revolutionary
Posts: 801
Type: Event Designer
RM Skill: Masterful

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This is the *Updated* final version of this script. Some new code was added to alleviate the Scene_Title to Scene_PreTitle in main part. Enjoy. Also this new version was created from Miget man12's More-than-usually Graphical Title so please give credit to him. EDIT: Demo now available.(with the updated script) Start Screen for VXEver noticed how in some games they have a start screen before continuing on to the continue/new game? Well now it's your turn to have it. CODE #------------------------------------------------------------------------------- # Start Screen VX V.2.5 # (Created from Miget man12's More-than-usually Graphical Title) # Last update : 2010/5/05 # Edited by Guyver's Bane # And support given by Night5h4d3 for Battle Test problem.(resolved now) # Credit goes to Miget man12 for the script this was made from. # I take credit only in editing his original work. # #==============================================================================# # This script allows you to have a Start screen upon playing # #==============================================================================# #------------------------------------------------------------------------------# # Installation: Place above "Main". Basically it's pulg'n play. # #------------------------------------------------------------------------------# #==============================================================================# # Customization # #==============================================================================#
module GB # The Number of COMMAND_ACTION, COMMAND_X and COMMAND_Y variables MUST be at # least as much as the number of COMMAND_TEXT variables!! (You can have more # than COMMAND_TEXT; it won't affect anything) # The text drawn on the title screen COMMAND_TEXT = [] # Leave alone! COMMAND_TEXT[0] = "-Press Start-" COMMAND_ACTION = [] # Leave alone! COMMAND_ACTION[0] = "$scene = Scene_Title.new" # ["Times New Roman", "Verdana", "Arial", "Courier New"] # **the name MUST be in quotes!** COMMAND_FONT = ["Bookman Old Style", "Verdana"] # Size of Command Text COMMAND_TEXT_SIZE = 28 COMMAND_SHADOW = false COMMAND_BOLD = false COMMAND_ITALIC = false # Colors go like so: # Color.new(red,green,blue[,transparency]) # Each color level ranges from 0 to 255 # All 255 is white # All 0 is black # Transparency can be left out! If it is, it will be automatically set to 255 # Color of Command Text when not selected COMMAND_COLOR_NOT = Color.new(0,0,0) # Color Command Text flashes when selected COMMAND_COLOR_YES = Color.new(255,255,255) COMMAND_X = [] # Leave alone! COMMAND_Y = [] # Leave alone! # X position of Start Text COMMAND_X[0] = 200 # Y position of Start Text COMMAND_Y[0] = 288 end #==============================================================================# # End Of Customization ^_^ # #==============================================================================# class Scene_PreTitle < Scene_Base #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main# If normal play if $BTEST $scene = Scene_Title.new else super # Usual main processing end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super @com_wait = 1 @sel_index = 0 create_title_graphics # Create title graphics create_command_graphics # Create command graphics play_title_music # Play title screen music end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_graphics dispose_title_graphics end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_com_graphics if Input.trigger?(Input::DOWN) pre_mvmt if @sel_index == (GB::COMMAND_TEXT.size-1) @sel_index = 0 else @sel_index += 1 end post_mvmt elsif Input.trigger?(Input::UP) pre_mvmt if @sel_index == 0 @sel_index = (GB::COMMAND_TEXT.size-1) else @sel_index -= 1 end post_mvmt elsif Input.trigger?(Input::C) eval(GB::COMMAND_ACTION[@sel_index]) end end #-------------------------------------------------------------------------- # * Update Command Graphics #-------------------------------------------------------------------------- def update_com_graphics @com_wait -= 1 if @com_wait <= 0 @com_graphics[@sel_index].flash(GB::COMMAND_COLOR_YES,120) @com_wait = 120 end for sprt in @com_graphics sprt.update end end #-------------------------------------------------------------------------- # * Post Selection Movement Processing #-------------------------------------------------------------------------- def post_mvmt @com_graphics[@sel_index].flash(GB::COMMAND_COLOR_YES,60) @com_wait = 60 end #-------------------------------------------------------------------------- # * Pre-Selection Movement Processing #-------------------------------------------------------------------------- def pre_mvmt @com_graphics[@sel_index].flash(GB::COMMAND_COLOR_NOT,60) end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphics @sprite = Sprite.new @sprite.bitmap = Cache.system("Title") end #------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphics @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Play Title Screen Music #-------------------------------------------------------------------------- def play_title_music Audio.bgm_play('AUDIO/BGM/Battle1', 80, 100) RPG::BGS.stop RPG::ME.stop end #-------------------------------------------------------------------------- # * Create Command Graphics #-------------------------------------------------------------------------- def create_command_graphics#window @command_window = Window_Base.new(250, 350, 44, 50) @command_window.opacity = 0 @command_window.back_opacity = 0 @command_window.contents_opacity = 0 @command_window.openness = 0 @com_graphics = [] for index in 0..(GB::COMMAND_TEXT.size-1) @com_graphics[index] = Sprite.new @com_graphics[index].bitmap = Bitmap.new(200,200) @com_graphics[index].bitmap.font.name = GB::COMMAND_FONT @com_graphics[index].bitmap.font.size = GB::COMMAND_TEXT_SIZE @com_graphics[index].bitmap.font.color = GB::COMMAND_COLOR_NOT @com_graphics[index].bitmap.font.shadow = GB::COMMAND_SHADOW @com_graphics[index].bitmap.font.bold = GB::COMMAND_BOLD @com_graphics[index].bitmap.font.italic = GB::COMMAND_ITALIC @com_graphics[index].ox = -(GB::COMMAND_X[index]) @com_graphics[index].oy = -(GB::COMMAND_Y[index]) rect = @com_graphics[index].bitmap.text_size(GB::COMMAND_TEXT[index]) @com_graphics[index].bitmap.draw_text(0,0,rect.width,rect.height,GB::COMMAND_TEXT[index]) end end #-------------------------------------------------------------------------- # * Dispose of Command Graphics #-------------------------------------------------------------------------- def dispose_command_graphics for com in @com_graphics com.dispose unless com.nil? end @command_window.dispose end def close_command_window return end
#============================================================================== # ** Main #------------------------------------------------------------------------------ # After defining each class, actual processing begins here. #==============================================================================
begin Graphics.freeze $scene = Scene_PreTitle.new $scene.main while $scene != nil Graphics.transition(30) rescue Errno::ENOENT filename = $!.message.sub("No such file or directory - ", "") print("Unable to find file #{filename}.") end
end Screenshot: Compatibility: Should work fine with any script. It may not work with logo scripts. You no longer have to change Scene_Title to Scene_PreTitle in MAIN!Demo:
Start_Screen.zip ( 243.24K )
Number of downloads: 661Alternative download: http://www.mediafire.com/?yzjynq4zzyyIf you have any problems please post the error message and I will try and help.
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Mar 9 2010, 05:15 AM
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Level 2

Group: Member
Posts: 27
Type: Writer
RM Skill: Intermediate

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Very good script, I like it. It gives an rpg a very great sense of professionalism. However, may I suggest something for a later version?
Some people, like me, mainly like giving their menus a little bit of flavour. Perhaps you can add the option to use a picture, with the option to sort of "flash" (you know, fade in, fade out, fade in, fade out, etc.)? Just a thought I had.
Anyway, well done.
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Mar 10 2010, 03:12 AM
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Level 1

Group: Member
Posts: 10
Type: None
RM Skill: Beginner

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I love the script thanks very much. As for editing to make the windows transparent, I looked around the site and found some information which let me do it for you, it's really simple and probably a bit messy, as it involves editing the Scene_title script aswell as yours. OK first up in your Scene_Title script, this is around line 134 CODE def create_command_window s1 = GB::START @command_window = Window_Command.new(100, [s1]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.openness = 0 @command_window.open end change it to CODE def create_command_window s1 = GB::START @command_window = Window_Command.new(100, [s1]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.opacity = 100 #opacity of pre title @command_window.openness = 0 @command_window.open end I've added the line @command_window.opacity = 100 changing the value "100" should now change the opacity of the small "Press Start" pre title window that appears. Now as for the actual title scene Open the original Scene_Title in the Scenes section of scripts, around line 157 [Show/Hide] Original Scene_title in the scene section of the scripts CODE def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end change to CODE def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.opacity = 100 # opacity of title scene if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end Once again adding the line @command_window.opacity = 100 to change the opacity of the window simply change the value "100" Again sorry if this is a mess, first time I have really changed a script other then what's needed for installation, hope it helps some ^.^
This post has been edited by HeZ: Mar 10 2010, 03:49 AM
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Mar 19 2010, 01:19 PM
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Level 5

Group: Member
Posts: 60
Type: Mapper
RM Skill: Intermediate

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How peculiar.. When I try to do it, it doesn't show an error, it doesn't do anything at all.. I'm assuming tis isn't plug and play and I need to install somethin' in it, too, however what do I need to install? I've copied and pasted it into the game I'm playing, however it doesn't do anything.
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If you can read this, you passed kindergarten.The following sentence is true. The previous sentance is false. This sentance is a lie Parllexes rule! Personality: Others see you as fresh, lively, charming, amusing, practical, and always interesting; someone who's constantly in the center of attention, but sufficiently well-balanced not to let it go to their head. They also see you as kind, considerate, and understanding; someone who'll always cheer them up and help them out. Last words: GET THIS THING OFF ME!! Gangster name: Scrappy AND LASTLY... I AM A DARK ANGEL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! **Updated stuff** ]
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Apr 4 2010, 12:35 AM
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Level 2

Group: Member
Posts: 18
Type: None
RM Skill: Intermediate

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have a just wondering is there anyway you could make your script compatible with a splash screen script I keep running into this problem. the matter what I do either I get an error message or screen just goes black
here's the script I'm trying to use with your
#--------- Pretitle script ------------------------------------------# # - A script to display up to three images before the title menu # # - Configurable! Woot! # # ###Read this before using### # # - Pictures to be displayed must be placed in the \Graphics\System # # folder # # - Audio files to be played must be placed in the \Audio\BGM folder # # - Must change "$scene = Scene_Title.new" under Main to # # "$scene = Scene_Pretitle.new" # # - To call script (why? o.0) use "$scene = Scene_Pretitle1.new" # # # # Disclaimer? Give credit where credit is due # #-------------------------Script written by: Vlue L. Maynara---------#
class Scene_Pretitle < Scene_Base
###Config### ###Failure to comply with rules will result in script failure### #Skip pretitles? PRETITLE_SKIP = false #Fadein (frames) PRETITLE_TRANSITION = 20 #How long to display (frames) PRETITLE_WAIT = 40 #Fadeout (frames) PRETITLE_FADEOUT = 60 #Music to be played, nil in none (Filename must be in quotes, ex. "Scene1") PRETITLE_MUSIC = "Scene1" #Volume of Music (%) PRETITLE_VOLUME = 100 #Pitch of Music (50-150) PRETITLE_PITCH = 100 #First file to load, nil if none (Filename must be in quotes, ex. "Gameover") PRETITLE_FILE = "Gameover" #Second file to load, nil if none (Filename must be in quotes, ex. "Balloon") PRETITLE_FILE2 = nil #Third file to load, nil if none (Filename must be in quotes, ex. "Title") PRETITLE_FILE3 = nil ###End Config###
#Script start#
def main if $BTEST # If battle test $scene = Scene_Title.new # Start battle test else # If normal play super # Usual main processing end end
def start if PRETITLE_SKIP $scene = Scene_Title.new elsif create_pretitle1_1 end end
def create_pretitle_1 if PRETITLE_FILE != nil if PRETITLE_MUSIC != nil Audio.bgm_play("Audio/BGM/" + PRETITLE_MUSIC, PRETITLE_VOLUME, PRETITLE_PITCH) end @sprite1 = Sprite.new @sprite1.bitmap = Cache.system(PRETITLE_FILE) Graphics.transition(PRETITLE_TRANSITION) Graphics.wait(PRETITLE_WAIT) Graphics.fadeout(PRETITLE_FADEOUT) @sprite1.bitmap.dispose @sprite1.dispose create_pretitle1_2 elsif create_pretitle1_2 end end
def create_pretitle1_2 if PRETITLE_FILE2 != nil @sprite1 = Sprite.new @sprite1.bitmap = Cache.system(PRETITLE_FILE2) Graphics.fadein(PRETITLE_TRANSITION) Graphics.wait(PRETITLE_WAIT) Graphics.fadeout(PRETITLE_FADEOUT) @sprite1.bitmap.dispose @sprite1.dispose create_pretitle1_3 elsif create_pretitle1_3 end end
def create_pretitle1_3 if PRETITLE_FILE3 != nil @sprite1 = Sprite.new @sprite1.bitmap = Cache.system(PRETITLE_FILE3) Graphics.fadein(PRETITLE_TRANSITION) Graphics.wait(PRETITLE_WAIT) Graphics.fadeout(PRETITLE_FADEOUT) @sprite1.bitmap.dispose @sprite1.dispose $scene = Scene_Title.new elsif $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # plays title bgm end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super open_command_window end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super close_command_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_window dispose_title_graphic end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 #New game Audio.se_play('AUDIO/SE/choice1', 80, 100) $scene = Scene_Title.new end end end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system("Dragonquest") end #-------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = GB::START @command_window = Window_Command.new(100, [s1]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Dispose of Command Window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # * Open Command Window #-------------------------------------------------------------------------- def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end #-------------------------------------------------------------------------- # * Close Command Window #-------------------------------------------------------------------------- def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end #-------------------------------------------------------------------------- # * Play Title Screen Music #-------------------------------------------------------------------------- def play_title_music Audio.bgm_play('AUDIO/BGM/01 - Overture', 80, 100) RPG::BGS.stop RPG::ME.stop end end end
It would be cool if you could fix it then your script would be compatible with splashing scripts from other users so you could have let the company logo or something come across the screen and then hit your star button
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Apr 4 2010, 07:31 PM
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Level 2

Group: Member
Posts: 18
Type: None
RM Skill: Intermediate

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QUOTE (Guyver's Bane @ Apr 4 2010, 11:22 AM)  I see the problem. My script and this one both require the scene_title in main to be changed into the same thing, Scene_PreTitle. Try this script instead. It does the exact same thing as yours. http://www.rpgmakervx.net/index.php?showtopic=974it says that there's an error with loading the page
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May 5 2010, 10:50 AM
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Robert

Group: Revolutionary
Posts: 154
Type: Developer
RM Skill: Intermediate

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QUOTE (Guyver's Bane @ May 5 2010, 08:23 AM)  I've updated the script! Get the newest version and see if that fixes it. it says error every time i click on the link?
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